Red Riding Hood (2011): The Heroine’s Journey Into the Forest – Athena Bellas

Figure 1: Red Riding Hood as powerful hunter, armed with a weapon in Catherine Hardwicke’s Red Riding Hood

In the closing scenes of Catherine Hardwicke’s recent teen film Red Riding Hood (2011), heroine Valerie, armed with a dagger, journeys into the forest to hunt and kill the big bad wolf. After slaying the beast in a bloody battle, Valerie does not return home to be chastised by the traditional well-known moral of the tale: ‘do not stray from the path’.[1] No such moral exists at the end of this particular ‘Red Riding Hood’ retelling. Instead, Valerie rejects her family home and takes up residence in the forest with another wolf, her lover Peter, and the film closes on the blissful contentment of their (paranormal) romance. This article charts how, in this contemporary teen film, the trope of the female adolescent’s voyage into the forest represents an empowering entry into personal freedom, power, and self-definition. At the same time, the film displays the contemporary teen media landscape’s obsession with fairy tale and paranormal romance, with its emphasis on the pleasures of heterosexual romance between the desiring heroine and her ‘dark lover.’ The journey into the forest in contemporary teen films and television is significant to chart, because it is through the journey into this space, and the magical transformations that she undergoes there, that provides the heroine with a unique opportunity to shift into a position of power and liberty.

Hardwicke’s Red Riding Hood emerges in a current teen screen media landscape obsessed with this aspect of the fairy tale and the paranormal romance. Interestingly, many of these texts, including blockbuster films like Twilight (Catherine Hardwicke 2008), The Hunger Games (Gary Ross 2012), and Snow White and the Huntsman (Rupert Sanders 2012), as well as television series like The Vampire Diaries (Julie Plec and Kevin Williamson 2009-) and The Secret Circle (Andrew Miller 2011-2012), situate their heroine’s journey centrally within a forest space. As she journeys into the forest, the heroine undergoes an often supernatural transformation into a beast or beast-like creature such as a werewolf or vampire. During this metamorphosis, the heroine develops physical strength and prowess, bravery and fearlessness. The journey into the forest is the catalyst for the heroine’s beastly transformation, and her evolution into an empowered position in the world. In these teen screen texts, the enchanted forest space has become an imaginative horizon on which to explore and celebrate female mobility, agency and even aggression.

But at the same time, the heroines of these texts also encounter and fall in love with a magical male creature in the forest – werewolves, vampires, warlocks, and ghosts are particularly popular. In television series The Vampire Diaries, for example, heroine Elena becomes a vampire and as she discovers her extraordinary physical strength and her lust for blood, she also enjoys a romantic relationship with vampire boyfriend Stefan (as well as potential lover Damon). Similarly, in Hardwicke’s film previous to Red Riding Hood, the wildly successful teen blockbuster Twilight (2008), grounds the paranormal romance between vampire Edward Cullen and human Bella Swan in the lush geography of the woods.

In this way, these texts enact postfeminist rewritings of the fairy tale – retaining a focus on the pleasures of romance but also incorporating new elements like the female-as-hunter and the celebration of her agency, aggression and power. The representation of strength, freedom and mobility, coupled with an emphasis on the heterosexual romantic union, is particularly inflected by the postfeminist sensibility that surrounds much of contemporary teen screen media today. The postfeminist signifies a ‘move away from easy categorisations and binaries, including the dualistic patterns of (male) power and (female) oppression on which much feminist thought and politics are built.’[2] Rather than representing the heroine’s empowerment and agency in conflict with the romance narrative of the ‘dangerous lover’, the postfeminist text often unites these elements, allowing both to exist in a non-binaristic way, and not having to give up one element for the other.[3] In Red Riding Hood, for example, the story emphasises the importance and power of independent female mobility through the figure of Valerie as a powerful lone hunter journeying into the forest to slay the beast. But at the same time, it also emphasises the theme of escape through romance with the prioritisation of the heterosexual relationship. So this postfeminist fairy tale film wants, and has it, both ways; it navigates both paths through the fairy tale forest at the same time. On the one hand, it champions Valerie as an independent hunter but on the other hand it also promotes an image of fulfilment through love and a heterosexual romantic coupling. This film promotes an image of mobility across spaces but also across identities, for Valerie is both violent hunter and romantic lover in the forest. She is not locked into either identity, but rather is able to occupy both.

Fairy tale scholar Cristina Bacchilega writes that in contemporary retellings of the ‘Red Riding Hood’ tale, ‘straying from the path is necessary’.[4] Red Riding Hood constructs this necessary straying across the filmic landscape to celebrate the errant journey of heroine Valerie. Rebelling against the strictures of her daily life, Valerie escapes into the forest and is rewarded with knowledge, agency, power and the fulfilment of her desire. The film utilises the geography of the fairy tale forest to tell a story of female mobility and agency. Hardwicke’s film rewrites and revalues Red Riding Hood’s wayward journey in the forest – straying from the path is represented as not only necessary, but also positive, satisfying, and empowering for the heroine. This journey leads her to traverse broad new horizons of independence and transformation.

Figure 2: Snow White battles against fearsome creatures in ‘The Dark Forest’ in Snow White and the Huntsman. Like many heroines of contemporary fairy tale teen films, this Snow White discovers strength, power and bravery within herself in the forest space.

The moral of the tale, ‘don’t stray from the path’ dissipates in many contemporary revisions in favour of errant travel, and indeed, it is nowhere to be seen in Hardwicke’s retelling of the tale. No longer a didactic emblem[5], the path through the forest is presented as a positive opportunity for the heroine’s independent travel, which allows for a rebellion against the strictures imposed upon her as well as a transformation into a mobile, empowered position in the world.

Red Riding Hood: Pursuing An Errant Path

In both the Perrault and Grimm versions of ‘Red Riding Hood’, the heroines’ straying from the path has negative consequences – in the former she is killed, and in the latter she is devoured and only narrowly escapes death when the huntsman rescues her from the belly of the beast. Bacchilega reads these gruesome endings as punishments for heroines who have acted up and disobeyed orders[6], writing that ‘[t]he girl has learned her lesson: obey your mother and don’t give in to errant desires’.[7] In her extensive study of the evolution of the ‘Red Riding Hood’ tale in popular culture, Red Riding Hood Uncloaked (2002), Catherine Orenstein similarly points out that these endings functioned as ‘warnings’ for young girls to not disobey authority.[8] The admonishing warning ‘do not stray from the path,’ coupled with the heroine’s death at the end of the story highlight the negativity in which this forest voyage has been shrouded. However, in postfeminist cinematic retellings like Hardwicke’s, the heroine is not punished for her errant travel into the forest; her journey is not represented as a shocking transgression that must be corrected. Rather, the journey comes to represent the heroine’s agency and empowerment and the film celebrates this by allowing her to defeat the wolf, and rewarding her with the pleasures of an alternative path outside of her everyday life.

Marilyn C. Wesley points out that often ‘women’s travel serves as a trope of female agency.’[9] To undertake a journey, beyond the limits of what is familiar and set, is to expand into spaces of ‘alternative possibility.’[10] Contemporary retellings of the ‘Red Riding Hood’ tale, including those seen in the teen film genre, have revised the tale to tell stories of female mobility and agency. In contemporary teen films like Red Riding Hood, Ginger Snaps (John Fawcett 2000), Ella Enchanted (Tommy O’Haver 2004) and Snow White and the Huntsman the fairy tale forest is invoked as the grounds for female travel where ‘alternative possibilities’ of identity, experience and desire can come into play. In these films, the heroine journeys from the limiting boundaries of her home and into the forest where she not only finds escape from these limits, but also undergoes empowering and powerful personal transformations.

The wide-open spaces of the forest in these teen films are liminal zones for adolescent transformations. Anthropologist Victor Turner writes that the liminal, the ambiguous territory of ‘betwixt-and-between’, provides a ‘time of enchantment when anything might, even should, happen.’[11] This ‘time of enchantment’ provides room for play, experimentation with multiple identities, and purposefully breaking rules.[12] Adrian Martin has applied Turner’s observation of liminality to teen cinema. He writes that ‘teen stories are about…the liminal experience: that intense, suspended moment between yesterday and tomorrow, between childhood and adulthood, between being a nobody and being a somebody, when everything is in question, and anything is possible.’[13] Catherine Driscoll similarly remarks that this is a utopian space for teen film, providing a ‘fantasy of freedom.’[14] This utopian sense of expanded possibilities and freedom in the teen fairy tale film is particularly embodied in the space of the forest, where magical transformations can occur (for example, Ginger’s transformation into a wolf in Ginger Snaps), magical powers can be accessed (for example, the teen witches who perform spells in the forest in The Craft [Andrew Fleming 1996] and in The Secret Circle) and encounters with paranormal or magical creatures take place.

This encounter with the magical and the supernatural in the fairy tale forest announces this space as one of potential to go beyond the structures and strictures of daily life, displaying the fairy tale’s ability to provide ‘open spaces for dreaming alternatives…announcing what might be.[15] What is particularly interesting about these contemporary cinematic rewritings of ‘Red Riding Hood’ is how the heroines’ straying from the path is positively valued, and her encounter with the wolf or other magical being is empowering rather than victimising. Indeed, as Catherine Orenstein notes, the heroine is now often reclaimed ‘from the belly of the beast and put in the place, and even in the fur, of the wolf.’[16] Orenstein goes on to assert that this contemporary shift in the dynamics of the tale ‘has turned out to be one of the most fertile and surprisingly recurrent themes [in contemporary fairy tale revisions]: the power of the wolf’s pelt to transform the heroine.’[17] These teen films mobilise ‘witch and werewolf identities to symbolise forbidden emotions such as power, lust, and rage.’[18] Sue Short notes ‘what is remarkable about The Craft and Ginger Snaps’, and indeed, I would add Red Riding Hood, is that ‘the female outsiders willingly embrace these castigated images [of wolf and witch] as an alternative to existing norms, adopting them as a measure of dissatisfaction and refusal.’[19] This subversion of expectation and movement into another territory altogether is what precipitates change and transformation, magic and enchantment, pleasure and power, for Valerie in Red Riding Hood.

The scenes set in the town are shot in often claustrophobic close-ups, and lit low-key to shroud figures in darkness. These tightly framed, darkened shots of the town, along with multiple scenes set in prison cells and tiny attics create a lack of space and freedom to move. Valerie is literally cramped in in the town, her movements and gestures restricted and made small by a lack of space. Set in vaguely medieval times – though the date is never specified – Valerie lives in a culture ruled by the severe strictures dictated by fathers and lawmen. She has been betrothed to a man she does not desire to marry, and has no choice in the matter. She is forbidden from speaking her mind, making plans for her own life, or even venturing out of the town and into the forest. Fred Botting writes that in the female Gothic, the heroine must often flee her home and enter the forest in order to escape from a ‘cruel and tyrannical familial order’.[20] Into the forest she goes, where her ‘desire wanders, off course, flying to “wild zones” where femininity encounters the possibility of becoming something other: the ruins and forests that are uncharted places of darkness and danger are also loci free from the restraints of law.’[21] However, Botting also points out that the heroine’s journey is often circumvented at the end of the novel when she is brought out of the forest, and she is re-domesticated.[22]

However, in Red Riding Hood, no such re-domestication occurs. Valerie violates all of these bans and decides to travel a forbidden path into the forest as a permanent escape, as a refusal of these expectations. She does not return home but rather permanently situates herself on the forbidden path. Traveling this forbidden path is a subversive move for Red Riding Hood. Her resistance to the limitations imposed upon her begins when she sets out on her journey into the woods, unsatisfied by the terms that limit her life set by her parents. The further into the forest that Valerie travels, the more expansive and panoramic her views and paths become. In contrast to the cramped, suffocated spatiality of the town, in the wide-open space of the forest, her strides are long, fluid, and assured. She shakes off these restrictions and is released into wide-ranging spaces open to errant traversals and multiple unbounded routes.

It is here that she finds a measure of freedom that she does not want to relinquish. In Red Riding Hood, the forest expands beyond the limits of the town Valerie lives in. When Valerie enters the forest, going beyond the barriers of the town, she is able to express anger, power, and desire – emotions ordinarily considered taboo for young women to express.[23] Mapping herself into this geography through errant travel, Valerie expresses anger and violence, and claims her power when she kills the wolf.

She declares in her voice-over narration that ‘I could no longer live there [in the town]. I felt more freedom in the shadows of the forest. To live apart carries its own dangers, but of those I am less afraid.’ While Valerie does not literally become a wolf as in other recent teen films like Ginger Snaps, she does nevertheless adopt a wolf-like identity. Valerie not only discovers that she has the potential to become a wolf – she is descended from ancestors who were wolves and thus has wolf blood coursing through her veins – and one bite from another wolf would activate her own becoming-wolf process. While this is not a process she chooses to undergo, she does decide to reside in the ‘shadows of the forest’ with the wolves whose language she is able to speak as a result of her lupine lineage, and she chooses this outside space as her residence. But rather than being punished with death, as in Perrault’s and the Grimm’s popular versions of the tale, Hardwicke’s Red Riding Hood is actually rewarded. Having undertaken this subversive secret journey away from the familiar strictures of daily life, Valerie attains a space of her own and a lover of her choosing.

Figure 2: Snow White battles against fearsome creatures in ‘The Dark Forest’ in Snow White and the Huntsman. Like many heroines of contemporary fairy tale teen films, this Snow White discovers strength, power and bravery within herself in the forest space.

Deborah Lutz observes that this decision to reside on the outside with a ‘dangerous lover’ constitutes an overwhelmingly dominant trajectory for contemporary romances.[24] Recent teen-girl films inflect their fairy tale forests with this overtone of romance, particularly of the Gothic variety, and Red Riding Hood, along with other popular films like Snow White and the Huntsman and Twilight, displays this inflection. Landscape unleashes romantic pleasures as the heroines of teen cinema navigate the tender geographies of the forest. The liminal movement from civilisation to forest is announced as an amorous, tender passage. Mapping herself into this geography, the heroine permanently situates herself on the edge, refusing to return to the orderly and the civilised. This decision to permanently occupy this outside-space registers dissatisfaction with what the civilised has to offer. Turning to the wilderness, the girl finds that it unfolds as the fabric of her desire. Remarkably, this is not a fleeting interval to be pursued before returning to the regimented world; it constitutes a real escape from it.

In these films, the girl’s passage through the wilderness is driven by a quest for knowledge. Valerie undertakes a journey into the forest in order to discover who the wolf is. Bound up with this knowledge quest is Valerie’s path towards romantic love with her gentle wolf-lover Peter.[25] Escape through love is, as Deborah Lutz points out, the dominant trope of many contemporary romances,[26] and films like Red Riding Hood follow suit. Escaping the regimented world by entering the fairy-tale forest with a beast-lover, a romantic map of tender exploration unfolds before the heroine. Some contemporary teen films like Red Riding Hood and Twilight, as well as popular teen television series like The Vampire Diaries celebrate the male wolf or beast as a romantic, gentle figure who brings out the latent wildness of the heroine. The teen girl journeys into the forest to hunt down and encounter magical creatures like vampires and werewolves; she then chooses them as lovers. Her desire is at the forefront of the rite-of-passage journey, and it becomes the very texture of the fairy-tale forest space.

Indeed, Marina Warner comments that postmodern rewritings of the fairy tale are overwhelmingly dominated by the idea that ‘Beauty stands in need of the Beast’ and that ‘He no longer stands outside her, the threat of male sexuality in bodily form…but he holds up a mirror to the force of nature within her, which she is invited to accept and allow to grow.’[27] In these rewritings, the beast is not a deadly, dreaded danger to the innocent heroine; rather, his gentle beastliness is attractive to the heroine and she pursues him as a romantic partner. Cristina Bacchilega comments that this romantic reconfiguration of the physical dynamic between wolf and girl is particularly potent: ‘By acting out her [sexual] desires the girl offers herself as flesh, not meat. The “carnivorous” nature of their encounter is transformed’ into a tender embrace.[28] This transit has become a mode of transformation, both for the hero and heroine. In this postfeminist retelling of ‘Red Riding Hood’, the heroine journeys into the forest and is transformed: she is given the space to act out violence and anger, but also desire and romance. In undertaking this journey, Valerie’s agency is activated and her desire mobilised.

The Fairy Tale’s Mobile Map: Errant Views, Expansive Vistas

In Red Riding Hood, the heroine’s physical mobility and liberty is echoed by the camera as it moves across the filmic landscape, and as the viewer’s eyes also move across this screened space, the mobility of the film’s cartography is revealed. It is significant that the teen viewer is so strongly aligned with the heroine’s mobility in this way, for this mode of filmic travel acts as an invitation to explore imaginative horizons and locations in which female liberty and agency is prioritised. This invitation to errant visual travel aligns the viewer with the active, empowered heroine and her mobile perspective.

The film’s and viewer’s movements across this landscape can be considered via Giuliana Bruno’s ‘moving theory of site.’ As the camera navigates its way through cinematic space, it becomes ‘a vehicle of travel.’ When ‘the movie camera becomes a moving camera’ it can literally become ‘a means of transport’ for the viewer.[29] Bruno is particularly discussing the mobile camera in urban spaces and scenes, but her moving theory of site is useful in this instance of fairy tale forest geography too. From the very beginning of Red Riding Hood, during the opening credits, the forest is announced as a map designed for errant travel, motion, and wide-ranging journeying. This opening scene provides the viewer with a moving map of the fairy tale forest space that will be navigated throughout the rest of the film: we are given an elaborately extensive visual itinerary of rushing rivers, jagged precipices, emerald green thrushes of trees, and soft snow-covered expanses. Each point on the map is lingered on and recorded in turn, creating a detailed itinerary of the fairy tale forest’s landmarks. In this way, the viewer is presented with a cinematic map of this space right from the outset of the film, situating attention in this geography and creating a map that we are invited to traverse throughout the rest of the film.

Figure 4: Venturing far from the limits of the town, Valerie finds beautifully expansive landscapes to traverse and vistas to behold

In panoramic aerial views, the camera pans and glides across these expansive locations throughout the film. This continuous, fluid, gliding motion of the camera across this topography highlights the mobility of this map. The viewer offered many multiple views of different points on the map to visually discover: rivers and rocks, trees and sky, snow and mountains. In being offered so many multiple places and vistas to visually contemplate, the viewer is invited to move their attention from location to location, perspective to perspective, across sweeping panoramas, encouraging us to encounter this map through transitory motion. As the viewer visually explores these vistas, the camera is always in motion, panning and moving across this geography to create a moving map of the fairy tale forest. This motion of the camera across the forest allows the viewer to explore and visually roam about this filmic map, visiting many points on its itinerary and exploring them from many angles, distances and perspectives.

This wide-ranging, roaming camera across open spaces presents an invitation for wandering, exploring, voyaging on an unbound map, echoing Valerie’s own freewheeling traversal of this open space. Viewers are invited to travel across this dynamic panorama of the forest in a similar way to Valerie, and it becomes a visually traversable geography. Aligned with Valerie’s point of view in this way allows the teen viewer to explore and consider the heroine’s unique position of liberty, mobility and agency. Conley asserts that the landscape in film ‘propels narrative but also, dividing our attention, prompts reverie and causes our eyes to look both inward, at our own geographies, and outward, to rove about the frame and to engage, however we wish, the space of the film.’[30] The wide shots of landscape, and the constantly moving camera across these stunning vistas, promotes a viewing of the film that is mobile. Conley writes that this mobility of vision can be thought of as ‘applied distraction’ and ‘free attention’, ‘being errant but available to fix upon and discern different mental and physical sites.’[31] The mobility of vision across this cinematic geography of the fairy tale forest can be considered an inherently errant process: it invites vision to roam across moving panoramas freely, and to explore the map in an unruly way. This errant roaming provides an invitation for the viewer to explore expansive imaginative horizons on which female mobility and agency are prioritised.

The forest emerges as a geography through which to explore female power and liberty in this film. As the heroine journeys into this space, as she travels deeper into the forest, her supernatural powers are gradually revealed to her and then exercised and enjoyed. The errant journey into the forest signifies a journey into power and freedom for the heroine undergoing a beastly becoming or a beast-like becoming. This geography provides an itinerary of the heroine’s transformations, and the viewer is invited to travel that itinerary of her evolution.

Figure 5: Aerial views of the forest geography in Red Riding Hood provide the viewer with a mobile map of the enchanted forest space during the opening credits

The cartographic encounter with the fairy tale forest, both for the heroine and the viewer, is an unruly one in Hardwicke’s Red Riding Hood. For Red Riding Hood, this unruliness is expressed through the forest journey. She ventures into the forest as a measure of her dissatisfaction with what everyday life has to offer, and refusing the terms it sets, she escapes into the wild. In the forest, she is able to access and express anger, violence and desire – actions and emotions ordinarily deemed taboo for the young girl to express. But rather than being punished for expressing these taboo emotions, and violating the restrictions that forbid her going into the forest, Hardwicke’s fairy tale rewards its heroine with a romantic union. Choosing a wolf as a romantic partner, and deciding to live in the wolf-inhabited woods, Valerie finds herself in a wide-open space that she can navigate as she pleases. Hardwicke’s cinematographic representation of the forest invites the viewer, too, to navigate this space in a similarly errant fashion. The viewer is presented with a map of expansive vistas and panoramas with a mobile camera, a detailed, sprawling, moving geography of the enchanted fairy tale forest. Given such mobile, extensive views, the audience is given the opportunity to visually explore and roam about this map, enacting an errant visual voyage across the image which allows for an imaginative exploration of a space defined by female mobility, agency, and liberty. The film celebrates such unruly travel, as not only a necessary act for Valerie to undertake to discover and kill the big bad wolf; it is also represented as a pleasurable journey, for she finds an independent space to inhabit and chooses the wolf lover that she wants. She has strayed from the path, and having found both agency and romance on the fringe of the forest, this Red Riding Hood stakes her claim on it as her own.

 

References

Bacchilega, Cristina, Postmodern Fairy Tales: Gender and Narrative Strategies, Philadelphia: University of Pennsylvania Press, 1997

Botting, Fred, ‘The Flight of the Heroine’. Postfeminist Gothic: Critical Interventions in Contemporary Culture. Eds. Genz, Stephanie and Brabon, Benjamin A, Hampshire and New York: Palgrave MacMillan, 2007

Bruno, Giuliana, Atlas of Emotion: Journeys in Art, Architecture and Film. New York: Verso, 2002

Conley, Tom, Cartographic Cinema. Minneapolis and London: University of Minnesota Press, 2007

Driscoll, Catherine, Teen Film: A Critical Introduction. Oxford and New York: Berg, 2011

Genz, Stephanie, Postfemininities in Popular Culture, UK: Palgrave MacMillan, 2009

Lutz, Deborah, The Dangerous Lover: Gothic Villains, Byronism, and the Nineteenth-Century Seduction Narrative, Columbus: Ohio State University Press, 2006

Lutz, Deborah, ‘The Haunted Space of the Mind: The Revival of the Gothic Romance in the Twenty-First Century’. Empowerment Versus Oppression: Twenty-First Century Views of Popular Romance Novels. Ed. Goade, Sally, Newcastle: Cambridge Scholars Publishing, 2007

Martin, Adrian, Phantasms: The Dreams and Desires at the Heart of our Popular Culture. Victoria: McPhee Gribble, 1994

Orenstein, Catherine, Little Red Riding Hood Uncloaked: Sex, Morality, and the Evolution of a Fairy Tale. New York: Basic Books, 2002

Short, Sue, Misfit Sisters: Screen Horror as Female Rites of Passage. New York: Palgrave MacMillan, 2006

Sweeney, Kathleen, Maiden USA: Girl Icons Come of Age. New York: Peter Lang, 2008

Turner, Victor, Process, Performance and Pilgrimage: A Study in Comparative Symbology. New Delhi: Concept Publishing, 1979

Warner, Marina, From the Beast to the Blonde: On Fairy Tales and their Tellers. London: Vintage, 1994

Wesley, Marilyn C, Secret Journeys: The Trope of Women’s Travel in American Literature, New York: State University of New York Press, 1999

 

Filmography

The Craft. Dir. Andrew Fleming. 1996

Ella Enchanted. Dir. Tommy O’Haver. 2004

Ginger Snaps. Dir. John Fawcett. 2000

The Hunger Games. Dir. Gary Ross. 2012

Red Riding Hood. Dir. Catherine Hardwicke. 2011

The Secret Circle. Exec Producer Andrew Miller. 2011-2012

Snow White and the Huntsman. Dir. Rupert Sanders. 2012

Twilight. Dir. Catherine Hardwicke. 2008

The Vampire Diaries. Exec. Producers Julie Plec and Kevin Williamson. 2009-

 

Notes


[1] Jacob and Wilhelm Grimm, ‘Little Red Cap’. The Great fairy tale tradition: from Straparola and Basile to the Brothers Grimm: texts, criticism. Ed. and Trans. Jack Zipes (New York: W. W. Norton 2001), 747

[2] Stephanie Genz, Postfemininities in Popular Culture (UK: Palgrave MacMillan 2009) 24

[3] Deborah Lutz, The Dangerous Lover: Gothic Villains, Byronism, and the Nineteenth-Century Seduction Narrative (Columbus: Ohio State University Press 2006) 12. And Deborah Lutz, ‘The Haunted Space of the Mind: The Revival of the Gothic Romance in the Twenty-First Century’. Empowerment Versus Oppression: Twenty-First Century Views of Popular Romance Novels. Ed. Goade, Sally, (Newcastle: Cambridge Scholars Publishing 2007) 90-91

[4] Cristina Bacchilega, Postmodern Fairy Tales: Gender and Narrative Strategies, (Philadelphia: University of Pennsylvania Press 1997) 68

[5] Catherine Orenstein comments on this didacticism of the Grimms’ version of ‘Red Riding Hood’ when she writes that ‘the Grimms’ overarching aim – the clarify their lessons, teach morality to children, and promote their German middle-class values for the new Victorian family: discipline, piety, primacy of the father in the household and, above all, obedience’ in Catherine Orenstein Little Red Riding Hood Uncloaked: Sex, Morality, and the Evolution of a Fairy Tale (New York: Basic Books 2002) 55

[6] Cristina Bacchilega, Postmodern Fairy Tales: Gender and Narrative Strategies, (Philadelphia: University of Pennsylvania Press 1997) 69

[7] ibid 58

[8] Catherine Orenstein Little Red Riding Hood Uncloaked: Sex, Morality, and the Evolution of a Fairy Tale (New York: Basic Books 2002) 55

[9] Marilyn C Wesley Secret Journeys: The Trope of Women’s Travel in American Literature, (New York: State University of New York Press 1999) xvii

[10] ibid, xv

[11] Victor Turner, Process, Performance and Pilgrimage: A Study in Comparative Symbology. (New Delhi: Concept Publishing 1979) 94 original emphasis

[12] ibid, 38

[13] Adrian Martin, Phantasms: The Dreams and Desires at the Heart of our Popular Culture. (Victoria: McPhee Gribble 1994) 68

[14] Catherine Driscoll, Teen Film: A Critical Introduction. (Oxford and New York: Berg 2011)

112

[15] Marina Warner, From the Beast to the Blonde: On Fairy Tales and their Tellers (London: Vintage 1994) xvi emphasis added

[16] Catherine Orenstein Little Red Riding Hood Uncloaked: Sex, Morality, and the Evolution of a Fairy Tale (New York: Basic Books 2002) 153

[17] ibid,163

[18] Sue Short, Misfit Sisters: Screen Horror as Female Rites of Passage (New York: Palgrave MacMillan 2006) 36-37

[19] ibid, 105

[20] Fred Botting, ‘The Flight of the Heroine’. Postfeminist Gothic: Critical Interventions in Contemporary Culture. Eds. Genz, Stephanie and Brabon, Benjamin A, (Hampshire and New York: Palgrave MacMillan, 2007) 175

[21] ibid

[22] ibid

[23] See: Kathleen Sweeney, Maiden USA: Girl Icons Come of Age (New York: Peter Lang 2008) 131-137; and Sue Short, Misfit Sisters: Screen Horror as Female Rites of Passage (New York: Palgrave MacMillan 2006) 35-37

[24] Deborah Lutz, The Dangerous Lover: Gothic Villains, Byronism, and the Nineteenth-Century Seduction Narrative (Columbus: Ohio State University Press 2006) 5

[25] See also Ella Enchanted (Tommy O’Haver 2004), where Ella journeys through the forest to find out about the curse of obedience bestowed on her at birth. This quest for understanding the curse leads to her undoing it and finally becoming autonomous. As in Red Riding Hood, there is a simultaneous romantic rite of passage alongside the knowledge quest, as Ella meets a prince in the forest, has adventures with him, and falls in love.

[26] Deborah Lutz, The Dangerous Lover: Gothic Villains, Byronism, and the Nineteenth-Century Seduction Narrative (Columbus: Ohio State University Press 2006) 87

[27] Marina Warner, From the Beast to the Blonde: On Fairy Tales and their Tellers (London: Vintage 1994) 307

[28] Cristina Bacchilega, Postmodern Fairy Tales: Gender and Narrative Strategies, (Philadelphia: University of Pennsylvania Press 1997) 63-4

[29] Giuliana Bruno, Atlas of Emotion: Journeys in Art, Architecture and Film (New York: Verso 2002), 15, 135 and 24

[30] Tom Conley, Cartographic Cinema (Minneapolis and London: University of Minnesota Press 2007) 1

[31] ibid 18

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Abstract: This article investigates the connections between history and new forms of memory that are produced, configured and mapped with the tools of digital media. Digital memories are contained within, and inspired by Jennifer and Kevin McCoy’s electronic sculptures. The article explores the potential for new media technologies to re-imagine the intersection between history and memory as digital ‘lieu de mémoire’, a version of Pierre Nora’s memory sites that block the possibility of forgetting by remembering for us.

The Eternal Return – The McCoys (2003)

The explosion and expansion of digital tools and communication transforms definitions of memory and refines the intersection of memory and history. Digital natives and digitally literate adopters have tools at hand to practice as cartographers, genealogists, archivists, and chroniclers, even historians. This results in the creation of new connections and communities, archives that become virtual as well as material, histories that might be both real and imagined. Image and text based sites like You Tube, Vimeo, Flickr, Wikipedia, Pinterest, Twitter, Facebook and the range of pervasive blogging sites across the Internet provide new ways to produce and disseminate digitally configured histories and memories. The influence of the virtual on material sites of exhibition, particularly galleries, museums, cinematheques and public sites is evidenced by an increased reliance on digital tools, particularly digital screens, to reconfigure memory and history. Digital technologies enable myriad approaches to history, expanding definitions beyond the dominance of the empirical or sequential, bringing memory into contact with history. The obsession with the present in status updates, uploads, new blog posts and the seemingly immediate availability of content brings memory into the present. Exceeding the acceleration of history characteristic of Fredric Jameson’s definition of postmodern culture (1991), the present is rapidly superseded by an immediate future/past or the past eternally returning. Concurrently, definitions of memory produced, distributed and exhibited by digital technologies result in the proliferation of innovative forms of remembering and new ways to imagine histories by prioritizing memory. The electronic sculptures produced by Jennifer and Kevin McCoy that reveals how digital technologies can be used to reflect processes of memory and to map new connections. Installations produced by the McCoys frame and direct memories, they don’t remember for us, but instead, they reveal how memories are indebted to, provoked by and shaped by aspects drawn from the archive of visual cultures. But this interrelationship between memory and history, mapped and imagined through digital technologies was not always perceived as entwined, let alone contingent.

The historian Pierre Nora argues that history and memory exist in violent opposition (1989, p. 8). He describes history as a static, incomplete attempt to reconstruct a past that no longer exists, whilst memory is more fluid, involved in a process of rediscovery that “remains in permanent evolution” (Nora 1989, p. 8). In Nora’s words, “history is perpetually suspicious of memory, and its true mission is to suppress and destroy it” (1989, p. 9). This dynamic collision between history and memory is the result of the acceleration of history at a time that Nora defines as: “a turning point where consciousness of a break with the past is bound up with the sense that memory has been torn-but torn in such a way as to pose the problem of the embodiment of memory in certain sites where a sense of historical continuity persists” (1989, p. 7). The notion of memory as ‘torn’, no longer complete, singular, trusted, no longer emanating from a defined date, moment or time, provides impetus for memory as imagined, embodied and defined in sites beyond the scope of the traditional archive. Nora identifies memory as fluid and transformed by its passage through history. “Memory remains in permanent evolution open to the dialectic of remembering and forgetting, unconscious of its successive deformations, vulnerable to manipulation and appropriation, susceptible to being long dormant and periodically revived” (Nora, 1989, p. 8).  In Nora’s words, memory’s vocation is to record and whilst delegating to the archive the responsibility of remembering, “it sheds its signs upon depositing them there, as a snake sheds its skin” (13). Nora perceives modern memory as above all, archival, relying on the materiality of the trace, the immediacy of the recording, the visibility of the image (1989, p. 13). Whilst Nora’s argument focuses predominantly on French national identity and politics, his discussion of the transformation of history and memory offers a particularly pertinent approach for an investigation of the impact of digital media on remembering. New forms of communications media provide increased access to memory, creating very specific structures for sites of remembering and producing an illusion of memory as immediate, reflexive and interconnected. The digital reshapes the production, distribution, dissemination and exhibition of memory producing innovative approaches to mapping, interacting with memory, and new sites of remembrance. Once captured, memory may contribute another strand of history.

For Nora, lieux de mémoire are sites where “memory crystallizes and secretes itself”, memory sites that block the possibility of forgetting and act to remember for us (1989, p. 7). Nora writes that the “most fundamental purpose of the lieu de mémoire is to stop time, to block the work of forgetting… all of this in order to capture a maximum of meaning in the fewest of signs” (1989, p. 19). In these sites history besieges memory as, “moments of history torn away from the movement of history, then returned” (Nora 1989, p. 12). Memory sites can be actual spatial forms like archives, exhibitions, personal shrines, and they can be tangible objects: collections of photographs, objects, diary entries, notes, tickets and souvenirs. They can also be more ephemeral, taking the form of thoughts, reminiscences and spoken word stories. Lieux de mémoire originate with the sense that “there is no spontaneous memory, that we must deliberately create archives, maintain anniversaries, organize celebrations, pronounce eulogies, and notarize bills because such activities no longer occur naturally” (Nora 1989, p. 12). Nora’s conception of lieux de mémoire arises from the acceleration of history. He writes that: “if history did not besiege memory, deforming and transforming it, penetrating and petrifying it there would be no lieux de mémoire” (Nora, 1989, p. 12).

Extending Nora’s lieu de mémoire into the realm of the visual historical archive, these sites can be reimagined as electronic databases, multimedia projections, or interactive exhibits, sites that preserve, but also revise, reshape, and inspire new memories. Electronic lieux de mémoire are used to construct and deconstruct memory in the multimedia artworks produced by the American artists Jennifer and Kevin McCoy. Across their oeuvre, the artworks build on and complicate definitions of memory, situating it in relation to an archive of recent popular cultural history. Laura U. Marks describes the McCoy’s web based work Airworld.net (1999) as noophagic – sucking in, eating information from other sites, reprocessing images and text and emerging with the advertising, branding and even the special offers of a new, artificial, corporation mined from corporate language on the web (2002, p. 189). Airworld.net is a web-based artwork that trawls commercial sites and creates networks of text, jargon, still images and footage from security cameras in the workplace. Lev Manovich defined Jennifer and Kevin McCoy as postmodern media artists who “accept the impossibility of an original, unmediated vision of reality; their subject matter is not reality itself, but a representation of reality by media, and the world of media itself” (2002a, np). Manovich develops the notion of soft cinema as database art, a specific type of new media art that is indebted to the archive, but reverses the opposition traditionally associated with the syntagmatic and the paradigmatic (2002b, pp. 230-231). For Manovich, database art values the paradigmatic, the tangible range of possible choices, options or possibilities over the syntagmatic, the virtual flow of words and images. Producing art that prioritizes memory, but refuses to narrativize it in classical form, the early installations can be understood as offering a matrix of impressionistic sequences, reflecting the illogical, sensuous workings of memory. In their database art installations, the McCoy’s work opposes rigidity and linearity, even when it is derived from the delay-filled, repetitious parallelisms characteristic of serial narrative form. Instead, the installations offer multiple possibilities and perspectives, splitting and fracturing spectatorship, creating new ways to map memories and a diverse range of possible narrative forms. The ‘electronic sculptures’ created by the McCoys rely on paradigmatic contingency to complicate the notion of memory as personal and individual by reworking and interweaving popular visual histories into their artwork. The resulting new media art reinvent Nora’s lieux de mémoire using miniaturized cinematic technologies, database narration and electronic sculptural dioramas.

The expansion of cinema towards the digital and into the art gallery, produces new ways of mapping, engaging and exhibiting memory. Anne Friedberg identifies the transition towards the digital resulting in an increasingly mobilized, virtual experience of visual cultures (2006). Jennifer and Kevin McCoy’s collaboration creates art that juxtaposes personal with collective memories, offering viewers an interactive experience in encouraging an intervention by the deconstruction and reconstruction of popular narrative. Their art creates a matrix of reference points drawn from some very recognizable popular iconography to exhibit an inextricable connection between individual and collective memory. The installations that were created at the turn of the millennium combine the interactive potential of the database with the seemingly endless array of visual motifs, generic tropes and narrative threads recognizable from popular televisual serials. Every Shot, Every Episode (2001) is a deconstruction and recreation of the Starsky and Hutch (1975-1979) series resulting in a new taxonomy consisting of two hundred and seventy-eight categories. Individual shots and scenes from the series were excised and reorganized to feature new paradigmatic, aesthetic and cinematographic categories including: ‘Every Bloody Clothing’, ‘Every Yellow Volkswagen’, ‘Every Sexy Outfit’, ‘Every Stabbing’, ‘Every Character Looks Left’, ‘Every Insult’, ‘Every Speculation’, ‘Every Extreme Close Up’, ‘Every Pan Right’, ‘Every Tilt Down’, ‘Every Zoom In’ and ‘Every Reaction Shot’. This approach reveals the degree of repetition and the importance of generic tropes and conventions, the foundations of serial television. The shelves of DVDs mounted on the gallery wall positioned next to a suitcase containing the small DVD player and screen offers an impression of open access to secretive imagery. Every Shot, Every Episode reconstructs imagery that blurs the division between individual and collective memory. Viewing and re-viewing sequences, visitors become interactive cartographers, mapping and re-mapping as they select and view paradigmatic sequences from Starsky and Hutch. Nora’s description of memory as “intensely retinal and powerfully televisual”(1989, p. 17) is resonant in the ways that these sequences reflect the fragmented, impressionistic workings of memory. The linearity of television series is here reconceptualised by prioritizing the elements that comprise narrative form. Every Shot, Every Episode points to the tendency to prioritise moments, sensations, effects, color, action or gesture in recalling the larger structure. Paradigmatic selection parallels the ways that specific impressions might be remembered whilst larger narrative structures are forgotten. In turn, the archive of images and narrative that forms the referent – in this case Starsky and Hutch – is modified and transformed by Every Shot, Every Episode.

Every Shot, Every Episode (2001)

This approach was elaborated in Every Anvil (2001). In this interactive installation Looney Tunes (1942-1969) cartoons are deconstructed and reimagined according to generic tropes and violent themes including: ‘Every Explosion’, ‘Every Poisoning’, ‘Every Whacking’, ‘Every Evil Genius’, ‘Every Beg and Plead’, ‘Every Kiss’, ‘Every Slipping and Sliding’, ‘Every Sneaking’, ‘Every Flattening Character’, ‘Every Cooking a Character’ and ‘Every Tornado Spin’. The individual action, aesthetic and cinematographic sign is excised from the animated series, altering the temporal framework to highlight the preeminence of the moment over continuity across the series. Every Anvil, Every Shot, Every Episode along with a further installation, 448 Is Enough (2002), a deconstruction of episodes of Eight Is Enough (1977-1981) displays the McCoy’s interest in dissecting syntagmatic logic whilst recombining the imagery to highlight paradigmatic selection. The use of the new media database helps to develop incursions into conventional narrative form, resulting in sequences that are reconfigured according to impressionistic structures more common to dreams or memories. The McCoy’s subsequent installations use miniature forms to interrogate the exhibition of time, space, narrative, scale and identity. All installations situate popular culture as pivotal in the production of memory.

Every Anvil (2001)

Memory, according to Maurice Halbwachs exists unconsciously in the mind as psychic states of recollection where each act of recollection involves the reconstruction of the memory in the context of the present (1992, p. 24). Memories are constructed and facilitated in association with (or in contrast to) other individuals. Memories as a reconstruction, rather than a faithful recreation of the past are the crucial element in this context. Halbwachs argues that, paradoxically, an individual remembers by placing himself in the perspective of the group, but, by contrast, the memory of a group realizes and manifests itself in individual memories. (1992, p. 22). The McCoy’s practice involves accessing, researching and deconstructing large sources, provoking memories contingent upon popular culture. In an interview, Jennifer McCoy reveals the focus on interactivity and connection between visual culture and memory in their artwork when she suggests that: “one’s memory of a show are placed next to real memories and become part of your mental collection” (2006, np)

Soft Rains (2003-2004) is a serialized collection of six installations that use miniature figures and diorama as the base of these electronic sculptures. The miniature static sets appear as single fragments of time, or frames of film. These tiny sculptures freeze time into instances with the miniature figures representing a single instant, without an indication of the preceding or succeeding events. These instants are resonant. The conflation of the narrative, or genre into instants reiterates the selectivity of memory. In On Longing: Narratives of the Miniature, the Gigantic, the Souvenir, the Collection, Susan Stewart writes that, “miniature time transcends the duration of everyday life” (2003, p. 66). Miniatures, for Stewart, offer “a narrativity and history outside the given field of perception – is a constant daydream that the miniature presents. This is the daydream of the microscope: the daydream of life inside life, of significance multiplied infinitely within significance” (2003, p. 54). Each of the six installations that comprise Soft Rains has its own thematic focus.

Soft Rains (2003-2004)

In Soft Rains #6: Suburban Horror (2004), the miniature imagery becomes decidedly Gothic. A diorama built on the melodramatic iconography of a 1950s scene imagined through a dark cinematic aesthetic reveals suburban settings and suggests the surrounding menace. A woman stares longingly out of a kitchen window, suggesting entrapment and her desire for escape. A car traveling down a road indicates travel to a remote cabin, but the scene at the cabin contains details of blood and dismemberment, revealing a couple that had been murdered with an axe. This installation incorporates fragmented imagery signifying isolation, alienation, multiple time frames and the darker side of the imagination. Screens display low-resolution imagery, where colors are blocked and blurred, drawing from the aesthetic of colorized postcards, or perhaps the saturation and low definition imagery characteristic of 8mm film projections. Soft Rains was inspired by a David Lynchian surrealist aesthetic, and the gruesome imagery also recalls slasher films like the Friday the 13th series. Each diorama is surrounded by lights and tiny cameras suspended and directed onto the scenes via flexible metal arms. Shots are illuminated and filmed by the miniature technologies surrounding the tiny scene. These shots are then projected onto an adjacent screen in the gallery. Exposing sets, lights and cameras, alongside the fantasy projected on the screen deconstructs the illusion, defamiliarizing and reinventing the contemporary Gothic narrative. Suburban Horror draws from the archive of familiar Gothic tropes and imagery to produce disarming miniature fragments, moments that resonate with memorable sequences within the history of cinema. This series of installations rely on tropes of the Gothic and horror genres, impressionistic, distilled, miniaturized and deconstructed. The scale reflects how scale is often distorted by memory, miniature objects are enlarged on screen. In its allusions to iconic cinematic tropes, genres and aesthetics Suburban Horror mimics the potential for memory (and the database) to create a dialogue across time.

How We Met was originally exhibited at Postmaster’s Gallery and then very briefly shown in a decommissioned terminal at JFK Airport in 2004. How We Met is an elaborate series of miniature sculptural dioramas, each representing a moment in time. At first glance the platforms seem to depict aspects of the memory of Jennifer and Kevin’s first meeting as both reach for the same suitcase as it circles a carousel at an airport in France. The dioramas that form the base of How We Met are constellations of small gestures and figures, actions suspended in time with their stillness highlighted by the revolving carousel. These fragmented moments are reminiscent of Nora’s description of ‘true memory’ as comprised of gestures, habits, unspoken knowledge and unstudied reflexes (1989, p. 18). On one platform a miniature figure of Jennifer waits for her bag to emerge whilst Kevin stands to her left, seemingly distracted by a mysterious blonde woman in a red dress. At the edge of the diorama, their moment of connection is depicted through a simple gesture as two disembodied hands reach for the same suitcase. On another platform, a cab waits outside the airport terminal, offering a hint of a transition towards a new space. One camera that is positioned to shoot within the actual airport space incorporates impressions of human sized viewers alongside the miniatures. Customized computer software receives and connects the ‘live’ images, projecting a seemingly random range of sequences onto the screen. This combination of the static miniature diorama with the spectator entwines past with present. Further, baring the device for illumination, recording and projection produces a fractured, but all encompassing vision of moving image and apparatus. The result is that the memory depicted is deconstructed and reconstructed, expanding time into instants and exploding space across the dioramas. Reconstructing the experience in miniature renders the projected sequence dreamlike and impressionistic.

Whilst the title, How We Met, promises a cause and effect sequence, the constellation of images that emerge from the pivotal central gesture, opens up a matrix of connections. Mary Ann Doane perceives cinematic time as diachronic and contingent (2002). She writes about divergent temporal registers that are linked by chance and contingency, a relationship that is characteristic of the cinema.  Chance and coincidence become powerful forces in How We Met, however, this avowal of memory (from the title, from the reconstruction, from the autobiographic presence of the artists in miniature) is playfully recontextualised with the revelation of the extent that this artwork is indebted to the cinema. How We Met consciously references and remixes the bag swapping sequence from Peter Bogdanovich’s screwball comedy What’s Up Doc? (1972). What appears coincidental is in fact memory depicted through the prism of popular film. The slippage between intimate, personal memories and popular visual histories is no more evident throughout the McCoy’s oeuvre than in How We Met. In this electronic sculpture, sequences from film history are inextricably entwined with personal memory.

How We Met – detail (2004)

The recreation of real and imaginary spaces plays an important role in the function of memory. Spaces that include airports, taxi ranks, the cinema, the dance hall and the gallery become actual and imagined sites of remembrance in the McCoy’s installations. These very public, transitory spaces are described by Marc Augè as ‘non-place’, a location created through the excessive logic, space and information of ‘supermodernity’ (1995). Supermodernity arises through excess and extension of time, and in spaces that result from the shift in global scale where distance is reduced by immediate and effective communications technologies. Non-places are essentially empty spaces, locations of solitude, even when they are full of people. These are places of movement and transit where there is little sense of community or connection. The non-place exists as an urban space of little or no distinct identity or particular history. These are temporary, sometimes provisional spaces. Non-places can also be generic spaces of consumption like airports, transit lounges, supermarkets or petrol stations. However, in the installations produced by the McCoy’s, non-places become sites of memory.

Our Second Date (2004) also interweaves the McCoy’s memories with iconic sequences from the history of film. Memory here is contingent upon French New Wave cinema. This electronic sculpture presents an imagination of personal histories as sequences from film, creating a memory site that reveals the influence of film in both content and form. In Our Second Date miniature scenes are positioned at various points on a large tabletop diorama. Each of these scenes blurs the distinction between memory and film particularly when miniature models of Jennifer and Kevin appear inside a tiny cinema watching Jean-Luc Godard’s Weekend (1967). Weekend becomes the key visual source for the remembrance of their second date. The table also features a large, slowly spinning disc, a recreation of the traffic jam, complete with carnage, from the film. As the road revolves, the illusion of movement is projected onto the screen. The heightened colors combined with the now familiar use of a soft focus that blurs outlines, produces a dreamlike sequence of moving images. Memories are expressed through screen memories in these exhibits. Digital technologies are used to capture celluloid and possibly personal memories, highlighting the non-linearity crucial to the film, to the exhibit and to the McCoy’s memories. Our Second Date uses cinematic processes like narration, projection and exhibition to provide the framework for and signifiers of memory. Like Godard’s cinema, the McCoy’s Date series defamiliarizes processes of narration, reconfiguring the counter-narrative experiments of the French New Wave, producing a beginning, middle and an end, just not in that order.

Our Second Date (2004)

The McCoy’s create electronic lieux de mémoire by interweaving public, collective and personal, individual memories within the history of visual culture. It is the blurring of public and private, individual and collective memory that distinguishes their new media art. The memories exhibited by the electronic sculptures need not have an actual referent in the viewer’s memory, or even in the McCoy’s experience. Alison Landsberg describes ‘prosthetic memory’ as a link to those histories that do not originate from direct and lived experiences (2004 p. 26). Prosthetic memories are derived from media engagement and arise through a direct connection to screen imagery. Landsberg defines prosthetic memories as: “memories that circulate publicly, that are not organically based, but that are nonetheless experienced with one’s own body – by means of a wide range of cultural technologies” (2004 p. 25-26). Prosthetic memories are direct and indirect – direct in their audio-visual presentation as images, and indirect in that they always refer to another spatio-temporal realm. They are collective, but also individual in that they become part of a specific range of experiences, virtual and real. Prosthetic memories produce an experiential relationship based on a virtual world rather than a ‘real’ world experience. They are created, produced, received and shared via technologies that consciously construct memories in processes of presentation and representation. Echoing the description provided by Jennifer McCoy, Landsberg suggests that prosthetic memories, “become part of one’s personal archive of experience” and that the memories that cinema affords might be as significant for the viewer in constructing, or deconstructing, the spectator’s identity, as any lived experience (2004 p. 26). The McCoy’s installations position memory as contingent on the history of visual cultures. In the case of How We Met, the artwork is indebted to popular film. In this artwork the difference between embodied and prosthetic memory is indistinct. It is possible that the bag sequence, heavy with the romantic tropes of chance and coincidence from What’s Up Doc? stands in for, and could even be entirely unrelated to, the memory of how Jennifer and Kevin McCoy actually met. Accordingly, whilst referencing cinema, exposing the machinations of the apparatus and reworking counter-narrative, Our Second Date may well also define memory as selective, constructed and prosthetic.

The power of the fragmentary detail within photography is well known in the writing on the ‘punctum’, by Roland Barthes (1984, p. 25-62). Writing during the 1950s, Barthes defines history as outside of his lived experience, but inextricably linked to his maternal bloodline. He explores the importance of subjectivity and emotion – eidos – in his encounter with history via photography. Barthes conceptualizes photography working according to a dual system of representation. He perceives the ‘studium’ as those coded, recognizable signs that are open to everyone, whilst the punctum is specific and subjective (Barthes 1984, p. 27). Barthes argues that the apprehension of the punctum is a sudden recognition of meaning that exceeds normal boundaries. This excess becomes an encounter with the self and history. Barthes’ punctum refers to the fragmentary detail of the photograph, the detail that holds significance, so much so, that it overwhelms the context. Barthes describes the effect of the punctum as akin to a sting, a recognition that he feels with a visceral physical intensity. It is this focus on detail, those smaller memory fragments, miniature signs or metonymic symbols that open out to more expansive revelations of the interconnection between memory and history, that structure the McCoy’s electronic sculptures. Whilst Barthes’ punctum refers to a detail within a photograph that linked him to his blood relations, prosthetic memories can provide a similar affective ‘pinch’, by provoking memories arising from his/her visual literacy of the popular culture archive. Prosthetic memories can also link viewers across cultures and across histories. These media images allow identification, perhaps even a visceral response from the virtual or the imagined. In a larger, perhaps more utopian context, prosthetic memories can forge the ground for new identifications, new political realignments through recognition, identification and empathy. Landsberg argues, “prosthetic memories have the potential to generate something like public spheres of memory” (2004, p. 21). The potential for cinema to generate and disseminate memories is highlighted in the work of Marita Sturken who argues that films contribute to the development of ‘technologies of memory’ where memories are shared, produced, archived and given meaning by new communications media (1997).

Eternal Return (2003) inspires the creation of prosthetic memories by situating anonymous miniature figures caught up in the rapture of dance. The presence of Jennifer and Kevin McCoy is less visible in this exhibit, but perhaps evident in the forms and concepts that spin out of the installation. Featuring a nostalgic, black, white and sepia toned dancehall; this elaborate sculptural diorama depicts a scenario set entirely within a distant past. The emphasis on cyclic rotation and repetition performed by unidentified miniature figures adorned in formal ball gowns and tuxedos, create invitations to become swept up in the nostalgia and romance of the exhibit. The wedding cake couples dance and spin in a wistful symbolization of the wheel of time. More than any other electronic sculpture, Eternal Return offers numerous entry points into the past. Encompassing imagined scenes from the 1930s dancehall, iconography and choreography akin to the films of Busby Berkeley, all mirrored in reflective surfaces, Eternal Return, as the title suggests, is a pure fantasy of another time and space. This ‘pure’ memory site renders its temporality cyclic by the repetition of movements and gestures, enhanced by the revolutions of the dioramas and giddy miniature figures. There is no identifiable narrative in this installation, no recognizable characters, endpoint or closure, just endless cycles of repetition.

Eternal Return (2003)

Common to all other projected sequences, images of the diorama are filmed, edited and they repeat and return in a combination ordered by the bespoke computer software. More than any other exhibit, the complexities of the apparatus on display in Eternal Return become part of the spectacle. Exhibiting the intricacies of the technologies involved, demystifies, but its partial concealment also re-mystifies the exhibition. Such a kinetic spectacle, featuring unidentified dancers, imagined spaces and distant past points to history and memory, but also incorporates the present amid the swirl of contingent temporalities. Quoting Gilles Deleuze’s third synthesis of time in the title of the installation, the Eternal Return refers to the complex return of difference, one that may not have existed previously (1985). This installation also manifests Walter Benjamin’s achronological history imagined in The Arcades Project. In this incomplete work Benjamin visualised history by creating a collage of quotes and reassembling fragments through montage, defining history as connection, rather than a linear taxonomy (1999), Eternal Return is built on endless repetition and eternally returning fragments of projected pasts and futures. Quotes from early film history inspire a montage of prosthetic memories, external memories that may not have materialized previously.

 

The notion of artist or auteur is insufficient to account for the McCoy’s oeuvre. Whilst Jennifer and Kevin McCoy create an impression of quite intimate work in installations like How We Met and Our Second Date, the idea of an individual, coherent worldview expressed across a body of work is not enough to account for the dual dioramas presented back to back in Double Fantasy (2005). Double Fantasy identifies the differences in childhood dreams by using miniature models where images from each are randomly selected and projected onto a screen. There are two contrasting impulses in Double Fantasy. The doubled diorama emphasizes difference, but the screened stills juxtapose and interweave projections of disparate dreams. Dream Sequence (2006) extends this doubling and splitting further, projecting dual visions of dream imagery emanating from two revolving dioramas onto adjacent screens and by incorporating impressions of the miniature dreamers below their dreams. Dream, fantasies and memories are individual, shared and collective.

Dream Sequence (2006)

The McCoy’s lieux de mémoire inspire new ways to perceive and imagine history and memory. Miniature scenes and narrative forms expand the realm of memory by highlighting connections to film, television, nostalgic fantasies and projected histories. The conflation of real and imaginary spaces reflects the potential for locations to provoke memories. Airports, taxi ranks, the cinema, the dancehall and the gallery become sites of remembrance in the McCoy’s exhibitions. Non-places like the airport represent the location of a first meeting, a miniature cinema becomes the place of a second date and the revolving imagined space of the dance hall distills memories using movement, gesture and sound and reproduces them as memory sites.

Their electronic sculptures and database art revise and exhibit memory by incorporating intertextual references to the history of cinema and visual culture. The re-vision of memory through multimedia technologies can instill a sense of hyper-engagement, connecting viewers with personal or public histories. It can also blur the distinction between prosthetic and embodied memories. Whilst many of these works emerge from archives of popular culture and are exhibited in art galleries, they are also made accessible via the McCoy’s website (mccoyspace.com) and Flickr which includes views of the documentation and images of the live feed of their installations. Such multiple forms of exhibition extend the scope and lifetime of each artwork and, simultaneously, feed the imagery back into the database. In the gallery space and in the virtual world, the McCoy’s art situates the viewer centrally and actively within a matrix of visual references, paradigmatic associations and generic conventions, highlighting the strength of the currents connecting popular iconography with personal memory.

The memories exhibited and inspired by the work of Jennifer and Kevin McCoy have the potential to tease out the hard edges of ‘true’ memory (Nora 1989, p. 13). The electronic sculptures display memory “in permanent evolution” (Nora 1989, p. 8). Furthermore, these artworks display memory as not exclusively linked to an individual, but instead linked by association, or contingency. The McCoy’s electronic sculptures actively exhibit memories as evidence of Nora’s description of recent shifts in history and memory as he describes it “from the idea of a visible past to an invisible one; from a solid and steady past to our fractured past; from a history sought in the continuity of memory to a memory cast in the discontinuity of history (1989, p. 17). Memory is inspired, produced and exhibited according to images outside of the self, popular visual histories. Nora suggests that, “the lieu de mémoire is double: a site of excess closed upon itself, concentrated in its own name, but also forever open to the full range of possible significations” (1989, p. 24). With new and multiple forms of digital technologies, the McCoy’s electronic sculptures illustrate precisely such a doubling whilst emphasizing the increasingly intimate proximity between memory, screen memories and the history of visual culture.

 

This is an extended and expanded version of ‘Exhibiting Miniature Memories: The McCoy’s Electronic Sculptures’, AntiThesis, March, 2009, pp. 7-11.

 

References

Augè, M 1995 Non-Places: Introduction to an Anthropology of Supermodernity, London, Verso.

Barthes, R 1980 Camera Lucida: Reflections on Photography, translated by Richard Howard, London, Flamingo.

Benjamin, W 1999 The Arcades Project, Cambridge, Mass, Harvard University Press.

Deleuze, G 1989 [c1985] Cinema 2: The Time Image, Minneapolis, University of Minnesota Press.

Doane, MA 2002 The Emergence of Cinematic Time: Modernity, Contingency, the Archive, Cambridge, Harvard University Press.

Frieberg, A 2009 The Virtual Window: From Alberti to Microsoft, Cambridge, Mass, MIT Press.

Halbwachs, M 1992 On Collective Memory, edited, translated and with an introduction by Lewis A. Coser, Chicago, University of Chicago Press.

Himmelsbach, S 2006 ‘Interview With Jennifer and Kevin McCoy’, Automatic Update: MOMA, Viewed 1st of February, 2009 http://www.moma.org/interactives/exhibitions/2007/automatic_update/subs_wrapper.php?section=mccoy_interview.html

Jameson, F (1991) Postmodernism, Or The Cultural Logic of Late Capitalism, Durham, Duke University Press.

Landsberg, A 2004 Prosthetic Memory: The Transformation of American Remembrance in the Age of Mass Culture, New York, Columbia University Press.

Manovich, L 2002a ‘Generation Flash’, Viewed 1st of February, 2009 www.manovich.net/DOCS/generation_flash.doc

Manovich, L 2002b The Language of New Media, Boston, MIT Press.

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

Nora, P 1989 ‘Between Memory and History: Les Lieux de Mémoire’, Representations, 26, Spring, pp. 7-24.

Sturken, M, Thomas D, Ball-Rokeach, SJ 2004 Technological Visions: The Hopes and Fears that Shape New Technologies, Philadelphia, Temple University Press.

Stewart, S 2003 On Longing: Narratives of the Miniature, the Gigantic, the Souvenir, the Collection, Durham, NC, Duke University Press.

A/V:

Airworld.net (Jennifer and Kevin McCoy, 1999)

Double Fantasy (Jennifer and Kevin McCoy, 2005)

Dream Sequence (Jennifer and Kevin McCoy, 2006)

Eternal Return (Jennifer and Kevin McCoy, 2003)

Every Shot, Every Episode (Jennifer and Kevin McCoy, 2001)

Every Anvil (Jennifer and Kevin McCoy, 2001)

How We Met (Jennifer and Kevin McCoy, 2004)

Our Second Date (Jennifer and Kevin McCoy, 2004)

Soft Rains (Jennifer and Kevin McCoy, 2003-2004)

Weekend (Jean-Luc Godard, 1967)

What’s Up Doc? (Peter Bogdanovich, 1972).

 

Bio

Wendy Haslem is a lecturer in Screen Studies & Cultural Management and Director of Undergraduate Studies at the University of Melbourne. She is currently involved in researching and writing Gothic Projections: From Méliès to New Media an investigation of the evolution of the Gothic narrative and aesthetic from silent film to digital media.

The Digital Gesture: Rediscovering Cinematic Movement through Gifs – Hampus Hagman

Norman in Psycho.

An animated gif uses the Graphics Interchange Format to create movement from still images. The outcome is a short clip with jerky motion that has been described, quite aptly, as a “digital flip book”.[1] The device has been around since the 1980s, but due to its bite-size format, the ease of circulating it, and the availability of tools for creating one, the gif has in the last few years returned to become a widely popular item on blogs and tumblrs. Content-wise, animated gifs frequently consist of a few frames culled from a pre-existing movie. This brief moment is then looped in order to give the impression of a (somewhat) continuous movement. What is noteworthy about these mini movies is that they, quite often, focus on the “minor” moments of a film, such as, for instance, scenes from Gone With the Wind (Victor Fleming, 1939) with Hattie McDaniel rather than the more memorable scenes of, say, the “Frankly, dear, I don’t give a damn” caliber.[2] Of course, the more iconic scenes get heavily referenced as well, but due to the brevity of the format, gifs are more suitable for mannerisms and gestures than “big” dramatic moments. The gifs that work the best are therefore those that manage to withdraw themselves from being representative of the films from which they are sourced in order to create a logic and economy of motion wholly their own.

It has been suggested that the compressed nature of the gif is ideal for our contemporary culture of distraction.[3] According to this view, the “video-shorthand” of the format corresponds to a cultural tendency toward ever-increasing abbreviation of information output and decreased temporal commitment.[4] Are we to believe, then, that gifs are part of the same contemporary logic that makes us prefer the quickness of twittering to the more time consuming activity of writing a blog post? Considering that gifs appear frequently on microblogging platforms such as Tumblr, maybe so.

But I think we miss something crucial about the attraction of the gif if we only take it to be a cultural symptom of our hectic times. The gif is more than just an easy means to share clips from favorite TV shows or movies in unaltered form. That the gif would be little more than a less time consuming, shorthanded replacement for the movie that it references is contradicted by the fact that, more often than not, the technology is used to alter the content of the original, sometimes beyond recognition. The gif, in other words, is more a matter of creation than recycling. At the heart of this creative intervention lies a recognition of cinematic movement as a force of differentiation and metamorphosis. As I will argue, the impetus behind the animated gif is as old as cinema itself.

Some historians and theorists of the moving image have pointed out that before film was organized into narrative sequences and stories, what enthralled filmmakers and spectators alike was the sheer fact that the images moved.[5] The central procedure of the gif consists in the restitution of fascination with the fundamental element of cinema: movement. It thus reveals a commitment to cinema rather than a devaluation of it. The animated gif is characterized by the attempt to make movement strange again, to assert a power of movement all its own, liberated from the responsibility of making it mean and carry out narrative goals. This inclination can be stressed by viewing the animated gif as a form of gesture.

In his short essay “Notes on Gesture” philosopher Giorgio Agamben argues that “the element of cinema is gesture and not image”.[6] A true gesture, suggests Agamben, is neither a means to an end nor an end without means, it is means as such, the manifestation of pure mediality. Cinema¾at least in its earliest manifestation and the chronophotographic experiments that paved the way for it¾liberates human movement from being purposeful, it is the exhibition of the medium of movement for and by itself. Stephen Crocker lucidly brings forth this point:

The effect of Muybridge’s photographic and filmic experiments such as Man Walking at Normal Speed was to take recognized gestures and, through the technical capacity of film, to remove them from the sensory motor schemas and purposes in which they are usually embedded. Early film and photography revealed the sheer taking place, or the “means” of human embodiment. The arm swinging is no longer part of a march. It is simply an arm swinging, arrested in its being toward some completed activity. If it were allowed to continue in its stride, the swing would be a means to carrying out some ambulatory goal. Removed from its terminal point, however, it is simply a gesture, a means of moving the human body in a yet to be determined pattern. This decontextualization of movement allowed a new understanding of human embodiment, which spread into psychology, physiology and other sciences. For Agamben, it suggests that cinema is not defined by the image and the dialectic of reality/representation, so much as its ability to display the “pure mediality” of our actions.[7]

However, it should be noted that narrative cinema tends to subordinate the gesture to the larger whole in which it is embedded and through which it receives its meaning. Hereby, the gesture is not allowed to stand by itself “decontextualized”, in the word of Crocker’s elucidation but becomes goal-oriented and causal in nature. As Benjamin Noys points out, Agamben is quite hostile to narrative cinema. His sympathies rather lie with avant-garde cinema since it more prominently exhibits the medium as such. Appropriately enough for our purposes, Agamben regards repetition of images as a way to “free the gestures within them”.[8] When gesture is liberated, its pure mediality manifests itself as potential, and because of this, Agamben sees in the gesture a political and ethical dimension.

As noted above, the gif, too, employs repetition not as a principle of sameness but as a principle of difference. By virtue of its looped repetition, movement is displaced from the circumscribed meaning it had in its original context and never reaches its narrative telos. When this happens, one is able to see beyond the representative content of movement and instead become aware of the altering force of movement to produce other meanings. I would like to argue, therefore, that the animated gif emerges in recognition of this pure potentiality of the gestural motion of cinema. By liberating a moment from its hosting narrative, the gif restores to cinema the gestural quality that has been veiled by its causal embeddedness. The gif can be said to perform the sort of decontextualization that Crocker writes of, and thereby cinematic movement is rebooted—given a second life as it were—outside the strictures of the narratives from which they originate. Hereby, the original meaning of a movement or gesture counts for little. Rather, it is the potential of movement to be put to other purposes that is asserted. Can we not, then, see the gif as a means to salvage the gesture from a cinema that has rendered it merely a means to an end and values it mainly for its accomplishment of narrative goals? A great many gifs are based on films with strong linear and causal structures. But what they do is to take hold of the excess inherent to them, to the effect that their original meanings are subverted, or at least opened up to recontextualizations.

The site GIFuniverse revels in this excessive power of movement.[9] The principle of repetition is here not only deployed temporally, but also spatially. Combining the successive repetitiveness of the gif with the spatial juxtaposition of the split screen, the whole screen is here filled with row upon row of pulsating, rhythmic and dancing imagery, all set to an accompanying musical soundtrack. The images displayed are of decidedly varied origin and content (amateur home videos appear next to clips from films and television; animation next to live action; scientific models next to low-brow visual gags) but their musical setting makes the visual field less chaotic than one might imagine. It is rather as if all the images were interacting components in a common rhythm: as if one were witness to some heterogeneous balletic choreography. Before the contemplation of specific content or the identification of visual forms can take place here, what strikes the viewer is the sheer excess of movement.

Cinematic culture has always been fascinated with the transformative and autonomous powers of movement. In his essay, “Loïe Fuller and the Art of Motion”, Tom Gunning relates how the invention of cinema was welcomed by the changing aesthetic ideas of movement in the late 19th and early 20th century. Spearheading a lot of the new thoughts on movement was philosopher Henri Bergson, whom Gunning approvingly quotes: “In reality, the body is changing form at every moment; or rather, there is no form, since form is immobile and the reality is movement. What is real is the change of form: form is only a snapshot view of transition.”[10] In line with such thinking, the Symbolists and the Futurists saw “motion as force in itself, a plasmatic energy that creates form rather than simply moves them about”.[11] Gunning takes Loïe Fuller’s serpentine dances as the exemplary demonstration of this metamorphic dimension of movement, but early cinema too celebrated movement for its own sake, with little or no narrative concerns. This leads Gunning to speak of movement as a matrix of meaning rather than meaning itself.[12]

So, is this detour through early cinema meant to imply that the animated gif heralds a return to a more “pure” state of the moving image? Blogger Kelli Marshall suggests something along these lines.[13] Indeed, as Marshall points out, on a technical and receptive level gifs do bear striking similarities to early cinema, or even proto-cinema: they are silent, they are viewed in private (Marshall is here making a comparison to the Kinetoscope in particular and how it allowed for viewing by only one person at a time) and they run on a loop. But, in addition to Marshall’s account, what is most striking about many gifs is their almost fetishistic fascination with pure movement, something they share with early cinema. The capacity of movement to transform is celebrated in many gifs. Through the circular continuity of the loop, a familiar bodily activity is rendered strange and bereft of regular sensorimotor causality. Through such forces of repetition and extension, the gif seems to tap into the matrix of movement that Gunning writes about. Gunning’s account leads us to recognize the excessive character of cinematic movement, which entails that it can take on meanings different from the one that it has reified into by serving as an agency of causal structures. Viewing the gif through the lens of Agamben’s gesture underscores this matrixial quality of movement, its dimension of pure mediality. As we shall see, however¾and this is where the digital component enters the equation¾the gif carries the gesture of movement to an ethical level beyond mere subjective cinephilia. The main difference from earlier cinema is that the gif makes our fascination with movement communicable and shareable, rather than just being the source of private consumption.

But before the gif can enter into circulation we must shed light on the logic that produces it in the first place. We must, in other words, explore what aspects of the film experience may count as “gestural”, and how these may be allowed to stand by themselves even in the face of films that work to neutralize them.

Methods of extraction: cinephilia and excess

One of the fundamental dictates of textual analysis is that the part is interpreted in light of the whole. For the cinephile, on the other hand, it is of little concern how something may or may not fit into the objective structures of meaning. Christian Keathley, quoting Paul Willeman, defines cinephilia as ”what is seen [that] is in excess of what is shown.”[14] Cinephilia is hence a stance of dissociation; of taking a detail from a movie and extracting it from the flow into which it is embedded. It is, as Keathley argues, a form of fetishism. The “cinephiliac moment” has nothing to do with those scenes inscribed into our collective memory banks, which is to say moments that are designed to be memorable, such as, for instance, the shower scene in Psycho (Alfred Hitchcock, 1960). It is on the contrary those moments of purely subjective enjoyment, whose precise appeal may be difficult to communicate to others. The gif can be regarded as a way of visualizing this subjective fetishism for a wider public. The animated gifs that are encountered all over the internet very seldom tell a story: on the contrary they seize hold of those purely excessive moments that carry little to no narrative purpose.

There exists a minor tradition in film theory that seeks to shed light on those moments of films that are not contained by more dominant signifying structures, but that are, simply, excessive. In the essay “The Third Meaning”, Roland Barthes ponders a collection of stills from Eisenstein’s films and wonders just what it is that affects him about them. He reaches the conclusion that beyond the “obvious meaning” contained in the informational and symbolic levels of a film there exists a third meaning that is not as easy to pin down. He attempts to capture this dimension by writing about how different stylistic elements in the mise-en-scene interact with one another. There is one still in particular that attracts Barthes’ attention. It is of an old woman from Battleship Potemkin (1925), and in it, Barthes finds that there is something striking about the purely formal relation between the lines of the woman’s headdress, her closed eyelids, and the shape of her mouth. To the scientific mind, Barthes ruminations may appear completely arbitrary, but this is exactly the point. The obtuse meaning escapes objective determination, it has its base in subjective reaction. Despite his assertions to the contrary, Barthes appears a proper cinephile when writing: “I believe that the obtuse meaning carries a certain emotion. […][This] emotion is never sticky, it is an emotion that simply designates what one loves, what one wants to defend: an emotion-value, an evaluation.”[15]

Barthes points out that the “third meaning” might only be accessible through the film still, the fragment. In the normal course of watching a film, the third meaning is drowned in the flow of images. However, as we can see from Keathley’s text, the cinephile knows how to cling onto these fleeting moments and details, even in the process of viewing a film. One reason that s/he is able to do so is because the cinephile is prone to repeat viewings.

Kristin Thompson has built upon Barthes’s discussion of the third meaning in order to develop a “concept of cinematic excess”. Excess is that which is not contained by a film’s unifying structures: “At that point where motivation fails, excess begins.”[16] Thompson suggests that one way to become aware of excess is through experimental films that examine already existing films, rearranging and repeating their components and bringing forth other qualities than those relating to narrative. After discussing films that have proceeded along these lines, such as Ken Jabob’s Tom, Tom, the Piper’s Son (1969) and Joseph Cornell’s Rose Hobart (late 1930s), Thompson disclaims that she “mean[s] to imply that the spectator or critic will be led to aesthetic creations of their own as a result of watching for excess.”[17] And yet, this is precisely what has happened. A gif do not require particularly sophisticated technology. Anyone can make one: software is available for free online and there is an app on the iPhone.[18] The availability of means to intervene into a movie¾to dissect and reconfigure its components¾has entailed that the excessive details from movies that were previously stored in the private memory banks of individual cinephiles have now become public property. By intensifying the excessive moments through repetitive looping and posting them online, viewer has now become purveyor of cinephiliac moments.

Some sites manifestly thrive on the excessive details of cinema. The blog If We Don’t, Remember Me wears its cinephile tastes on its sleeve.[19] Originator Gustav Mantel here posts shots from classic films such as The Seventh Seal (Ingmar Bergman, 1957), Psycho (Alfred Hitchcock, 1960), Full Metal Jacket (Stanley Kubrick, 1987), 8 ½ (Federico Fellini, 1963), and Peeping Tom (Michael Powell, 1960) to mention but a few. The technique he uses to present them is called “cinemagraph”, which makes use of the gif format, but is visually different from traditional animation uses of it in that it can more properly be described as a combination of still photography and video. The results are “living movie stills”, as Mantel calls them: images that are essentially still but for a small part. Many of the images collected on the blog appear, at a casual glance, completely still. But attending to them long enough, something suddenly jolts into motion.

Fightclub

In an emblematic image, Edward Norton from Fight Club (David Fincher, 1999) sits with his eyes closed in an airplane chair—as if frozen in a dream—for what appears to be a quite significant amount of time. Suddenly, the image springs into motion the very same moment that he opens his eyes to directly face the viewer.[20] The effect is not unlike the moment in Chris Marker’s La Jetée (1962) when, in the midst of a film composed of still images, there is a sudden eruption of movement as the girl opens her eyes. The coinciding of the opening of eyes with the moment of animation makes the sequence resonate with symbolic implications in regard to the gif’s repurposing of cinematic movement. According to one of the founding stories of cinema, the first exhibition of the Lumière brothers’ film L’Arrivée d’un train en gare de La Ciotat in 1896 started with a still image. Only after a while was it jolted into motion to render the impact of movement all the more striking. Similarly the cinemagraph explores the relation and difference between stillness and movement in order to let the viewer see movement anew with, as it were, freshly awakened eyes.

Even though the creators of the technique of the cinemagraph states that it was “born out of a need to tell a story in a fast digital age”[21] it is used more frequently to intensify a moment that may have little to no narrative purpose. The animated gif can therefore be seen as a properly cinephiliac gesture, underscoring minor moments that are lost in the more regular circumstances of viewing a film. Consider, for example, two gifs of Marlon Brando, the first from A Streetcar Named Desire (Elia Kazan, 1951), the second from On The Waterfront (Elia Kazan, 1954). The first intervenes in a flirtatious scene between Stanley Kowalski (Marlon Brando) and Blanche DuBois (Vivien Leigh). Brando leans toward Leigh and cracks a little smile. Decontextualized and looped, the original meaning of these gestures never reaches their assigned destination. Instead, Brando here takes on an almost vampyric quality, appearing as if about to take a bite out of Leigh.[22] In the clip from On the Waterfront, Brando points to his nose while chewing gum and arching his eyebrows.[23] Nothing more significant than that. Here meaning is drained from the image to the extent that it is difficult to make any sort of determinations or analogies as to the proper content of these gestures whatsoever. Rather, it’s all about the gestural interplay of the lines and shapes of the image: the way Brando’s profile lines up with the angle of his finger and the way that his arched eyebrows serves as an exclamation mark to this little fugue of movement.

“The third meaning: Brando demonstrating the excess of movement”

That it is Marlon Brando that appears in these clips is therefore highly symptomatic from the viewpoint of excess. His method acting offers a gallery of eccentric mannerisms and excessive gestures, all ripe for cinephiliac appropriation. Originally, of course, Brando’s technique was developed in view of lending psychological depth to his characters, and hence meant to be deployed in the service of narrative. But as Kristin Thompson notes a propos excess, “stylistic elements may serve at once to contribute to the narrative and to distract our perception from it.”[24] Once we are consumed by the excessive detail it parts way with the (objective) story and enters into another (more subjectively defined) story. This is why Thompson regards excess as counter-narrative.

Trying to describe the strange, twitching movements contained in these clips I find myself struggling to find words. This is not exactly the stuff of high drama, which is why it is quite hard to capture the exact appeal of the gif, or even offer an adequate description of it. Their reconfiguration of human embodiment by technical means places them in the Freudian category of the “uncanny”: they are both familiar and unfamiliar. The meaning they communicate is indeed “obtuse”, to use Barthes’ word. Barthes suggests that the obtuse third meaning cannot be described, that it resists meta-language. It is a “signifier without a signified” and, as such, can only be indicated by “pointing” to it rather that representing it in words.[25] This is why, according to Barthes, the third meaning is where the specifically “filmic” resides. The third meaning accentuates what language is not: the part in a film which escapes the grasp of words and therefore asserts itself as a wholly different medium. This returns us to Agamben’s gesture. The gesture displays nothing more than its own potentiality, it has no meaningful content. The gesture displays nothing more than its own potentiality, it has no meaningful content. Gesture is about suspending and supporting, about “enduring” rather than accomplishing and carrying through.[26] The gif asserts this supportive power of movement through its presentation of looping as a method of continuation.

Looping as enduring

Most gifs do not offer closure. As I have suggested above, their purpose is not to capture an event in its entirety, where beginning and end are clearly marked, and the loop is just a way to show the sequence all over again. The point is rather to make the looping structure enter into the perception of the content. The challenge of the gif is to isolate a moment from a film that is compatible with the technique’s looping structure. To this end, the most successful gifs make use of the repetitive or circular motions already present in the original source. It is no coincidence that animated gifs are frequently used for porn. The repetitiveness of the thrusting motions in porn makes the intervention of looping nearly indistinguishable from the original content. In these cases, the gif carves a slice out of a fleeting moment of movement and extends it to a hypothetical infinity that is already a logical possibility of the activity inherent in the original source. The satisfaction is that of isolating a moment of motion that appears self-sustaining, closed in on itself in a perfect loop. They can hereby be said to employ excess as a method of suspension and continuation. Through this logic we are presented with, for instance, Jeff Bridges as “the Dude” stirring his White Russian in The Big Lebowski (Joel Coen, 1998),[27] or Charles Foster Kane’s resolute clapping in a scene from Citizen Kane (Orson Welles, 1941)[28] extended, hypothetically, ad infinitum. The natural repetitiveness and circularity of these kinds of activities puts them in close proximity to the artificial manipulation of looping. What is striking about these extensions of movement is their excessively useless character. Their purpose is not to represent anything or carry some point across. It is simply to sustain a basic motion for as long as possible.

“Motion as sustaining force: The Dude locked in a perfect loop”

There are, of course, “punch-line” gifs that carry a more explicit purpose. In these cases, a movement is altered by the structure of the loop in order to suggest a repetitive action with a meaning that subverts the original content. It is popular, for instance, to loop a hip movement in order to give it a sexual connotation that it does not have in original form.[29] But in both its extending and altering modes of movement the gif can be said to explore movement as nothing more or less than a sustaining force. The motions produced by these gifs are not inherent to the original sources. Nevertheless, we are able to read them as continuous activities. But the movement is neither a means to achieve goals beyond itself (it is not employed to carry out narrative goals), nor is it an end (to be quite literal about it, the looped gif does not come to an end: as is evidenced by the examples above, movement can here be extended to a hypothetical infinity). Agamben writes: “What characterizes gesture is that in it nothing is being produced or acted, but rather something is being endured and supported.”[30]

“The punch-line gif: the altering power of movement: Twilight”

 

Gesture as circulation

This is what the gif does: it shows movement as pure support; as the medium that carries actions and events. It is not a matter of communicating a particular content, but of showing movement as a medium of communicability as such. In itself, it is pure becoming and process, and this is key to understanding its success as an item of networked circulation. Through its decontextualized status as pure medium, it is free to enter into many different contexts. Gifs are frequently used to answer a question from a follower on a blog. In these contexts the gif can be supplied with a more definite meaning. When the gif is recontextualized as a response to a question, the excess set free at the first stage is “sutured”, given a home as part of discourse, and is hence supplied with a more definite meaning. [31] We might say that in these cases, the empty signifier of the gif is completed with a signified with the consequence that pure gesture is reified into image. But the reason it can do so is that it is recognized in its pure mediality in the first place. Recontextualization is hence only a by-product of a preceding decontextualization of movement. And it is this momentary suspension of movement that makes it resonate in many different contexts and hence spurs on its circulation. The gif presents movement not as a vehicle for achieving a particular goal (for instance narrative closure) but as pure mediality and communicability.

If we may so bold as to call the art of the gif an ethics of cinema, it is because it emerges in recognition of movement as a medium of support and circulation. The gif is gestural not only in the sense that it, in a cinephiliac manner, feeds off and liberates the gestures of cinema, but also in the sense that the gif itself gestures toward further use. The distributive chain of movement as gesture that the gif performs, and which I have here attempted to sketch, can be summarized thusly: a (cinephiliac) viewer recognizes an element of excess in a movie. By “giffing” it, this element is detached from its original meaning, but not, necessarily, in order for it to take on another definite meaning. What is released at this creative stage is simply movement as a deterritorialized force. Posted online, another viewer recognizes the strange and altered form a (possibly) familiar moment from a film has taken, and hence becomes aware of movement as pure potential. Quite literally, it gestures to him or her. Maybe this viewer has a blog and decides to use the gif for his or her own purposes. Now, integrated into a personal discourse, it can receive a temporary meaning. But another viewer can put it to other purposes. Hence, the gif can achieve many different closures in many different contexts rather than one absolute, determinate meaning. Hereby the gif asserts the generalizable character of gesture, its status as example. As Stephen Crocker writes: “to stand out as an example, the phenomenon must be able to suspend its own functionality and purpose, because only then can it show how it belongs to the set. What it displays in that case is not only its own singularity, but also the thing in its medium of activity.”[32]

Showing the thing in the “medium of activity” demonstrates a potential and can hence instigate further activity. This is why Agamben attributes to gesture an ethical and political dimension. The gif can in accordance with this be considered an ethical gesture not only in the sense that it liberates and re-potentializes cinematic movement, but also in the sense that it gestures toward further circulation and sharing of the moments of cinema.

References

Agamben, Giorgio. “Notes on Gesture” (1992), in Means Without End: Notes on Politics, trans. V. Binetti and C. Casarino, Minneapolis and London: University of Minnesota Press, 2000.

Barthes, Roland. “The Third Meaning” (1970), in Image-Music-Text, transl. by Stephen Heath, New York: Hill and Wang, 1977.

Bergson, Henri. Creative Evolution, trans. Arthur Mitchell, Boston: University Press of America, 1983.

Cubitt, Sean. The Cinema Effect, Cambridge: MIT Press, 2005.

Gunning, Tom. “Loïe Fuller and the Art of Motion: Body, Light, Electricity, and the Origins of Cinema”, in Camera Obscura, Camera Lucida: Essays in Honor of Annette Michelson, eds. Richard Allen and Malcolm Turvey, Amsterdam: Amsterdam University Press, 2003.

Keathley, Christian. The Cinephiliac Moment”, in Framework: The Journal of Cinema and Media, issue 42, 2000.

Oudart, Jean-Pierre. “Cinema and Suture”, in Screen, 18 (4), 1977.

Thompson, Kristin. “The Concept of Cinematic Excess” (1981), in Narrative, Apparatus, Ideology: A Film Theory Reader, ed. Philip Rosen, New York: Columbia University Press, 1986.

 

Online References

Alexander, Leigh. “Why We Love Animated Gifs”, posted May 24, 2011 on thoughtcatalog.com

Crocker, Stephen. “Noises and Exceptions: Pure Mediality in Serres and Agamben” published 3/28/2007 on ctheory.net.

Marshall, Kelli. “Animated Gifs, Cinemagraphs, and our Return to Early  Cinema”, posted on June 8, 2011 on kellimarshall.net.

Nelson, Noah J. “So Long Animated GIFs, Hello Cinemagraph”, posted  April 20 2011, on turnstylenews.com

Noys, Benjamin. “Gestural Cinema: Giorgio Agamben on Film” in Film-Philosophy Journal, Vol. 8, No. 22, July 2004 on film-philosophy.com

Wortham, Jenna. “Instant Loops of Images, From an iPhone App”, posted  April 7, 2011, on the New York Times blog, bits.blogs.nytimes.com

 

Blogs and Tumblrs

3 Frames: http://3fram.es/iphone

A Pebble in my Shoe: http://bellecs.tumblr.com

Bye Gurl, Bye: http://fuckyeahreactions.tumblr.com/

Everything You Love to Hate: http://everythingyoulovetohate.tumblr.com

Fuck Yeah Reactions: http://fuckyeahreactions.tumblr.com/

GIF Party: http://gifparty.tumblr.com

GIFuniverse: http://gifuniverse.tumblr.com/

Gif World: http://gifworld.tumblr.com/

If We Don’t, Remember Me: http://iwdrm.tumblr.com/

Reaction Gif: http://reactiongif.tumblr.com/

Tea, Earl Grey, Hot: http://hugatreeortwo.tumblr.com

 

Notes


[1] Jenna Wortham, “Instant Loops of Images, From an iPhone App”, posted April 7, 2011, on the New York Times blog, http://bits.blogs.nytimes.com/2011/04/07/3frames-iphone-app-lets-you-create-animated-gifs/, checked November 9, 2012.

[2] See the blog A Pebble in my Shoe: http://bellecs.tumblr.com/tagged/Hattie-McDaniel, checked November 9, 2012.

[3] Leigh Alexander, “Why We Love Animated Gifs”, posted May 24, 2011 on Thought Cataloghttp://thoughtcatalog.com/2011/why-we-love-animated-gifs/, checked November 9, 2012.

[4] Ibid.

[5] See for instance Sean Cubitt’s The Cinema Effect, Cambridge: MIT Press, 2005. Cubitt proceeds from the pure difference of movement¾which he conceptualizes as “the pixel”¾ as the theoretical and historical first principle of cinema which is only secondarily tamed by narrative.

[6] Giorgio Agamben, “Notes on Gesture” (1992), in Means Without End: Notes on Politics trans. V. Binetti and C. Casarino Minneapolis and London: University of Minnesota Press, 2000. 55.

[7] Stephen Crocker, “Noises and Exceptions: Pure Mediality in Serres and Agamben” published on ctheory.net, 3/28/2007.  http://www.ctheory.net/articles.aspx?id=574, checked November 9, 2012. Unpaginated.

[8] Benjamin Noys, “Gestural Cinema?: Giorgio Agamben on Film” in Film-Philosophy, Vol. 8, No. 22, July 2004. http://www.film-philosophy.com/vol8-2004/n22noys, checked November 9, 2012. Unpaginated.

[9] http://gifuniverse.tumblr.com/, checked November 9, 2012.

[10] Ibid. 87. Bergson’s quote is from Creative Evolution, trans. Arthur Mitchell, Boston: University Press of America, 1983. 302.  

[11] Tom Gunning, “Loïe Fuller and the Art of Motion: Body, Light, Electricity, and the Origins of Cinema”, in Camera Obscura, Camera Lucida: Essays in Honor of Annette Michelson, eds. Richard Allen and Malcolm Turvey, Amsterdam: Amsterdam University Press, 2003. 80.

[12] Gunning beautifully sums up Loïe Fuller’s serpentine dances in these words: “As the embodiment of Symbol, she was meaning divorced from specificity, an image unmoored by reference or representation, becoming purely the flow of movement in all its sensuality and its constantly changing, evocative pursuit of analogy – the pulsing matrix of meaning itself.” 81. See also p. 85.

[13] Kelli Marshall, “Animated Gifs, Cinemagraphs, and our Return to Early Cinema”, posted on June 8, 2011. http://www.kellimarshall.net/film/animated-gifs/, checked November 9, 2012.

[14] Christian Keathley, “The Cinephiliac Moment”, in Framework: The Journal of Cinema and Media, issue 42, 2000. Available online: http://www.frameworkonline.com/Issue42/42ck.html, checked November 9, 2012. Unpaginated.

[15] Roland Barthes, “The Third Meaning” (1970), in Image-Music-Text, transl. by Stephen Heath, New York: Hill and Wang, 1977. 59. Emphasis in original.

[16] Kristin Thompson, “The Concept of Cinematic Excess”, in Narrative, Apparatus, Ideology: A Film Theory Reader, ed. Philip Rosen, New York: Columbia University Press, 1986. 135.

[17] Ibid. 141.

[18] See http://3fram.es/iphone, checked November 9, 2012.

[19] http://iwdrm.tumblr.com/, checked November 9, 2012.

[20] http://iwdrm.tumblr.com/post/12284715341. Come to think of it, many of Mantel’s clips revolve around eyes that are suddenly opened to look out at the viewer. See for instance clips from Psycho, Darjeeling Limited, Moon, Persona, 2001: A Space Odyssey, Twin Peaks: Fire Walk with Me, Orlando, Solyaris, Alphaville.

[21] Noah J. Nelson, “So Long Animated GIFs, Hello Cinemagraph”, posted April 20 2011, http://turnstylenews.com/2011/04/20/so-long-animated-gifs-hello-cinemagraph/, checked November 9, 2012.

[24] Thompson, “The Concept of Cinematic Excess”. 134.

[25] Barthes, “The Third Meaning”. 61.

[26] Agamben, “Notes on Gesture”. 56.

[29] See for instance http://gifparty.tumblr.com/post/829951528, checked November 9, 2012.

[30] Agamben, “Notes on Gesture”. 56.

[31] I am here riffing on the theoretical notion of “suture”, popular in the 1970s and 80s. According to the importer of the term into film theory, Jean-Pierre Oudart, the purpose of the reverse-shot in film is to answer the question that is posed for the spectator in a previous shot. Suppose, for instance, that we are shown a shot of a landscape. After a moment’s enjoyment of this view, the spectator soon begins to wonder why it is being shown to her or him. The reverse shot gives the answer to this query, because in it we are usually shown a character to whose vision the previous shot supposedly belongs. One image hereby bestows meaning upon another, to the effect that the spectator is released from interpretive responsibility. Jean-Pierre Oudart, “Cinema and Suture”, in Screen, 18 (4), 1977. The blog Everything You Love to Hate is notorious among its followers for its “cheeky” use of gifs in response to questions and comments. Some examples: http://everythingyoulovetohate.tumblr.com/post/14250573662/heybradwhatsup-saylevy-very-true-but-why, http://everythingyoulovetohate.tumblr.com/post/8833620167/lol-you-mad-bro-so-lame-how-you-use-shit-that-is, http://everythingyoulovetohate.tumblr.com/post/4665832279/soo-where-do-you-work-live, links checked November 9, 2012. On a related note, there are entire blogs devoted to “Reaction gifs” that just seem to cry out for re-appropriation. Some examples:  http://fuckyeahreactions.tumblr.com/, http://reaction-gifs.tumblr.com/ and http://reactiongif.tumblr.com/, links checked November 9, 2012.

[32] Crocker, “Noises and Exceptions”. Unpaginated.

 

Bio:

Hampus Hagman is putting the finishing touches to his dissertation, which examines the split screen as a meta-reflexive device for the management of unrepresentable content. He is also a freelance writer.    

 

 

I See You: the posthuman subject and spaces of virtuality – Rebecca Bishop

Figure 1: Jake Sully in his Na’vi avatar. Avatar (James Cameron, 2009)

Everything is backwards now, like out there is the real world and this is the dream. (James Cameron’s Avatar, 2009)

Over recent years, considerable scholarly attention and mass media speculation has been paid to the emergence of the figure of the posthuman – a vision of augmented human that has undergone radical transformation as a result of new biotechnological and informatic technologies. This posthumanity lives simultaneously in the world of the virtual and the biological, cast concurrently as the future of a biomedically enhanced humanity and a figuration for overcoming the identity politics of the past. Some are arguing that we will eventually leave the human ‘as we know it’ behind, in a techno-modified, cognitively enhanced evolution, while in critical theory, the posthuman is being lauded as an ontology through which the boundary structures of the EuroWestern legacy of humanism can be dismantled. What has been largely overlooked to date, however, is the way in which early twenty-first century science fiction cinema has added a striking new layer to the fields of discourse that currently weave around the notion of posthumanity. In the films The Matrix (Wachowski, 1999), Surrogates (Mostow, 2009) and Avatar (Cameron, 2009) we see the emergence of a representation of humanness as a multimodal, multipresent subjectivity which is produced in an embodied engagement with the material artifacts of contemporary technoculture. Tracing the history and scope of current conceptualizations of posthumanity, I will point to the way in which these onscreen avatars are indicative of what might be seen as a critical shift in the EuroWestern cultural imaginary, a shift from a core epistemological division between the real and the representational, to a metaphysical matrix in which subjects inhabit and switch between simultaneous physical, conceptual and somatic spaces.

Cyborg evolutions

While certainly broad in scope, both late twentieth century scholarship and cinematic representations of cyberculture were primarily concerned with three core and interweaving phenomena that would prove critical antecedents to the twenty-first century vision of the posthuman. Visions of the cyborg in both critical theory and popular culture offered the human/nonhuman hybrid as a means for interrogating humanist identity politics; the rapid rise of the internet and computer-mediated communications saw new concerns over the mediation and multiplicity of the self in interactions between computer users; and new virtual reality technologies led to an investigation of the nature of the boundary between the real world and simulated space. As I outline below, in each of these fields of representation developments in digital and medical technologies led to concurrent examinations of the teleology of the human itself, and new questions over the capacity of the human to evolve into something beyond what it had always been. This is an epistemological legacy many will now be familiar with, yet it is one worth briefly retracing in order to arrive back to the ‘posthuman’ present.

A hybrid of human and nonhuman, organic and inorganic, the cyborg was heralded in late twentieth century Western academic discourse as a contemporary technocultural manifestation of a legacy of boundary creatures; a figure that might represent the dismantling of the humanist binaries which the masculine military-industrial complex had so rigorously produced. Donna Haraway offered a world of permanently partial identities, a new ontology of hybridity, a “creature in a post-gender world” that had no truck with “seductions to organic wholeness”, and was “resolutely committed to partiality, irony, intimacy and perversity” (Haraway, 1991, p.150, 151). Haraway’s cyborg visions preceded a number of investigations of historical hybridities and boundary creatures and spurred cognate feminist epistemologies (see, for example, Lykke and Braidotti, 1996, Braidotti, 1996, 2006). Yet while the theoretical cyborg was lauded as an emergent ontological figuration, the science-fiction cyborg in popular cinema operated on the fundamental binaries that its epistemological parallel attempted to overcome.

Figure 2: Surrogates (Jonathan Mostow, 2009)

The cinematic cyborg was a human/machine hybrid that operated as a border figure that exposed the potentially chaotic consequences of the conjoining of human and nonhuman. Cyborg films offered representations of a subject whose hybridity generated a fundamental conflict between the feeling human self/soul and cold digitality of the mechanical body; we saw human memory traces causing glitches in the cyborg’s operating system (Verhoeven, 1987), the emergence of human sentience in the black void of a cyborg soul (Marquand, 1983), and a myriad of cyborg minds who questioned and grappled what it means to be human. In a parallel, and often overlapping, trajectory we witnessed stories of machinic entities created by humans who became uncontrollable and ultimately tried to harm or destroy their makers (Lang, 1927; Whale, 1931; Cameron, 1984; Wachowski, 1999; Proyas, 2004). Two core cultural stories were woven into these cyborg representations; one, that the human was marked by a capacity for free will, a moral code, and fixed corporeal parameters, and two, that any attempt to technologically mess with the nature and purity of human corporeality could have potentially chaotic consequences.[1]

While popular culture was filled with dark visions of the chaotic consequences of human-machine hybridity, early scholarly discourse on the liberatory possibilities of the new human realm of “cyberspace” was certainly largely utopian in its tenor. Visual metaphors for the virtual abounded; Novak (2001) for example, described a fundamentally liquid space, which was “animistic, animated, metamorphic, as well as crossing categorical boundaries, applying the cognitively supercharged operations of poetic thinking…an architecture that breathes, pulses, leaps as one form and lands as another” (Novak, 2001, p.153). Spiller too (2001) saw this space as one of infinite technological poesis, a “world populated by vacillating objects, Dalinian exuberances, smooth but jagged surfaces and baroque ecstasies” (Spiller, 2001, p.305). For some commentators, this infinite and un-bodied virtuality offered new potentials for the recreation of identity; no longer hampered by the constraints of real world interactions between bodies, this emergent spatiality offered a new terrain for the construction of multiple selves and “dematerialized identity compositions” (Tomas, 1989, p.114). Franck (2002), for example, suggested that “virtual worlds will offer myriad opportunities to encounter and engage objects and spaces in new and different ways and to occupy other bodies, other entities, other species” (Franck, 2002, p.244). Identity, “as it is physically represented” she suggested, “will no longer be tied to the physical attributes of age, gender, race, size or even to the human species. Attributes of humans or other animate and inanimate objects will be chosen and mixed at will” (Franck, 2002, p. 242; see also Turkle, 1984, 1995).

Questions on the nature of the self itself in the context of virtual communications were raised alongside visions of the formation of communities no longer hampered by time, distance and prejudicial politics (Rheingold, 1993, see also Holmes, 1997; Shields, 1997). For some, cyberspace itself offered possibilities for a new modality of being-in-the-world; for JP Barlow (1996), cyberspace consisted of “transactions, relationships and thought itself, arrayed like a standing wave in the web of our communications…a world that is both everywhere and nowhere” (Barlow, 1996). In the cyberpunk rhetoric that circulated alongside these speculations on identity shifts in cyberspace, the human body itself was offered up as defunct wetware, a viscous fleshly entity that would have no place in the floating exuberance of the digital matrix. In William Gibson’s (1984) cyberspace, for example, the “body was meat” (1984, p.6); for MIT scientist, Hans Moravec (1988), the future was (and still is) a place in which organic bodies have been discarded completely, and “minds” are downloaded directly into networks of digital information.

A number of feminist commentators recognized this vision of defunct wetware and uploaded consciousness as one that was profoundly masculinist, a recasting of the male, transcendent subject of the Cartesian ego, the desire to be finally free of the immanent body in the ultimate disembodied transcendence (Plant, 1999; Sofia, 1999). Yet at the same time it was suggested that the virtual (or ‘Jupiter Space’) offered a terrain for “post-phallic formation”, a site for the construction of a matrix of subjectivities freed from the constraints of the phallocentric order (see, for example, Sofoulis, 1994). Inspired by Irigaray’s casting of the masculine as a quest to escape from the womb towards god-like transcendence, some argued that the virtual was represented in both image and language as a pregnant, womb-like space, a site both desired and feared (Plant, 1999; Springer, 1991; Wolmark, 1999).

Figure 3: ‘Stim-chair’ in Surrogates.

While the expansion of cyberspace prompted calls for the recognition that disembodied interaction might provide a platform for the sloughing of identity categories premised on embodied physicality, early discourses on the digital productions of virtual realities, where users might engage with simulated environments via haptic data gloves, headsets and bodysuits, prompted a new conceptual engagement with the ontology of the real.  A term coined by computer company VPL in 1989 to describe new technologies for user engagement with built virtual environments, the notion of “virtual reality” prompted a slew of questions on the nature of space itself. If a subject could be physically present in one space, and perceptually present in another, where did that subject truly reside? If one senses and touches a virtual space, moves within it, and alters the nature of that space, is the virtual any less “real” that the environment within which the physical body exists? Within this Neoplatonic rhetoric of digitally mediated shadows there was a strong initial sense that VR technologies would completely transform human engagement with electronic media; it would “enhance the power of art to transform reality” (Heim, 1993, p. 118), it was a means to “create, experience and share a computer-generated world as realistic or as fanciful as you would like [...] a parallel world” (Briggs, 1996); it was “not a technology” but “a destination” (Biocca, Kim and Levy, 1995, p.4). A speaker at the first IEEE Virtual Reality International Symposium (1993) captured this sense of augmented perceptional futures when he noted that “we are building transportation systems for the senses…the remarkable promise is that we can be in another place or space without moving our bodies into that space” and that these “advanced interfaces will provide an incredible new mobility for the human race” (Furness, 1993, p.1).

What was particularly striking in these discussions of both creating and inhabiting new metaphysical territories was the emergence of an ontology of the digital which suggested that, mediated by technology, the human subject was capable of multiple modes of presence. The notion of telepresence, the perceptual “being-there” (Steuer, 1995, p.35-36) that occurs when one’s mind is transported into a virtual environment, provided the framework for conceptualizing new modalities of a trans-spatial human experience that was no longer limited by the “mind” located in a single, fixed corporeality. We have here the underpinnings of what I refer to as a multimodal subjectivity; a figuration of the human as a perceptual stratum capable of switching and inhabiting multiple real and virtual spatialities while maintaining its core ontological integrity. This was not a cyborgian notion of being, where one becomes-hybrid in a meshing of human and nonhuman, organic and inorganic, but a construction of the human self as a central point of fixity composed of multiple perceptual and embodied engagements with changing social and somatic environments – an emergent subjectivity that operates in multiple, and simultaneous, perceptual spaces.    These early figurations did not challenge the conceptual boundary between the human and its techno-material others (as many feminist scholars of technoculture have and continue to envision), but offered a new means of conceptualizing human being-in-the-world itself.

Posthuman emergences

The notion of telepresence manifested in late twentieth century virtual reality films which explored the nature of the border between reality and simulation in the context of developments in digital imaging technologies and the growth of the information network known as the World Wide Web. Here, stories exploring the blurring of boundaries between embodied and virtual, cyberspatial identities conjoined with dark tales of destruction caused when the fantasy world of the virtual reality headset spilled over into the real world of human relationships (Trumball, 1983; Leonard, 1992; Fleming, 1995; Bigelow, 1995; Roth, 1996; Leonard, 1995; Cronenberg, 1999; Rusnak, 1999).

Yet the film that clearly captured the twin-poles of late 1990s cyberspatial rhetoric was The Matrix (Wachowski 1999), combining cyborgian representations of machines that destroy their makers with an exploration of the boundary between real and virtual perception. The subject of a remarkable plethora of academic discourses on the way in which the film dealt with mediated virtuality and hyperreality[2], this tale of humans that led a fantasy virtual existence while their “real” bodies were harvested to provide a power source for machines captured the rhetoric of virtuality that circulated in the EuroWestern imaginary.

In The Matrix the self was revealed as capable of being transformed into pure digital information, carried into the realm of the simulation via the code-switching capabilities of digital technologies. Like earlier virtual reality films, the characters in this film “jack-in” to the virtual world via a portal in their bodies; their “wet-ware” is left behind as the mind or self is transported into a world of pure simulation. Losing consciousness of their “real” bodies while engaged in the simulation, these characters become-virtual as long as they remain in the spatial architecture of the Matrix. In this text, a chosen few have learnt how to leave the illusion of the Matrix, to transport themselves back into their earthly bodies, and ultimately, battle with the machines that keep them virtual prisoners of their own perceptual fields. Here, an emergent visual culture of the virtual combined with a legacy of cyborg narratives to produce a form of rabbit-hole that media audiences had never seen on screen.

In its focus on mad sentient machines and multimodal selfhood, The Matrix might be seen as a kind of semiotic bridge between late twentieth century cyberculture and the discourses on the posthuman that emerged in the late twentieth and early twenty-first centuries. In 1999, Katherine Hayle’s seminal How We Became Posthuman offered an analysis of the historical trajectory of the EuroWestern intertwining of human and machine, arguing that past conceptions of a cybernetic relationship between technology and biology were being displaced by an ontology of the posthuman. This posthuman, she argued, could be seen as “an amalgam, a collection of heterogeneous components, a material-informational entity whose boundaries undergo continuous construction and reconstruction” (1999, p. 3). In this merging of organic and inorganic bodies and matter, we find “a dynamic partnership between humans and intelligent machines [which] replaces the liberal humanist subject’s manifest destiny to control and dominate nature” (1999, p.289); a new ontology of being-itself in which “emergence replaces teleology; reflexive epistemology replaces objectivism; distributed cognition replaces autonomous will” (1999, p.289). Graham (2002) too maintained that digital, cybernetic and biomedical discourses and representations of the posthuman challenge “our very understanding of what it means to be human” (Graham 2002, p.1, see also Badmington, 2000; Haraway, 1997).  ). In a critical appraisal of posthumanism, Wolfe (2009) pointed out that we have entered “a historical moment in which the decentering of the human by its imbrications in technical, medical, informatics, and economic networks is increasingly impossible to ignore”.  However, unlike Graham, Wolfe offered the term “posthuman” as a means of interrogating the historic production of knowledge itself.  He insisted that we recognize that the human is at once one of a multitude of co-creating autopoetic beings and an ontological specific produced via engagement with “many forms of technicity and materiality” (p.xxv). It is time, he suggested, to find utterly new ways of thinking about and representing the nature of being, and to recognize the many human and nonhuman figures that together constitute and experience that nature.

Evocations of the posthuman were not limited to scholarly theory however; taking an utterly different perspective on the telos of the human, a number of scientists and writers variously used the term “posthuman”, “transhuman”, or “Human +” to describe an “advanced’ humanity cognitively, physiologically and neurologically superior to the human in its current state. NBIC technologies (nanotechnology, biotechnology, information technology and cognitive sciences), coupled with advances in genetic manipulation, robotics and artificial life, were heralded as the grounds for a form of technocultural ubermensch who would ultimately transcend the human itself. While some advocated the techno-augmentation of the body to produce a stronger, healthier and fitter humanity as a starting point for new evolutions (see for example, Bostrom, 2008, Kurzweil, 1999), others suggested that the body itself may have become obsolete, and that humans might in the future become pure, disembodied subjectivity. The World Transhumanist Association declared, for example, that “some posthumans may find it advantageous to jettison their bodies altogether and live as information patterns on vast super-fast computer networks”, where they might “employ different cognitive architectures or include new sensory modalities that enable greater participation in their virtual reality settings”.[3] Hans Moravec, a leading figure in arguments for posthuman transcendence over the material body principle, made a similar point:

Today’s virtual adventurers do not fully escape the physical world: if they bump into real objects, they feel real pain. That link may weaken when direct connections to the nervous system become possible, leading perhaps to the old science-fiction idea of a living brain in a vat. The brain would be physically sustained by life-support machinery, and mentally by connections of all the peripheral nerves to an elaborate simulation of not only a surrounding world but also a body for the brain to inhabit.

“Some individuals”, he suggested, “could survive total physical destruction to find themselves alive as pure computer simulations in virtual worlds”. [4]

These popular posthumanists have been the target of a plethora of critiques both on the grounds of their resurrection of humanist principles in a new technocultural eugenics and on their challenge to the ontological scantity of the human (see for example Fukuyama, 2002; Habermas, 2003; Kass, 2002); at the same time, however, these visions of the augmented and “uploaded” future human subject have had real resonance in cinematic popular culture. In the 2009 films Surrogates (Mostow, 2009) and Avatar (Cameron, 2009) we see a striking blend of social commentary with imaginings of the future human as a form of multimodal subjecthood that can be switched and uploaded between bodies. In these films, humanness is cast as an ontological essence that retains its integrity as it moves between metaphysical spaces; becoming indeed, as Hayles suggested, a “material-informational entity whose boundaries undergo continuous construction and reconstruction” (1999, p.3).

Avatar Selves

Figure 4: Jake and his N’avi self in the film AVATAR (2009)

The films Surrogates and Avatar are key examples of the merging of late twentieth century cyborg imaginings with twenty-first century cultural representations of multimodal subjectivity. Each of these films produce a narrative of multipresence in which subjects switch between human and nonhuman bodies and spaces while at the same time maintaining a centralized human subjectivity. Both set in a future in which humanity has evolved into something-other, these texts can be seen as a culmination of the intersection of scientific imaginings of VR and a popular culture of cyborg bodies and posthuman becoming.

Surrogates is set in an American city in 2017, a world in which humans interact with each other via idealised, physically attractive robotic surrogates of themselves.[5] Their real bodies remain locked in their houses, sitting in “stim chairs” through which they are able to upload their consciousness, or “neuro-signature” into their surrogate bodies while at the same time, remaining conscious of their physical presence in the “real’ world. In this multilayered reality, surrogates can interact with humans as well as with each other, and surrogates can be destroyed without causing harm to their users, or “operators”. These surrogate bodies, we are informed at the onset of the film, are the result of military-industrial research, and have become a technology now so affordable that “98%” of people use them in “all facets of their everyday life”. The surrogate bodies, produced by the corporation VSI (Virtual Self Industries) offer the “ability to live without risk of disease or injury” and “have perfect looks without plastic surgery”.

In this world, a minority group of rebels oppose the use of surrogates and appear to develop a weapon which, when aimed at a surrogate, destroys its “real” operator as well. In the opening credits, we are alerted to the presence of this rebellion; a voice-over, who we later realize belongs to the rebel leader known as “The Prophet”, warns that the public must “unplug from your chairs, get up and look in the mirror”, because “what you see is how God made you; we’re not meant to experience the world through a machine”. As FBI agent Tom Green, sporting a more attractive surrogate version of his human self, tries to uncover who or what is behind these surrogate killings, we are drawn into a society in which purchased, surrogate perfection both masks and produces a myriad of very human vices, and in which the hedonistic illusion of the “self” is clearly promoted and reproduced by the advertising and commodity industry.

Clear visual allusions to MMORPG’s (Massively Multiplayer Online Role-Playing Games) and virtual worlds like Second Life (www.secondlife.com) feature throughout the film, as surrogates bump into strangers in public spaces and take part in banal chat, and engage in romantic and sexual relationships This is “life on screen” (Turkle 1995) with a twenty-first century technological twist; rather than watching their idealized selves on a monitor, these subjects literally embody the fantasy of their own making. This is a representation of multiple selves in virtual space that is certainly reminiscent of early scholarly commentary on cyberspace and selfhood, where “virtual worlds will offer myriad opportunities to encounter and engage objects and spaces in new and different ways and to occupy other bodies, other entities, other species” (Franck, 2002, p.244). Yet in this film these surrogates are, for their users, ontologically real – not simply costumes but alternate corporealities inhabited by a subject that exists in the same metaphysical plane as its constructed, corporeal other.

Figure 5: Jake, with his N’avi self ‘growing’ in a tank behind him

Set over 100 years later in 2154, James Cameron’s Avatar (2009) provides a representation of multispecies, multimodal embodiment and engagement, where subjects switch between human and nonhuman forms of life. The film rehearses familiar environmentalist and postcolonial discourse, framed with popular stereotypes of Noble Savages (the Na’vi), who spiritually connect with the planet on which they live (Pandora) and of an (American) masculine military-industrial complex bent on destroying that environment. In this text, we find a military/commercial operation desperate to mine the Pandora’s precious resource, “Unobtanium”. In order to do so they produce a technology which allows human consciousness to be downloaded directly into genetically bred, visually identical, Na’vi bodies, a download which allow them to enter the local environment and engage with the native population. In the manner of multispecies ethnographers, the scientists involved in the project intercept and interact with the local community in order to learn their cultural values and take botanical samples. At the same time, lead character “Jake Sully” (wheelchair bound in the human world) is asked by the military to use his Avatar to spy on the Na’vi and gain information on how to convince the population to release their Unobtanium – and how best to destroy them if they don’t.

As the story unfolds we find Jake stumbling with the pleasures and pitfalls of participant observation; he is accused of being “like a child” in his failure to grasp the spiritual relationship of the people and land, as well as in his corporeal clumsiness in his avatar body. Gradually though, Jake adjusts to life in this “other” state of consciousness and increasingly resists returning to his “real”, fleshly body; he falls in love, he begins to embrace Na’vi culture and he is slowly accepted by its inhabitants. He is, in part, what Bukatman (2002) has referred to as a “cybersubject”, where:

…virtual reality significantly extends the sensory address of existent media to provide an alternate and manipulable space [and to] be installed into such an apparatus would be to exist on two planes at once: while one’s objective body would remain in the real world, one’s phenomenal body would be projected into the terminal reality…(Bukatman, 2002, p.149).

Yet these are representations not of projection into a virtual reality, but of a subject that physically exists in simultaneous planes. In this switching between bodies and visual realities, Jake’s character struggles with the ontologically real, noting that “[e]verything is backwards now, like out there is the real world and this is the dream”.

In both Surrogates and Avatar hybridity has given way to convergence, cyborgian chaos to posthuman emergence, the virtual to the multidimensional. Yet this evolution is not simply a matter of linear teleology; like all things posthuman these narratives spin trajectories that intersect the legacy of humanism itself. In both of these films the resolution of the narrative rests on a return to a state of singularity, where multipresence is ultimately rejected in favour of a stable state of being; in Surrogates, a recognition that the illusory world of surrogacy corrupts the integrity of human nature and that one should live in one’s original state of embodiment, and in Avatar a decision to cease switching and make the virtual the “real”, leaving behind the wetware of the wheelchair-bound body.

In both Avatar and Surrogates, narrative closure rests on a decision of where to finally be. This cinematic end-moment, where the subject’s ontologically integrity is finally realized via an agentive decision to inhabit a singular corporeality, reveals a critical tension between humanistic narrative and posthumanisms in popular culture. Chaos, randomness and emergence, the unpredictability of multimodal presence, situate the posthuman experience as one of infinite possibility, unbounded by earlier social and corporeal constraints. At the same time, this unpredictability, this nonlinearity, creates a point of crisis or conflict within the subject that must ultimately be resolved in order to achieve narrative stability. Within this imaginary, posthuman possibilities become human predicaments, and like the cyborg narrative of twentieth century cinema, these predicaments must always be resolved in order to attain a state of balance, an equilibrium, between human and nonhuman forms of being, between lived embodiment and cybersubjectivity.  These subjects, it seems, must inevitably choose the space in which they will ultimately reside.

From the unity of the subject to ‘posthuman’ selfhood and back

Notions of illusory reality and alternate or multiple planes of consciousness have grounded both branches of Eastern philosophy and elements of Western metaphysics for centuries. Yet the interception of technology in the achievement of multipresent states can be seen as an emergent phenomenon; a “mode of revealing” (Heidegger 1933) that has travelled from representations of cyborg conflict between human and machine to visions of virtual realities that exist alongside the real, and now, to the realm of the posthuman.

Figure 6: A rescue: N’avi Neytiri removes Jake’s human body from device that transports human consciousness to its N’avi avatar

Cinema itself can be seen as a modality of revelation, a screen upon which cultural narratives are made manifest. The cinema screen today conjoins with the computer screen; the virtual visual of cinematic film co-existing with the cyberspatial, multimodal digital reality that is becoming an increasingly present part of the everyday life world. Digital technologies in themselves generate an everyday multipresence, an embodied switching between the 3-D real, the laptop, the smartphone; a multipresence in which users themselves must negotiate the ontologically real and the visually virtual. Twenty-first century cinema itself is beginning to provide stories of new forms of spatiality – spaces of multimodal perception, spaces of somatic transition, an emergent ontological reality in which subjects both physically and perceptually negotiate their own being-there-in-the-world.  What we see in these forms of story-telling are a number of complex interplays between historical conceptions of the human as a fixed, corporeal entity and the development of technologies which allow that human to “be” in multiple places simultaneously – interplays that produce both fantastic imaginings and deep-seated cultural anxieties.

Recent cinematic representations of the multipresent subject are always ultimately conflicted – they remain fundamentally humanist, and always find narrative conclusion in a return to a state of being a ‘single’ subject in the world of technological possibility.  We are meaning-making animals that turn to our histories to make meaning; however, we invent new possibilities, imagine new ways of being, generate new trajectories.  We can clearly see that current EuroWestern visual representations of a multipresent subjectivity have a rich technocultural legacy; these representations will in turn inform new figurations and imaginings of the boundary between the “real world” and “the dream”.

 

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Holmes, David. (1997). Virtual Politics: Identity and Community in Cyberspace, London: Sage.

Kass, Leon R. (2002). Life, Liberty and the Defense of Dignity, San Francisco: Encounter Books.

Kurzweil, R. (1999). The Age of Spiritual Machines, UK: Viking.

Lykke N and R Braidotti, (eds). (1996). Between Monsters, Goddesses and Cyborgs: Feminist Confrontations with Science, Medicine and Cyberspace, London and New York: Zed Books.

Moravec, Hans. (1988). Mind children: the future of robot and human intelligence, Cambridge MA: Harvard University Press.

Novak, M. (2001). Liquid Architecture in Cyberspace, in N Spiller (ed), Cyber_Reader: critical writings for the digital era, London: Phaidon, 150-157.

Plant, Sadie. (1999). The Future Looms: Weaving Women and Cybernetics, in J Wolmark (ed), Cybersexualities, Edinburgh: Edinburgh University Press, 99-118.

Rheingold, Howard. (1993). The Virtual Community: Finding Connection in a Computerized World, London: Secker and Warburg.

Shields, Rob. (1997). Cultures of the Internet: Virtual Spaces, Real Histories, Living Bodies, CA: Sage Publications.

Sofia, Z. (1999). Virtual Corporeality: A Feminist View, in J Wolmark (ed), Cybersexualities, Edinburgh: Edinburgh University Press, 55–68.

Sofoulis Z. (1994). Slime in the Matrix: Post-phallic Formations in Women’s Art in New Media, in JJ Matthews (ed), Jane Gallop Seminar Papers, Australian National University, Canberra: Humanities Research Centre, 83-106.

Spiller, Neil.(2001), Vacillating Objects, in N Spiller (ed), Cyber_Reader: critical writings for the digital era, London: Phaidon, 304-309.

Springer, C. (1991). The pleasure of the interface’, Screen. 32 (3), 303-323.

Steuer, Jonathon. (1995). Defining Virtual Reality: Dimensions Determining Telepresence, in F. Biocca and M. Levy, (eds), Communication in the age of virtual reality, Lawrence Erlbaum, Hillsdale, NJ, 33-56.

Tomas, D. (1989). The technophilic body: on technicity, in William Gibson’s cyborg culture, New Formations, Summer (8), 114-5.

Turkle, Sherry. (1984). The Second Self: Computers and the Human Spirit, New York: Simon and Schuster.

(1995).  Life on Screen: Identity in the Age of the Internet, New York: Simon and Schuster.

Wolfe, Cary. (2009). What Is Posthumanism?, Minneapolis: University of Minnesota Press.

Wolmark, J. (1999). The Postmodern Romances of Feminist Science Fiction, in J Wolmark (ed), Cybersexualities, Edinburgh: Edinburgh University Press, 230-238.

 

Filmography:

Bigelow, Kathryn. (1995). Strange Days. USA: Lightstorm Entertainment.

Cameron, James. (1984). Terminator, USA: Hemdale Film.

(2009). Avatar, USA: Twentieth Century Fox.

Cronenberg, David. (1999). eXistenZ, Canada: Alliance Atlantis Communications.

Fleming, Eric. (1995). Cyber Bandits, USA: Cyberfilms Inc.

Lang, Fritz. (1927). Metropolis, Germany: Universum Film.

Leonard, Brett. (1992), The Lawnmower Man, USA: Allied Vision.

(1995). Virtuosity, USA: Paramount Pictures.

Marquand, Richard. (1983). Star Wars Episode VI: Return of the Jedi, USA: Lucasfilm.

Mostow, Jonathon. (2009). Surrogates, USA: Touchstone Pictures.

Proyas, Alex. (2004).  I, Robot, USA: Twentieth Century Fox.

Roth, Philip J. (1996). Darkdrive, USA: AGATE Films.

Rusnak, Josef. (1999). The Thirteenth Floor, USA: Columbia Pictures.

Trumbull, Douglas. (1983). Brainstorm, USA: AJF Productions.

Verhoeven, Paul. (1987). Robocop, USA: Orion Pictures Corporation.

Wachowski, Andy and Lana Wachowski.(1999). The Matrix, USA: Warner Brothers Pictures.

Whale, James. (1931). Frankenstein, USA: Universal Pictures.

 

Notes


[1] I have argued elsewhere that these films represent a particular EuroWestern approach to the stability and fixity of the human;  and that much of the cybercultural discourse that surrounded these representations tended to universalize notions ‘the human’ that lay at the core of cyborg texts. See Bishop (2007).

[2] A plethora that indeed let Slavov Zizek to suggest that the “The Matrix is one of the films which function as a kind of Rorschach test, setting in motion the universalized process of recognition”.  Inside the Matrix: International Symposium at the Center for Art and Media, Karlsruhe, October 28, 1999.  Accessed 15 December, 2010, from  http://www.lacan.com/zizek-matrix.htm.

[3] “Transhumanism: Post-Human and Trans-Human” (n.d), retrieved 9 July, 2010, from http://www.miqel.com/transhumanism_nano/transhuman-posthuman-uberman.html.

[4] “Simulation, Consciousness, Existence”, (n.d).  Retrieved 9 July 2010, from http://www.frc.ri.cmu.edu/~hpm/project.archive/general.articles/1998/SimConEx.98.html.

[5] Originally based on  2005-2006 comic series, Surrogates, written by Robert Venditti, drawn by Brett Weldele, Top Shelf Productions.

Reaching for the Screen in Nine Inch Nails’ ‘Lights in the Sky’ – Katheryn Wright

Abstract: During the Nine Inch Nails’ Lights in the Sky tour in 2008, Trent Reznor made use of two semi-transparent stealth screens layered in front of a third screen through which the band performed the second and third acts of the show. A stealth screen is made from reflective elements linked together like a chain, and can appear either transparent or opaque depending upon the lighting. When these screens appear onstage during the concert, attention shifts from Reznor’s body in performance to his physical interactions with the surrounding screens. The screens are not only spaces for the projection of images, but physical objects Reznor interacts with during the course of the show. Reznor plays a game of hide-and-seek with his audience using screens to reveal and conceal his body. The downstage screen also transforms into a touch interface, where Reznor experiments with its responsiveness. Both hide-and-seek and the play of responsivity in NIN’s performance echoes the everyday interactions people have with their screen technologies. As such, the NIN’s Lights in the Sky tour maps emerging bodily habituations forming through the materiality of the screen.

Nine Inch Nails performing ’31 Ghosts IV’ during their 2008 Lights In The Sky Over North America Tour.

“We may debate whether our society is a society of spectacle or of simulation, but, undoubtedly, it is a society of the screen” (Manovich 94). In this quote from The Language of New Media, Lev Manovich recognizes the central role screen technologies play in the digital era. This “society of the screen” has taken on new life over the past decade. A few examples: Mirjam Struppek organized the first international conference about the aesthetic and political potential of urban screens in 2005. Released in 2007, the Apple iPhone brought multi-touch technology to a mass audience; a multi-touch surface can respond to two or more inputs, increasing the functionality of touch screen (or trackpad) devices like the iPhone. That same year, American Express sponsored a program for cardholders during the U.S. Open where attendees were issued handheld televisions to carry around with them during the event to enhance the live experience of tennis. In 2008, life on a spaceship involved living through your own personal screen in the post-apocalyptic film, Wall-E. And, the opening ceremonies of the Beijing Olympic Games in 2008 featured Olympic gold-metal gymnast Li Ning traversing the inner rim of the stadium with a media surface unfolded to display images from the torch’s journey across China behind him.

These brief descriptions capture artists, scholars, entrepreneurs, and athletes challenging what the screen can do. Scott McQuire traces the migration of the television set from the domestic spaces of the home to urban spaces of the city, a shift that has developed alongside the rise of global networks and the mobilization of media (2). McQuire and Sean Cubitt argue that contemporary forms of sociality occur through the materiality of screen technology as an architectural façade, a virtual interface, or a personal companion (McQuire 48, Cubitt 105). Uta Casparay, Erkki Huhtamo, and Cubitt trace the material histories of the historical precursors to urban screens and outdoor advertising. Experimental artworks incorporating large-scale video like Krzysztof Wodiczko’s projections on historical monuments or smaller scale interactive pieces like Chris Jordan’s Chrono Beam (2011) has received recent critical attention in the way they interrogate the intersection between the embodied spectator and the ephemeral politics of public displays (Susik 113-114, 118). In addition to advertising displays and experimental art projections, experiments with emerging screen practices are also going on in popular forms of entertainment, especially rock concerts. Trent Reznor, lead singer and driving force behind Nine Inch Nails (NIN), has written and performed industrial rock music for more than two decades, and since the height of his popularity in the nineties has extended his creative pursuits to include digital imaging, remixing, online distribution, and most recently composing for movies including Girl with the Dragon Tattoo (2011). Added to this list are his experiments with screen technologies.

For NIN’s Lights in the Sky tour, Reznor introduced a new twist to the second act of each concert by adding two semi-transparent stealth screens positioned in front of a third screen (Gardiner par. 10). Because a stealth screen is made from reflective elements linked together like a chain, the combination of projection and light cues can make it appear both transparent and opaque at the same time. These screens function not only as spaces for the projection of animations or images, but material objects Reznor interacts with during the course of the show. The screens in Lights in the Sky are an extension of the design concept for his previous tour, Live: With Teeth, where Reznor used a big screen to display video footage throughout the concert. Lights in the Sky (designed by Reznor and Rob Sheridan, the artistic director, with lighting designer Roy Bennett and the company Moment Factory) combines laser technologies, particle-based animation that runs off several Linux-based devices, choreographed staged lighting, a high-resolution  n, and the two semitransparent stealth screens. In addition to these major elements, the production includes a closed circuit camera system streamed live through the Linux-based computer terminal and preprogrammed song cues controlled by the artistic director and lighting designer via the motherboard.

The collection of screens, lighting, animation, and sound create a media environment that Reznor moves within for the rest of the concert. Trent Reznor’s body is the critical touchstone around which every element in the performance revolves. For fans, rock concerts are about being in the moment and presence of the star. Reznor’s introduction of stealth screens during the concert creates an awkward situation where the people there to see NIN perform live do so through a technological interface. When I attended a live performance on September 29, 2008 in Jacksonville, FL, there were two primary types of interactions that occurred between Reznor, the transparent screens onstage, and audience. First, Reznor engages in a game of hide-and-seek where the screen is used to both reveal and conceal his body from the audience. Second, the play of responsivity between his physical actions and digital imagery creates a visual continuity between screen projections and his body in motion that reverberates through the venue. These interactions at the concert echo the habituations people develop as they use the variety of screen technologies at their disposal, making NIN’s Lights in the Sky a compelling case study to explore a privileged moment in time and space when the cultural significance of the screen is in flux.

Hide-and-Seek

The lights go out as the screens lower across the stage. Spectators murmur and wait for Reznor to reappear and begin the second set, but he does not immediately come back onto the stage. Instead, a blue field of light begins accompanied by some drums and a xylophone. The silhouettes of Reznor flanked on either side by the other members of the band appear behind the transparent screen. Only after the instrumental section has been going on for a few minutes, additional light floods the stage and spectators realize which body belongs to Reznor.

In this opening sequence to the second act of the show, the stealth screen initially masks and then dramatically reveals Reznor’s position on the stage. During the “Greater Good” track from the album Year Zero, the downstage stealth screen displays what looks like a time-lapsed recording of bacteria growing, pulsating, in a Petri dish – a mound of digital particles. For the first thirty seconds of the performance, these animations appear onscreen while Reznor is nowhere to be found. Then, extremely subtly, Reznor’s silhouette backs into the stage in front of the left corner of the screen. Dwarfed by the vastness of the stealth screen, he faces the offstage wing crouched over in a profile position. He is barely visible and remains completely out of view to many. After several beats, the movement of the digital particles takes the shape of Reznor’s face; the extreme close-up is a video recorded by an offstage camera. During this segment, Reznor’s body overlaps the live feed of his physical image being projected onto the stealth screen. He appears onscreen and onstage at the same time. Reznor hides. The audience seeks. This game adds an intriguing twist for the audience who came to hear and see NIN in person. Rather than getting to see the band perform for the entire set, the lead singer disappears from the stage for fairly large chunks of time. They perform songs like “Greater Good” behind the stealth screen and out of sight from the audience. As such, Reznor controls how much the audience sees him, on and offscreen, during the show.

During the performance of “Survivalism” in the third act of the concert, a closed-circuit camera system installed around the premises records live footage of the audience and projects it onto the big screen. In what looks like a collection of monitors located in a security station, spectators watch themselves watching NIN. This sequence is about the ubiquity of surveillance technologies contemporary American culture, but the audience cannot hide among the screens like Reznor can. Even so, those watching can use their mobile devices to capture the live event as it unfolds in real time. Smartphones enable audience members to communicate ideas and information via text, voice, image, and video. They can send what they record at the concert to NIN’s website. Ironically, audience members also use these same devices to capture a better view than they have while standing, zooming in to get a closer look at the action. The power Reznor has over his visibility onstage dissipates as the territory of the media environment expands into the World Wide Web. Although Reznor plays with the audience in terms of his physical visibility, the overall performance hinges on its technological infrastructure. The production team cannot always manage software, and screens at the venue. Computer glitches continued to crop into the flow of the performances during the tour, including when I saw it. In Jacksonville, animations on the stealth screen kept flickering on and off and, during the final “Head Like a Hole” encore, the red “NIN” symbol flashing on the downstage stealth screen had a part of an “N” chopped off. These glitches form a digital reality outside of any single person’s control. Spectators have no influence over their bodies on display.

When Reznor plays hide-and-seek with his audience using the screens surrounding him, this communicative act challenges the implied materiality of screen space. Critical discussions about the spatial relations of the screen media emerge in apparatus theory of the 1970s. Jean-Louis Baudry argues that the screen is simultaneously a mirror and frame that produces ideological distance between the conscious spectator and the dreamworld of the cinema (352 – 353). Manovich echoes the logic of apparatus theory in his cultural history of screen technologies where he distinguishes between the classical screen (Renaissance perspectival painting), dynamic screen (film and television), and the screen in real time (computer) (96). In all of these cases, “The act of cutting reality into a sign and nothingness simultaneously doubles the viewing subject who now exists in two spaces: the familiar space of his/her real body and the virtual space of an image within the screen” (106). For Baudry and Manovich, the screen marks a border between two qualitatively different spaces that may speak to each other in dynamic in provocative ways as decades of compelling scholarship in media and cultural studies has proven, yet they remain separate. The screen is important in as much as it frames the point-of-view of someone looking through it at whatever movie or show they happen to be watching.

Reznor’s game challenges the implied separation between real and virtual space that Baudry and Manovich trace in their respective theories. Establishing a connection between the spectacle and spectators through the screen transforms the display space into something more than a window frame to a virtual world. Reznor uses to the screen to shield himself from view, and to reveal his presence to the crowd. The juxtaposition between the stealth screen’s transparency and opacity highlights the basic attributes of its materiality. Its surface conceals and reveals as much as the edges frame what is on it. The stealth screen is like the cape a magician uses to hide the bag of tricks from the audience. The turn, however, is when the onscreen spectacle bleeds into the physical space the screen occupies. Through hide-and-seek, Reznor occupies a modular media space. So, too, do audience members who use their screened devices to get a better view of the show. Media scholar Adriana de Souza e Silva explains how “from the merging of mixed reality and augmented spaces, mobility, and sociability arises a hybrid reality…a hybrid space is not constructed by technology. It is built by the connection of mobility and communication and materialized by social networks developed simultaneously in physical and digital spaces” (265 − 266). She describes what others have called augmented space, simulacra, computer-mediated reality, or multimedia environments: concepts with varied connotations that attempt to describe the blending of physical and digital spaces. Reznor experiments with what communication feels like within these spaces that De Souza e Silva among others attempt to explicate. Ironically, the space between virtual and actual space symbolized by the screen for Baudry and Manovich seems to migrate to the body of the user, who in the case of the Lights in the Sky performance is Reznor and not the audience watching him.

Responsivity

A white field of particles fills the screen at the beginning of “Only” from the album With Teeth. A small opening grows out from the center to reveal Reznor’s body. The closer he moves toward the screen, the larger the opening. He walks across the stage, and the opening follows him. He moves upstage and the opening closes.  The field gives way to a violent streaming of digital noise that momentarily reveals the rest of the band playing behind Reznor. The white field returns to view. Again, Reznor paces across the stage as the opening follows him wherever he goes. The drummer comes out onstage and lights up a series of boxes by touching each individual square.

This transitional sequence leads into the performance “Echoplex” when the initial beat he establishes by touching the boxes merges into the song’s introduction. The drummer returns at its conclusion to deactivate the light boxes.

In these two instances, the onstage stealth screens transform into touch screens when lasers running along the back of the screens indicate their position. The animations generated in real-time record their physical movement in relation to the screen to produce the illusion of a haptic interface. Even if the performers do not actually touch anything, the sequences establish a sense of continuity between onscreen and offscreen through the responsivity of the screen. Responsivity refers to the quality of the digital connection between onscreen and offscreen. The screen interfaces of popular technologies like the iPhone react to the touch of a finger or pen. Touch screens work by layering two surfaces with an electric current or laser beam sandwiched between them. When somebody touches the surface of the outer screen, the flow of the current or beam is interrupted and signals the device to react in that particular spot. Slightly different from the touch screen, the remote responsiveness of game consoles like Nintendo’s Wiimote and Xbox’s Kinnect depend on a remote sensor or motion control. Reznor experiments with both types of responsiveness during the performance.

Reznor draws the second type of responsivity for the performance of “Terrible Lie” in the third act. At this point in the show, the three screens have changed position. The stealth screens have been raised to allow for Reznor and the band to move more freely on the stage. However, they remain staggered so as to continue to project images, although intensities would probably be the better term at this point given that approximately 90% of what is onscreen are bursts of color and light. Amorphous red, orange and yellow particles flash on the three screens in the same rhythmic patterns of the song. These animations translate auditory and haptic cues (rock music performed live can be felt just as much as it is heard) into visualizations. These sensory translations, like synesthesia, extend the aesthetic possibilities of live performance. Reznor becomes connected to the (digital, screened, animated) world through the responsivity of his onstage environment. The responsiveness between body and screen draws disparate elements of the performance together into a single rhythm during the course of the show.

During the concert, Reznor appears to cross through the frame of the screen. Even though he never actually steps through it, the animations create the illusion of breaking through the screen’s surface. The stealth screen offers a way to cross the frame that separates the spatial reality of the viewer from the virtual space of representation. The formal separation between real and virtual space plays a pivotal role in Western aesthetics. Writing about this divide, Anne Friedberg traces the cultural history of what she calls the “virtual window” to Renaissance perspectival painting, where the viewer is situated in front of a framed surface. Reznor challenges this tradition by linking the physical and digital through his body. Although screens continue to situate the perspective of the viewer towards onscreen content, Reznor temporarily acts as a node through which the onscreen and offscreen converge. Reznor frames the visual content for the audience by moving towards and away from the stealth screen. He determines the path of the real-time particle animations during the show. Still, he never actually crosses through the frame of the screen. This crossing is an illusion; Reznor remains trapped behind the screen in order for that illusion to work. To cross the frame of the screen is transgressive within the field of modern aesthetics, much like breaking through the imaginary “fourth wall” of the stage, but the interplay between screen and body during the concert translates into an optical effect for everyone watching where Reznor is, himself, on display. Like a painting or film, this performance can only be accessed through a proscenium, a frame, which separates the spectacle from those watching it.

Similar to the responsivity of the touch screen, the integration of sensory components during the show cultivates a sense of continuity between actual and virtual through Reznor’s body. He acts like a remote control for the live action onstage, altering the sense of presence throughout the venue. Every aspect of the concert feels connected, and nobody can get out of it because the surveillance cameras make everyone visible. This feeling of connection continues when video recorded with mobile devices extend into online archives after the concert. The attempt to capture the “live” experience through media by fans reinforces the responsivity that Reznor draws on throughout the second and third acts. After each concert concludes, NIN’s website archives fan videos and chats in an effort to collect the individualized performances together into the broader context of the tour. Like the multiple elements of the live show combining through the responsiveness of the screen, information comes together through the human-computer interface. Mobile devices enable spectators to participate in the concert by recording and archiving the live event. The website clearly organizes its galleries according to concert and tour dates so visitors can easily navigate through the streaming videos. The feeling of connection cultivated through the play of responsivity during the show was reignited when audiences come together to construct their own narrative about the tour through the documentary Another Version of the Truth: The Gift that was produced by fans and distributed through NIN.com.

From my perspective in the crowd, interacting with his audience through the stealth screens seems almost like a spiritual experience for Reznor, who is the obvious centerpiece around which the hybrid reality is constructed. He stands behind the screen and soaks up the spectacle while the audience looks on. For me, however, the experience was ultimately frustrating because the spontaneity and singular intimacy of a rock concert, that feel and smell of bodies cramming next to you in a collective push towards the stage, is lost. We were left watching NIN interact with cutting-edge screen technologies onstage without access to it. Even though the animations and lighting cues were generated live, the concert began to feel closer to performance art (like one of Wodiczko’s projections) than a rock concert. It is the same feeling I have when I watch someone text at the table at lunch, for instance. The person is there, but not in the same way as they would have been otherwise.
Screens for Sale

The Lights in the Sky tour combines industrial-alternative rock, live performance, new media technologies, real-time animation, ticketholders, critics, and fans like myself into a symbolic act of a body reaching out to touch the screen. The game of hide-and-seek and play of responsivity represent different ways people interact with the screens around them. A commercial for the Blackberry Storm smartphone released in November 2008 (and running throughout the following year) illustrates how the appeal of interacting with a screen interface, much like the games Reznor plays, stems from the symbolic act of crossing through its frame. This commercial sells the idea that by simply touching a screen you can connect more efficiently, immediately, and directly with what’s important in your life. The multi-touch interface allows users to make contact with their social networks through a phone, yet the commercial itself acknowledges the reality of the interface, the semi-transparent field at the center of the composition, as the primary point of access. Reznor stands behind his stealth screen; the woman stands behind a rectangular plane and faces forward as she navigates through the textural space of the graphic user interface. Different from Reznor’s live performance, however, is what happens afterward. Animations like the boy with a kite, rock concert, and photographs explode from the frame rather than being projected onto a screen. Touching the interface releases the three-dimensionality of life as it unfolds in real time. The advertisement suggests all we need is a Blackberry Storm to make our experience of the world more real, an ideology that continues to shape narratives about technology in the 21st century. Still, the promise represented by the screen remains tempered by the frame of the television set or YouTube video player. The life falling out from the flat plane, activated through touch, can only be perceived by sitting in front or standing behind another screen, another interface.

Being connected and simultaneously in sync with each other through actual and virtual space creates a sense of presence rooted in the modularity of media space. This spatial arrangement appears to situate the body as a locus of control, benefiting artists like Reznor who embraces the emancipatory promise of new media technology and multinational telecommunications companies like Research in Motion Limited (RIM), the makers of Blackberry, who hope to sell the need to connect with others by touching a really cool screen on your smartphone. Still, like anybody who uses a smartphone will eventually find out, Trent Reznor’s ability to control the terms of his physical interactions with the screens around him is a fantasy. His financial investment, celebrity status, and social positioning coupled with the obvious fact that he and his band are the only people allowed onstage during the concert make him a privileged participant. Reznor chooses what to release on the website. Reznor manages the NIN’s brand. The title of the documentary is called “the gift” because he released high-quality digital recordings to his fans so they could make the documentary. Still, this fantasy – the fantasy of control and connection – is something that commercials for new media technologies ranging from smartphones and video games to Project Glass from Google X continue to promote. Reznor’s onstage encounter with his screens during the Lights in the Sky tour represents a time and place when this fantasy was just beginning to enter into the mainstream, when the potentiality of hybrid reality is being tested within the volatile boundaries of popular culture, and before the games Reznor plays were written into the teleological narrative of technological change.

 

References

“Another Version of the Truth: The Gift.” Nin.thisonisonus.org. Web. 14 Oct. 2011.

Baudry, Jean-Louis. “Ideological Effects of the Basic Cinematographic Apparatus.” Film Theory and Criticism: Introductory Readings, 5th Edition. Ed. Leo Braudy and Marshall Cohen. Oxford University Press, USA, 1998. 345 – 355. Print.

Caspary, Uta. “Digital Media as Ornament in Contemporary Architectural Facades.” Urban Screens Reader. Eds. Scott McQuire, Meredith Martin, and Sabine Niederer. Institute of Network Cultures: Amsterdam, 2009. 65 – 74.

Cubbit, Sean. “LED Technology and the Shaping of Culture.” Urban Screens Reader. Eds. Scott McQuire, Meredith Martin, and Sabine Niederer. Institute of Network Cultures: Amsterdam, 2009. 97 – 108.

De Souza e Silva, Adriana. “From Cyber to Hybrid.” Space and Culture 9.3 (2006): 261 –278. Web. 19 Aug. 2010.

Easybakechicken. “Nine Inch Nails – Lights in the Sky Tour – Echoplex – Trent Speaks.” YouTube. Web. 14 October 2011.

Friedberg, Anne. The Virtual Window: From Alberti to Microsoft. The MIT Press, 2009. Print.

Gardiner, Bryan. “NIN Dazzles With Lasers, LEDs and Stealth Screens.” 13 Sept. 2008. Web. 14 Oct. 2011.

Huhtamo, Erkki. “Messages on the Wall: An Archeology of Public Media Displays.” Urban Screens Reader. Eds. Scott McQuire, Meredith Martin, and Sabine Niederer. Institute of Network Cultures: Amsterdam, 2009. 15 – 28.

Manovich, Lev. The Language of New Media. The MIT Press, 2002. Print.

Mattssnet. “Blackberry Storm – Feel Your Passion – Hot Girl.” YouTube. Web. 14 October 2011.

McQuire, Scott. “Mobility, Cosmopolitanism, and Public Space in the Media City.” Urban Screens Reader. Eds. Scott McQuire, Meredith Martin, and Sabine Niederer. Institute of Network Cultures: Amsterdam, 2009. 45 – 64.

–. “The Politics of Public Space in the Media City.” First Monday. Web. 14 October 2011.

“Nin.com [the Official Nine Inch Nails Website].” 13 Sept. 2008. Web. 14 October 2011.

Shelterslullabies. “Nine Inch Nails – Only (Lights In The Sky Tour).” YouTube. Web. 14 October 2011.

Shelterslullabies. “Nine Inch Nails – Survivalism (Lights In The Sky 2008).” YouTube. Web. 14 October 2011.

Susik, Abigail. “The Screen Politics of Architectural Light Projection.” Public 23: 45 (June 2012): 106 – 119.

Vacantenigma. “Nine Inch Nails – The Greater Good – Philly, PA – 8-29-08.” YouTube. Web. 14 October 2011.

 

Disruptive Influence: The Enduring Appeal of Some Like It Hot – Suzanne Woodward

Abstract:

There is a clear division in the writings about Billy Wilder’s 1959 cross-dressing musical comedy, Some Like It Hot. Either the film is categorised, and criticized, as a typical cross-dressing farce with the inevitable return to the heterosexual status quo predicated on an indissoluble gender binary; or it is read as a visionary and ebullient transgression of heteronormative gender categories. What these generally divergent discussions of the film share, however, is an implicit acknowledgement that Some Like It Hot stands out from other cross-dressing comedies, attested to by the academic attention it continues to receive in a variety of film discourses and its undiminished popular appeal. In many ways it is prototypical of the cross-dressing comedy sub-genre, but at the same time offers an unusual level of resistance to heteronormative reinstatement by allowing each viewer to interpret the final scene in their own way, and to their own satisfaction.

Mainstream gender-bending film comedies function as a form of sanctioned disruption of the heteronormative order, revealing slippages in the dominant cultural discourse by examining its logic and effects. This disruptive ambiguity is a key element of the act of transgression, which “involves hybridization, the mixing of categories and the questioning of the boundaries that separate categories” (Jervis 1999, 4). Under the aegis of humour, these films can explore the rules and limits of gender intelligibility, for example, by foregrounding assumptions about the clothing, accessories, demeanour, and gestures deemed appropriate for men and women within a naturalised gender binary. By exposing and unsettling hegemonic heteronormative beliefs, they can produce what Marjorie Garber describes as a ‘category crisis’ in received wisdom, “disrupting and calling attention to cultural, social, or aesthetic dissonances” (1992, 16). Garber explains the ‘category crisis’ as “a failure of definitional distinction, a borderline that becomes permeable, that permits border-crossings from one (apparently distinct) category to another,” which impacts not only gender, but other social categories, such as race, class, and religion (ibid). Gender-bending comedies engage, to varying degrees, in a complication of the categories and hierarchy of gender, introducing ambiguity, revelling in the interstitial spaces that they create, and highlighting the permeability of constructed and constricting gender conventions. As these temporary, ritualised rebellions occur within the conventional cultural medium of mainstream film, it is perhaps inevitable that they usually attempt to re-establish the heteronormative status quo. In this regard the narrative resolution is often an important, even over-determined gesture, but disruption cannot necessarily be so neatly contained. It is therefore valuable to consider these comedic transgressions not only as temporarily disrupting the dominant social order, but also revealing its very existence, and it may be difficult to re-cover the boundaries once they have been made visible in such a popular cultural form. Some Like It Hot (Billy Wilder, 1959) is notable for the ways in which it renders these traditional gender and sexual boundaries visible, but in addition, it stands out from other gender-bending comedies because it refuses the conventional reinstatement of a heteronormative status quo.

Gender-bending comedies exploit heteronormative assumptions and conventions to create humour through sex/gender disjuncture and sexual misdirection, and can therefore be interpreted as providing a carnivalesque inversion of gender hierarchies and access to socially taboo experiences and pleasures. Carnivalesque is a concept primarily derived from Bakhtin’s study of Rabelais, which provided “the broad development of the ‘carnivalesque’ into a potent, populist, critical inversion of all official words and hierarchies” (Stallybrass and White 1986, 7). It is an artistic mode in which the transgression and subversive celebration of Medieval carnivals, centred on ritual spectacle, laughter, and the grotesque body, have survived. Stallybrass and White identify the carnivalesque as a resilient, populist, and subversive celebration of the elements of society that are marginalised or suppressed (ibid., 15). In Bakhtin’s analysis, he argues that “carnival celebrated temporary liberation from the prevailing truth and from the established order; it marked the suspension of all hierarchical rank, privileges, norms, and prohibitions” (1984, 10). Although Bakhtin’s work is concerned almost exclusively with class hierarchies, his description could equally be seen as applying to heteronormative hierarchies identified by feminist and queer theorists.

Carnivalesque also offers a useful point of intersection between social practice and artistic form, and the “carnival becomes the literary ‘carnivalesque’ through a partial subordination to an ordering discourse” (Hall 1985, 128). In the case of gender-bending films as carnivalesque, the ordering discourse is most noticeable in the well-established and recognised genre conventions that structure and attempt to contain these representations. As genre texts produced predominantly by mainstream Hollywood, these structured subversions have tended to be denigrated as essentially conservative texts that use temporary transgression as a means of re-establishing heteronormative authority. This bears a marked similarity to critiques levelled at the carnivalesque and, as Stallybrass and White have observed, the “most politically thoughtful commentators wonder… whether the ‘licensed release’ of carnival is not simply a form of social control of the low by the high and therefore serves the interests of that very official culture which it apparently opposes” (1986, 13). However, they argue decisively that “it actually makes little sense to fight out the issue of whether or not carnivals are intrinsically radical or conservative, for to do so automatically involves false essentialising of carnivalesque transgression.” (ibid., 14). This argument applies equally well to prevailing critiques of mainstream trans films as licensed complicity, as they reveal a similar tendency to make definitive judgements that rely on reading the films as ideologically monovalent and monolithic. Yet, as Julian Wolfreys argues,

carnival is both transgressive and authorized, it is both critical of social order and complicit with it… [but] the ambiguity of the carnivalesque renders a single reading of it undecidable… We must comprehend carnival not as a form of universal political response to conditions of political oppression and containment, but instead as an ongoing strategic interruption in social norms, in ideological containment, and in corporeal order and propriety” (2002, 28-29).

Using a similar approach to understand gender-bending films allows for an investigation of the multiple ways in which they can construct and deconstruct meaning, and both contain and fail to contain transgression.

The ambiguity and duality of the carnivalesque, as something simultaneously disruptive and contained, transgressive and conventional, can be seen as parallel in many ways to the internal contradictions of what Jean-Louis Comolli and Jean Narboni (1971) describe as ‘category e’ films. Comolli and Narboni argue that although “every film is political,” some films provide “free and unhampered passage” to ideology while others present an ideological “dislocation” despite their apparently conventional generic form (ibid., 29-30). ‘Category e’ films “seem at first sight to belong firmly within the ideology and to be completely under its sway, but turn out to be so only in an ambiguous manner” (ibid., 32).These ideological cracks, which Comolli and Narboni situate in the dislocation between form and content, are arguably present in mainstream gender-bending films because of their combination of formulaic generic structure and disruptive gender politics in terms of content.  Some Like It Hot, however, fits more obviously into Comolli and Narboni’s category of the ‘e’ film, as an example of what Barbara Klinger calls a “progressive text” (1984, 33). It is a film which, “while fully integrated within dominant cinema, ‘ends up by partially dismantling the system from within’” (ibid.). As will be explored below, many aspects of the narrative form could be classified as standard genre conventions, and the content undoubtedly disrupts traditional gender boundaries, but the textual politics of Some Like It Hot are also complicated by its deviation from generic norms, primarily in its refusal to recuperate the disruption in accordance with the traditions of the persistently popular gender-bending comedy film.

When the American Film Institute released its list of the hundred funniest films ever made, the top two places were both held by gender-bending comedies – Some Like It Hot in first place, and Tootsie (Sydney Pollack, 1982) in second place. This is a striking illustration of the enduring influence of these films as generic templates for gender-bending comedy films, but also indicates the immense popular appeal of gender transgression as a comedic device. These films exploit heteronormative assumptions and conventions to create humour through sex/gender disjuncture and sexual misdirection. Gender constraints, like all systems of social power, place pressure upon those who are subject to them, and the ubiquity of heteronormative regulation means that no-one is exempt from that pressure. Humour has long served as a way to relieve the strain of normative conformity and it is unsurprising that this social ‘safety valve’ should have found its way into the popular cultural medium of film, providing a temporary and contained escape. In so doing, such films function in many instances to facilitate the preservation of the dominant ideologies regarding sex, gender and sexuality, but at the same time expose cracks in the ideological surface.

Gender-bending comedies employ an established set of iconographic, thematic, and narrative conventions, almost always concluding with an overt affirmation of heteronormativity. The gender transgression is usually represented as resulting from circumstantial necessity rather than from a sense of dissonant identity. The gender disguise is permitted only out of absolute necessity and only as long as the need or threat persists, a common plot device that Marjorie Garber describes as “the progress narrative” (1992, 8), and Chris Straayer as “the temporary transvestite film” (1996, 42). As Annette Kuhn points out, “sexual disguise must usually be accounted for” (Kuhn 1985, 57). Straayer recognises, as does Garber, that the transvestism is only considered acceptable because of the narrative framework in which it is presented. Male characters usually cross the gender boundary in a desperate attempt to hide from something (most commonly the law, dangerous criminals, or shrewish wives), as a consequence of public disgrace that has caused them to be ostracized from their ‘rightful’ male position, or as a cunning ploy to trap the villain. Such cross-dressing comedy narratives invariably end with the revelation – forced or voluntary – of the protagonist’s ‘true’ sex, a return to the ‘natural’ heteronormative position, and often with a heterosexual coupling that underscores the ‘proper’ gender identity of that character.

The cross-dressing comedies constitute a genre in their own right, or at least a recognised sub-genre of comedy. As is necessary for generic constitution, there are specific “expectations, categories, labels and names, discourses, texts and groups or corpuses of texts, and the conventions that govern them all” (Neale 2000, 3). The pivotal position Some Like It Hot occupies, historically and structurally, in the cross-dressing comedy corpus has profound significance for understanding the specific conventions that are manifested or disrupted. It highlights the conventions of cross-dressing comedy, established over several decades through films representing the cross-dressed image, as they are defined and defied through Some Like It Hot. These films share certain conventions; the evocation and subsequent affirmation or rejection of these conventions in Some Like It Hot may suggest a typical structure and illustrate the ways in which this film defies convention. On the surface, the cross-dressing comedies have conventionally functioned as affirmations of masculine and feminine gender roles, and the importance of those roles within the heterosexual framework evoked by the use of romantic coupling to resolve a film. As the film that is arguably most famous in the cross-dressing comedy sub-genre, Some Like It Hot is also the one that most overtly refuses this heterosexual convention, at the same time that it accedes to it.

There is a clear division in the writings about Billy Wilder’s 1959 cross-dressing musical comedy, with theorists and critics firmly placed in one of two camps. Either the film is categorised, and criticized, as a typical cross-dressing farce with the inevitable return to the heterosexual status quo predicated on an indissoluble gender binary; or it is read as a visionary and ebullient transgression of heteronormative gender categories. While a range of justifications are provided for both interpretations, for the most part there is a tendency to see only those examples from the film that fit with the chosen interpretation, and to focus on the ending of the film as providing definitive proof. What these generally divergent discussions of the film share, however, is an implicit acknowledgement that Some Like It Hot stands out from other cross-dressing comedies, attested to by the academic attention it continues to receive in a variety of film discourses, including auteurism, genre theory, queer theory and feminist theory. It also enjoys an undiminished popular appeal. While most other cross-dressing comedies fade rapidly from public memory, Some Like It Hot’s story of two musicians on the run from the mob in the 1920s is remarkably well-known considering that it is almost fifty years old. Several factors have contributed to the sustained interest in the film: the sexual innuendos are still risqué even by today’s standards, the jokes are still funny, and the quality of direction and performance is still greatly admired.[1] The most intriguing factor, in relation to this discussion, is the power of the film’s ending still to surprise and perplex viewers.

The category disruptions at work in the film make it inevitably difficult to choose terms with which to describe the characters. Despite performing on stage as women, Joe/Josephine and Jerry/Daphne are not drag queens. They adopt feminine attire out of necessity, as the only way to avoid being ‘eliminated’ by Spats and his mobsters after witnessing the Valentine’s Day Massacre. This use of cross-dressing is a functional device with clear narrative motivation, a circumstantial gender illusion that is carefully dissociated – at least, initially – from any suggestion of an internal transgender identification. Jerry and Joe do not turn into Daphne and Josephine by choice, which differentiates them from cross-dressers or transvestites in the conventional sense of these terms as designating a sense of gendered self. Nonetheless, as male characters in women’s clothes, they are literally cross-dressers, transgressing the accepted sartorial protocols of gender. More importantly, audiences recognise them as such, through the familiar conventions of cross-dressing comedy.

Despite the originating reasons for their enforced adoption of feminine appearances, Joe and Jerry are not portrayed in the typical way, as merely enduring their gender disguises; Joe takes his performance as Josephine very seriously, and Jerry enthusiastically embraces his new persona as Daphne, becoming increasingly committed to his cross-dressed identity. Josephine and Daphne are both able to ‘pass’ within the diegetic world, to such a degree that Daphne elicits a marriage proposal from a self-confessed womanizer. Nevertheless, when the threat of death by tommy gun has been neutralized, both characters ‘out’ themselves, albeit with substantially different consequences. However convincing Daphne and Josephine may have been within the diegesis, the audience has not forgotten their initial identities, and their continued disguises are diegetically justified by the reappearance of the mob. The dramatic irony in the spectators’ awareness of their original identities, and the compulsive reasons for their gender disguise, functions in conjunction with their believability within the diegesis to evoke humour and transform a period gangster film into a comedy.

The mise-en-scene in the opening scene of the film is not that of a conventional comedy.  Rather it establishes the dark, masculine underworld of Chicago in the 1920s – the wet, dark streets, the tension of the car chase, tommy guns and coffins, mobsters and cops. These images appear to situate Some Like It Hot clearly in the genre of the gangster film, a classification reinforced by the appearance of George Raft in one of his “most memorable gangster roles” (McCarty 2004, 146). This is just one of several categories that Wilder will disrupt; by the end the film will have become a multi-layered illustration of category crises at work. The setting is also noteworthy in that the cold, dark streets of Chicago are starkly contrasted with the sunny wonderland of Florida. More importantly, the journey that the characters undergo in their identity transformation is mirrored, as in so many other cross-dressing films, by a physical journey. The physical journey creates a liminal space where the transition from one identity to another is facilitated by a physical departure from the ‘old’ life of the character and an adventure into something new, transporting and transgressing at the same time.

The historical setting of the film is highly significant, allowing for many narrative parallels to be drawn between Prohibition, “the film’s encompassing metaphor,” and gender transgression (Lieberfeld & Sanders 1998, 130). As Lieberfeld and Sanders argue, “Prohibition serves to make transgression commonplace, privileging gratification and necessitating pretense, blurring the lines between normality and deviance for ‘ordinary citizens’” (ibid.). The criminalisation of alcohol, something that many Western adults now take for granted as a social right, functions as an interesting illustration of how easily an activity of pleasure and personal choice can be subsumed under institutionalised morality. In addition, the historical setting provides crucial reassurance to the potentially transphobic viewer, by creating a safe distance from the site of transgression. As co-writer I.A.L. Diamond points out, “when everybody’s dress looks eccentric, somebody in drag looks no more peculiar than anyone else” (in Sikov 1998, 409). From a technical point of view, it provides a useful justification for filming in black and white, which serves to hide many of the flaws in the feminine disguises of the two protagonists, making Daphne and Josephine look more passable than they would have done in colour. The success of this aesthetic choice becomes apparent when black and white stills are compared to colour photographs from the set:

Figure 1. Tony Curtis as Josephine and Jack Lemmon as Daphne in Some Like It Hot (MGM/UA, 1959)

Figure 2: Marilyn Monroe as Sugar and Jack Lemmon as Josephine.

Daphne and Josephine’s ability to pass diegetically is crucial because, as Rebecca Bell-Metereau points out,

What distinguishes Hot from the British and American products of the previous twenty odd years, however, is the fact that Lemmon and Curtis (in particular) make rather attractive women who are obviously young and available. This peculiar situation of having male characters with feminine appeal offers a singular threat to heterosexual male audience members, but the theme has nevertheless struck a responsive chord (1993, 64).

To have young and relatively attractive cross-dressed protagonists re-introduces an element of sexualisation into the cross-dressing comedy, after its noticeable absence under the Production Code.

Stella Bruzzi (1997) identifies the desexualisation of ‘the transvestite’ as the defining difference between ‘cross-dressing’ and ‘androgyny’ as disparate manifestations of transvestism in film. She argues that “whereas in cinema cross-dressing is used to desexualise the transvestite and deflect the potential subversiveness of the image through comedy, androgyny sexualises the transvestite by increasing the eroticism of their ambiguous image” (ibid., 147). Bruzzi privileges androgyny[2] as the only genuine form of transgression, although she singles out Some Like It Hot as a rarity among cross-dressing comedies for its awareness of its own “potential deviancy” and exultant “perversity” (ibid., 158). Unlike Bell-Metereau she does not link this to, or recognize, the sexual element in Some Like It Hot, despite the obvious pleasure that Daphne begins to take in her flirtation with Osgood. Lieberfeld and Sanders argue that Daphne and Josephine are only attractive to “odd little buffoons” (1998, 130), but while their suitors may not be conventional Hollywood heartthrobs, it seems noteworthy that these “brand new girls” are convincingly attractive to a number of men within the diegesis. This sexual appeal adds a different dimension to the cross-dressing comedy, creating another level of transgression in terms of a testing of boundaries, by introducing implied homosexual encounters. It is the category crisis at work again.

The sexualisation of the two cross-dressed protagonists that has sometimes been ignored or misread by critics is explicitly indicated by the very first shot of them in their feminine disguises. It is juxtaposed almost immediately with the hyper-eroticised revelation of Sugar Cane (Marilyn Monroe), and the framing of Monroe has often drawn attention away from the crucial framing of Josephine and Daphne:

Figure 3. Sugar Cane (Marilyn Monroe)

Lieberfeld and Sanders, for example, identify this shot of Monroe as a perfect example of Laura Mulvey’s argument about the “fragmentation” of female characters by the camera and how the gaze “feminizes its object” (1998, 134). John Phillips also refers to this scene as a key moment in the signification of consistent heterosexuality:

From beginning to end, the norms of heterosexuality and gender fixity are constantly re-emphasised and sustained, principally by the pursuit, initially by Jerry and then by Joe, of the delectable Sugar to whom they are instantly and powerfully attracted. ‘It’s like Jell-O on springs!’ an enraptured Jerry tells Joe as the two men gaze lustfully at Sugar’s hip-swaying and bottom-wiggling movements for the first time. (2006, 61)

Because the shot of Monroe’s undulating bottom fits so well into Mulvey’s tripartite schema of the voyeuristic gaze – camera, character, spectator – these critics read Joe and Jerry as fulfilling this conventional masculine role. As Sugar hurries past, the camera leaves her to linger on the expressions of Joe/Josephine and Jerry/Daphne as they gaze after her, after which there is a cut to a point-of-view shot of Sugar’s backside, as she is suddenly startled by a well-aimed blast of steam. However, the shots of and dialogue between Daphne and Josephine suggest that the gaze is not actually so straightforwardly heterocentric.

The scene opens with a medium long shot of two pairs of legs in heels and skirts. While Wilder and/or Lang (the cinematographer) is very effectively reproducing the fragmentary shot identified by Mulvey sixteen years later, it is both a self-aware joke that may fool the unsuspecting viewer into looking with desire at these legs, and a way of persuading the viewer used to these cinematographic conventions to accept these two characters as women. While the audience is aware in the rest of the film that Josephine and Daphne are males, they need to believe that others within the diegesis could be fooled and at this introductory shot both strikingly denies privileged spectator knowledge and provides compelling proof of their believability.

Figure 4. Daphne and Josephine

Their identity is soon revealed to the audience, as Jerry stumbles in his heels. The film then offers a mocking comment on the way the audience’s gaze has been manipulated with Jerry complaining that he “feels so naked. Like everybody’s looking at me.” To which Joe replies, “With those legs? Are you crazy?” Jerry/ Daphne’s awkwardness makes it hard to view him/her as an erotic spectacle, but Josephine is already executing a passable feminine performance. This deliberate and self-aware use of a cinematographic convention makes it almost impossible to view the same shot of Monroe as straightforward reinforcement of the patriarchal cinematic process described by Mulvey. It should instead be read as a confirmation of Wilder’s desire to play with conventional iconography, and as again opening up the potential sexualisation of the male-to-female cross-dresser.

What is also noteworthy about the first shot of Josephine and Daphne at the train station is that we don’t see any of the physical process of transformation such as the shaving of legs, applying of make-up or donning of wigs. In most cross-dressing comedies this process is carefully displayed so that we can never forget that the characters are actually male underneath, as was the case with the German precursor to Some Like It Hot, Fanfaren der Liebe (Kurt Hoffman, 1951). “As I.A.L. Diamond later recalled, Fanfaren das (sic) Liebe was ‘heavy-handed and Germanic. There was a lot of shaving of chests and trying on of wigs’” (Sikov 1998, 409). Some Like It Hot, on the other hand, through this narrative ellipsis, offers an almost magical transformation that makes it easier for us to believe in the masquerade, largely because it appears to be so effortless: “Wilder called this the power of omission” (Chandler 2002, 219). The only indicator of the process of transition, Jerry’s initial awkwardness in heels and discomfort in her ‘drafty’ dress, rapidly disappear as soon as she introduces herself to Sweet Sue, the band leader, and decides in the moment that he opens his mouth to become Daphne rather than Geraldine as originally intended. The choice of name suggests that Daphne is more than Jerry in a feminine disguise, but an entirely separate personality. As Charles Taylor points out in his review of the film,

When he first enters in drag, all he can do is complain about how drafty his dress is and how tough it is to walk in heels. By the end of the movie he’s so comfortable in heels that he wears them without thinking, giving himself away. But his transition starts long before then. Jerry introduces himself as “Daphne,” instead of the agreed-upon “Geraldine.” And there’s a crestfallen look on his face when Sugar tells him that she envies him being “so flat-chested” (2002).

Joe and Jerry engage in different forms of deception: while Joe uses his disguises as dissimulation, to hide his real identity from Sugar and the mob, Jerry fabricates a convincing new personality, a simulation that becomes as believable as his original identity, as illustrated by ‘her’ exuberant delight in ‘her’ engagement.

Although Joe’s transformation is less comprehensive than Jerry’s, both characters find the feminine world a welcoming alternative to the violent mob world from which they have just escaped. Bell-Metereau argues that, “Hot sets up two realms – the frightening, masculine underworld of the city, and the comforting, feminine refuge of the all-girl band – and it is clear that any sane person would choose the latter” (1993, 56). But this interpretation unfortunately serves to reinforce a very conventional gender dichotomy, one which the film itself refuses to accept. At the end of the film, the two couples escape from both worlds, sailing off into an undetermined and undefined future on Osgood’s luxury yacht. It is the ending which has perhaps provoked the most debate regarding the transgressiveness of the film. Some critics, such as Lieberfeld and Sanders and Phillips, see the ending as a reconstitution of the gender and sexual status quo through the heterosexual coupling of Joe and Sugar, and the relationship between Osgood and Daphne as nothing more than a doomed joke, reading Osgood’s famous last line, “Well, nobody’s perfect” as entirely flippant. These critics point to the castration anxiety evident in Jerry’s horror at the idea of being ‘altered’ as justification for this reading. Other critics see the ending as open-ended, as “replete with possibility” (Bell-Metereau 1993, 59) and as a rare instance where “perversity wins over legitimacy” (Bruzzi 1997, 158), although Straayer acknowledges that despite ending with gender transgression, the film also “provide(s) the requisite heterosexual closure through other characters” (1996, 419).

Significantly, in terms of the identity politics of the film, while Joe clearly demonstrates his heterosexual desire for Sugar, Daphne’s initial response is portrayed as envious admiration rather than the lust that he later displays in the bunk scene. The look on Joe’s face is contemplative and highly focused – suggesting that his devious pursuit of Sugar is sparked at this very first moment. The difference in the way Joe and Jerry gaze after Sugar is highlighted by the use of a medium two-shot that enables a direct comparison of their responses through their facial expressions. Jerry’s fascination is reinforced by his next lines, “Look at that! Look at how she moves! It’s just like Jell-O on springs. Must have some sort of built-in motor or something. I tell ya it’s a whole different sex!” This initial desire to understand the way in which the mysterious Other works, is quickly abandoned as Jerry’s exuberant alter ego, Daphne, makes her first appearance. Daphne cannot emulate the hyper-femininity of Sugar, so doesn’t try, but seems to revel in being a confident, extroverted woman, a marked shift from Jerry’s diffident acquiescence to Joe’s whims.

The moment where the protagonists board the train marks a crucial turning point in the identity of Jerry and the point of divergence between him and Josephine. While Joe switches identities several times throughout the rest of the film, the spectator sees Jerry as Daphne for almost the rest of the film. These differing approaches to cross-dressing are signalled by the wigs Joe and Jerry have chosen. Their agent, Poliakoff, has explained to Joe and Jerry that you have to be blonde to be part of the band and Daphne’s blond wig suggests that she will be more fully integrated into the band than Josephine in her brunette wig. The importance of names is also made clear in this scene where Jerry, who has exhibited some initial resistance to the female disguise, despite it being his idea, decides to embrace it with flamboyant enthusiasm by choosing the name Daphne instead of Geraldine. It is a moment of self-revelation that seems to take him by surprise as much as it does Joe. It suggests that Jerry is not going to be merely a man in a dress, which is what Joe is, however convincingly. While Jerry’s heterosexuality is initially affirmed by his delight in all the ‘butter and sugar’, his heterosexual attentions diminish with noticeable rapidity as he revels in being one of the girls, so that by the time they reach Florida and the physical journey is complete, so it seems is his identity transformation, and he makes only a brief protest against their continued masquerade, before submitting once again to Joe’s dominance. Joe, on the other hand, makes his heterosexual interest in Sugar clear to the audience throughout the film. He uses Josephine to elicit useful seduction information, which he then utilises by exchanging his gender disguise for a class disguise, indicated through both his clothes and his Cary Grant-inspired manner of speaking. He adopts the persona of Junior, heir to the Shell Oil fortune, in order to exploit Sugar’s desire to escape her working-class life but inadvertently develops genuine feelings for her in the midst of his manipulation and lies. Ironically for a 1950s mainstream comedy, Daphne and Osgood’s queer relationship seems much more sincere in comparison.

In the predominantly conservative United States of the 1950s, the public response to this shift was marked by both enthusiasm and revulsion. “Upon its original release, Kansas banned the film from being shown in the state, explaining that cross-dressing was ‘too disturbing for Kansans’” (IMDB, 2008). Even in 1967, Judith Christ was disturbed by the humorous treatment of gender disguise, observing in a moralistic condemnation of the film that

It is in Some Like It Hot, made in 1959, that the smut starts to show… you start to notice that for every raucous and/or ribald masquerade joke there is another that involves a transvestite leer, a homosexual ‘in’ joke or a perverse gag. Here is the prurience, the perversion, the sexual sickness that is obsessing the characters and plots of our films. (in Bell-Metereau 1993, 24)

This suggests that the transgressive nature of gender disguise had the useful effect of bringing into sharp relief the exact location and nature of normalized gender and sexual categories of the time. Questioning these established categories serves both to test their durability and to announce the existence of alternative identities. A.H. Weiler’s New York Times review in 1959 was far more open-minded: “Who gets whom is not particularly important,” although Weiler does allow that some viewers might “question the taste of a few of the lines, situations and prolonged masquerade” (1959, np). It is interesting that he perceives the audience as more likely to question the sustained masquerade than to worry about who gets whom. It suggests that everything within the progress narrative is indeed excusable, as long as there is regular relief for the audience from the apparently uncomfortable sight of a man in a dress.

The genre blending of the film evidently concerned some reviewers as much, if not more, than the gender bending. The Sight and Sound review, while aware of the potentially provocative nature of the film’s sexual transgression, seems primarily concerned by the “painfully accurate re-creations of gangland slaughter” rendering the film’s “opportunities for offence… considerable” (Dyer 1959, 173). Dyer responds positively to Lemmon’s “extravagant” performance, although he finds Curtis “a shade too real for comfort” (ibid). It would seem that Daphne escapes judgement, and therefore heteronormative resistance, because her boisterous representation of femininity fails to arouse the reviewer sexually, with her “husky squeaks and girlish dormitory confidences” (ibid.). In another generally positive response, the Variety reviewer states, “On this plot skeleton, Wilder has put the flesh of farce. He has done this so deftly that the ridiculous somehow appears possible, and the shocking turns into laughter” (Variety 1959, np). This response illustrates the power of the cross-dressing comedy to violate normative boundaries in a way that is perceived to be non-threatening but still leaves the viewer with an awareness that transgression has occurred. “But the momentum of this madcap comedy is such that it just keeps rolling along, a gay romp that knows just when to draw back before crossing the line to the vulgar” (ibid). The Monthly Film Bulletin reviewer similarly identifies the dangerous balancing act of the film as “how to be funny as well as vulgar” (P.H. 1959, 69). To stray too far in either direction would render the film either unacceptable to mainstream audiences, or too generically bland to elicit any critical appreciation.

This contemporary perception of the film’s vulgarity was probably prompted in part by the trailer for the film, which foregrounds Monroe as its star, and emphasizes the film as a comedy. But it also showcases the violence and highlights the sexual nature of the comedy, with plenty of attention focused on Monroe’s breasts, claiming “You’ve never laughed more at sex, or a picture about it,” featuring Monroe and “her bosom companions.” Monroe’s costumes are clearly designed to highlight her sexuality; they are extremely revealing, a fact the trailer makes the most of in exploiting Monroe’s status as a sexual icon.  While the ‘vulgarity’ may be inconsequential for audiences today, the transgressive elements of the film have endured: Osgood’s response to Daphne’s revelation, his acceptance of Jerry’s biology as well as Daphne’s personality still has the power to surprise an audience well-versed in representations of the desexualised cross-dresser.

These visible disruptions and moments of comedy and moral anxiety are emphasised when they are situated in the physical spaces that are traditionally both the most rigidly gender-regulated and the most taboo in mainstream representations, such as bathrooms. Jerry heads automatically for the men’s room on the train and is forcefully pulled back by Joe, detaching one of his fake breasts in the process. On entering the taboo space of the women’s toilet, both are awestruck and delighted by the visual feast that awaits them behind the curtain – Sugar Cane (Marilyn Monroe) displaying her beautifully stockinged thigh. Jerry compares this sudden, unlimited access to the forbidden to childhood fantasies of unlimited indulgence:

Jerry:               When I was a kid, I used to have a dream – I was locked up in this pastry shop overnight – with all kinds of goodies around – jelly rolls and mocha éclairs and sponge cake and Boston cream pie and cherry tarts…

Joe:                  Listen, stupe – no butter and no pastry. We’re on a diet!

Jerry, previously the more reluctant cross-dresser, is inspired to commit to his Daphne identity as he sees the hidden erotic spectacles that become available to him as Daphne, spectacles in which he is shown gleefully indulging at band practice, and at bed time, in a sustained close-up of his face, as he observes the rest of the band members undressing. But his lack of involvement or directed interest in any other woman suggests that his apparent desire for Sugar is less predatory and will be less persistent than Joe’s.

The bed is another locus of humorous anxiety in the cross-dressing comedy, where the threat of being found out is far greater. In Some Like It Hot the berths on the train, like the ladies’ room, are curtained, reinforcing the narrative motifs of hidden and compartmentalised identities. When Sugar, in a flimsy black negligee, climbs into bed with Daphne (Fig. 2), the sexual tension increases, as does the narrative tension, heightened as it is by the risk of discovery. This tension seems to increase the more lascivious Jerry gets, yet as he gets drunker and less inhibited, his own attempts to persuade himself, “I’m a girl, I’m a girl, I’m a girl” appear to be working. The viewer likewise is becoming increasingly engaged with Daphne, who moves further away from Jerry the further the train gets from Chicago. The physical distance that separates the characters from their original location mirrors the increasing distance between the identities of Jerry and Daphne. One scene was fortuitously cut from the film after the preview screening – one in which Daphne climbs into Sugar’s bed and confesses her ‘true’ identity, symbolically removing her wig according to the generic conventions, only to find herself in bed with Joe, who has switched with Sugar (Lally 1996, 291). The feeling of the film, and particularly the audience’s understanding of and empathy with Daphne, would be structurally damaged by a premature de-wigging scene. Part of the reason that the film is so engaging is the commitment that Jerry demonstrates to the Daphne persona, presenting an unusually enthusiastic engagement with gender transgression. The humour and surprise of the famous ending are effected largely through the sustained and immersive coherence of Daphne’s character, setting the film apart from its more formulaic genre relations.

The comedic concept of cross-dressed men that lies at the centre of Some Like It Hot is not original in itself, and several contemporary critics found the central gag of men in dresses too hackneyed:  “an ancient gag” (in Weiler 1959, 16), “a small joke milked like a dairy” (Variety Staff 1959, np). But Osgood’s final words after Daphne admits she is a man, “Well, nobody’s perfect,” provide a highly original punch-line. This ending explicitly refuses a neat resolution of the confusion created by the cross-dressing, leaving the characters and the audience literally ‘at sea’. As Wartenberg points out,

The pair in the stern appears to be lesbian, the one in the bow heterosexual… the former couple seems unlikely, transgressive of the social norm specifying that romantic couples must be composed of a man and a woman. The situation… is really the opposite of what it seems. (Wartenberg 1999, 1)

However, the dual-gendered identity of the cross-dressed protagonists makes a clear categorisation of sexuality difficult. Joe and Jerry have just escaped frantic chase by the mob, Sugar having been publicly kissed by ‘Josephine’ has seen through all of Joe’s disguises and followed him anyway, and Osgood is happily reunited with Daphne, his intended bride. With the sun setting in the background, the two couples ride off in Osgood’s motor boat, with Osgood and Daphne in front, and Josephine and Sugar taking the back seat, literally and symbolically, as the final shot of the film belongs solely to Osgood and Daphne/Jerry.

Setting this scene in a small boat creates a physically constraining environment that is paradoxically part of an escape into the enormous space of the open sea. The narrative tension resolved, the need for disguise falls away, and Josephine and Daphne are free to reveal themselves as Joe and Jerry to Sugar and Osgood respectively. Sugar predictably forgives Joe, and they disappear from view in a passionate embrace, re-establishing a stable heterosexual status quo. Joe ‘de-wigs’ in a selfless attempt to dissuade Sugar from committing herself to another “no goodnick” saxophone player. The de-wigging process is a key convention of cross-dressing comedies, and can in itself define the character of that representation. Those films where the characters choose to reveal themselves, as opposed to being forcefully exposed, present a more positive and subjective form of cross-dressing. It is notable that neither Sugar nor Osgood are shocked when Josephine and Daphne remove their wigs and drop their vocal registers, Sugar because she already knows, and Osgood because Daphne/Jerry’s biology genuinely makes no difference. Both couples remain visually united in medium two-shots that reinforce their status as couples. Interestingly it is Jerry and Joe who have shared most of the other two-shots in the film; in one instance, in Poliakoff’s office, they are even holding hands. They are the couple who get the least, if any, attention in discussions of the ending, and yet it is significant that their strong relationship, coded primarily within the buddy motif, has survived all of the tests and distractions that have been thrown at it. There is never any suggestion that they will part, even when they both find other partners, but attention is diverted from this coupling by the comedy and romance of the other two couplings.

The heterosexual coupling which marks the closure of category disruptions in most cross-dressing comedies, in this case is the coupling of two screen idols, Curtis and Monroe, a very reassuring antidote for a transphobic viewer to any previous deviancy in the film. It does affirm both stable binary gender roles and heterosexuality, although both have learned non-typical traits during the course of the narrative (Joe has learned consideration and sincerity, and Sugar has learned self-assertiveness), and despite the fact that they have engaged in a seemingly lesbian kiss. But they are not the main focus of the final scene; they function as a very effective distraction. Osgood and Jerry are of more interest, both because they get the final screen time and because they provide the transgressiveness of the ending. Daphne voluntarily removes her wig, rather than being exposed and humiliated, but keeps the earrings and make-up. While offering several double-coded excuses for why she can’t marry Osgood, none of which he accepts, at no point does she say that she doesn’t want to. Daphne has listed all of her reasons for wanting to marry Osgood and none of them have been invalidated. Jerry’s resistance to being ‘altered’ need not be read as a complete rejection of the idea of keeping the personality of Daphne and her relationship with Osgood, but rather as careful distinction between a transvestite and a transsexual identity.

That Jerry/Daphne could wish to remain male, while still dressing/acting as a woman in an implied heterosexual but actually homosexual relationship, seems to be too sophisticated a concept for most critics, who appear to want a definitive answer. It is the presentation of this category-defying identity, and Osgood’s total acceptance of it, that sets Some Like It Hot apart from other films in the temporary cross-dressing comedy genre. Daphne’s revelation does not have the expected effect of shocking or angering Osgood into rejection, nor of exciting or delighting him. He is entirely unfazed, but the reason for this and its implications are left to the interpretation of the viewer. Every other aspect of the narrative may have been normatively resolved, categorized and explained, yet this unusual couple is distanced from that resolution, quite clearly bound together by their physical environment but left in an open condition that deliberately resists categorisation or explanation.

The unusual nature of the final scene between Daphne/Jerry and Osgood is illustrated by its difference from the ending of its German predecessor, Fanfaren der Liebe.[3] Although Some Like It Hot is not a direct remake of this film, Wilder and Diamond “based [it] on Fanfaren das Liebe (sic)…though neither was especially fond of that film. They liked its basic premise” (Sikov 1998, 109).

Figure 5. Fanfaren der Liebe (Neue Deutsche Filmgesellschaft, 1951)

 

In writing the screenplay for Some Like It Hot, they chose to use only the cross-dressing section of the plot of the German film, which included two other disguises initially adopted by the protagonists, Hans and Peter – gypsy impersonations and the use of blackface (Sikov 1998, 109). In the earlier German version, the male protagonists both end up in heterosexual couples with female members of the band, and the original contains no version of the Osgood/Daphne relationship. In fact Joe’s equivalent character ends up coupled with the leader of the band (Ginibre 2005, 12). In contrast, the open-ended nature of Osgood’s final statement presents the viewer with a truism, but without any attempt to control the ‘truth’ that each spectator can choose to construct from it.

The ending of Some Like It Hot differs not only from the films that preceded it. In a recent successor of Some Like It Hot, Connie and Carla (Michael Lembeck, 2004), the two protagonists are singers on the run from gangsters after they witness a shooting in a Chicago garage. In this film, however, they are females who hide out by cross-dressing as male drag queens, revealing indebtedness also to Victor/Victoria (Blake Edwards, 1982). The resolution of Connie and Carla places both of the protagonists back into tidy heterosexual couples. Having been forced to reveal themselves on stage, by flashing their breasts, after the mobsters track them down, both are given the conventional happy ending of a heterosexual union, superficially resolving any confusion generated during their stint as drag queens. The normativity of the resolution is somewhat undermined by taking place on stage in a drag club, with Connie and Carla surrounded by drag queens and Debbie Reynolds, giving a camp cameo performance. Despite the similarities in plot, Some Like It Hot stands apart from these other films in that, at the end, it most overtly refuses a complete reinstatement of the status quo, and actively resists a closed, monovalent interpretation despite the conventional coupling of Sugar and Joe.

The stereotypical heterosexual coupling is undoubtedly important, as a reassurance and as that which allows the lack of containment in Osgood and Daphne’s relationship by keeping it hidden in plain view. It is not, however, the image with which we are left at the end of the film. Instead we are left with the smiling face of Osgood, and finally the nonplussed face of Daphne/Jerry, in make-up and earrings and a woman’s coat but without the wig. The bewilderment could be read as suggesting that Jerry is flummoxed as to how he will escape his commitment to Osgood, or that he is pleasantly surprised at his fiancé’s open-mindedness. But more important than the precise meaning of Jerry/Daphne’s bewilderment is the mere presence of that bewilderment at all. The conventions of the typical cross-dressing comedy require that all possible confusion is neatly resolved and contained by the end of the film. Some Like It Hot allows the confusion to continue, and thereby allows each viewer to interpret the final scene in their own way, and to their own satisfaction. As the screen fades to black on Daphne/Jerry’s nonplussed face, the disruptions of gender and sexual boundaries remain unresolved with regard to these two characters, making any definitive categorization impossible regarding their identities, or the nature of their relationship. This is perhaps the most significant facet of the film’s popularity, that each viewer can construct the ending as happy regardless of their own particular ideology and preferences.

Bibliography

American Film Institute, “AFI’s 100 Years… 100 Laughs,” American Film Institute, http://www.afi.com/100Years/laughs.aspx (accessed April 12, 2011).

Bakhtin, Mikhail. Rabelais and his world. Bloomington: Indiana University Press, 1984.

Bakhtin, Mikhail. The Bakhtin Reader: selected writings of Bakhtin, Medvedev, and Voloshinov. London; New York: E. Arnold, 1994.

Bell-Metereau, Rebecca. Hollywood Androgyny. New York: Columbia University Press, 1993.

Bruzzi, Stella. Undressing Cinema: Clothing and Identity in the Movies. London; New York: Routledge, 1997.

Chandler, Charlotte. Nobody’s Perfect: Billy Wilder, A Personal Biography. London: Simon & Schuster, 2002.

Comolli, Jean-Louis and Jean Narboni. “Cinema/Ideology/Criticism.” Screen 12, no.1 (Spring 1971): 27-36.

Dyer, P. J. “Film Reviews: Some Like It Hot.” Sight and Sound 28, no. 3/4 (1959): 153.

Garber, Marjorie. Vested Interests: Cross-Dressing & Cultural Anxiety. New York: Routledge, 1992.

Ginibre, Jean Louis. Ladies or Gentlemen: A Pictorial History of Male Cross-Dressing in the Movies. New York: Filipacchi, 2005.

Hall, Jonathan. “Falstaff, Sancho Panza and Azdak: Carnival and History.” In Comparative Criticism: Volume 7, Boundaries of Literature, edited by E.S. Shaffer, 127-46. Cambridge: Cambridge University Press, 1985.

IMDB, “Some Like It Hot Trivia,” Internet Movie Database, http://www.imdb.com/title/tt0053291/trivia (accessed April 20, 2011).

Jervis, John. Transgressing the Modern: Explorations in the Western Experience of Otherness. Malden, MA: Blackwell Publishers, 1999.

Klinger, Barbara. “’Cinema/Ideology/Criticism’ Revisited: The Progressive Text.” Screen 25, no. 1 (Spring 1984): 30-44.

Kuhn, Annette. The Power of the Image: Essays on Representation and Sexuality. London; Boston: Routledge & Kegan Paul, 1985.

Lally, Kevin. Wilder Times: The Life of Billy Wilder (Vol. 1). New York: H. Holt, 1996.

Lieberfeld, Daniel and Judith Sanders. “Comedy and Identity in Some Like It Hot.” Journal of Popular Film & Television 26, no. 3 (1998): 128-135.

McCarty, John. Bullets over Hollywood: The American Gangster Picture from the Silents to “The Sopranos” (Vol. 1). Cambridge, MA: Da Capo Press, 2004.

Neale, Steve. Genre and Hollywood. London: Routledge, 2000.

P.H., “Review of Some Like It Hot.Monthly Film Bulletin 26, no. 300/311 (1959): 69.

Phillips, John. Transgender on Screen. New York: Palgrave Macmillan, 2006.

Sikov, Ed. On Sunset Boulevard: The Life and Times of Billy Wilder. New York: Hyperion, 1998.

Stallybrass, Peter, and Allon White. The Politics and Poetics of Transgression. London: Methuen, 1986.

Straayer, Chris. Deviant Eyes, Deviant Bodies: Sexual Re-orientations in Film and Video. New York: Columbia University Press, 1996.

Taylor, Charles. “Masterpiece: Some Like It Hot,” Salon. February 12, 2002, http://dir.salon.com/story/ent/masterpiece/2002/02/11/some_like_hot/index.html   (accessed April 15, 2011).

Variety Staff. “Review of Some Like It Hot.” Variety, February 25, 1959.

Wartenberg, Thomas. Unlikely Couples: Movie Romance as Social Criticism. Boulder, CO: Westview Press, 1999.

Weiler, A. H. “Review of Some Like It Hot.” New York Times. March 30, 1959.

Wolfreys, Julian. Literary and Cultural Theory: A glossary of terms, concepts, and motifs. Basingstoke; New York: Palgrave Macmillan, 2002.

 

Filmography

Connie and Carla. Directed by Michael Lembeck. United States: Universal Studios, 2004.

Fanfare d’Amour. Directed by Richard Pottier. France: Solar-Films, 1935.

Fanfaren der Liebe. Directed by Kurt Hoffman. West Germany: NDF, 1951.

Some Like It Hot. Directed by Billy Wilder. United States: MGM, 1959

Tootsie. Directed by Sydney Pollack. United States: Columbia TriStar, 1982.

Victor/Victoria. Directed by Blake Edwards. United Kingdom; United States: MGM, 1982.

Notes


[1] These reasons behind Some Like It Hot’s continuing popular appeal are well-illustrated in the message boards and user comments for the film on IMDB.[2] Bruzzi frames this argument through analyses of six primary films, positioning the ‘cross-dressing’ of Glen or Glenda, Mrs Doubtfire, and The Adventures of Priscilla, Queen of the Desert in opposition to the ‘androgyny’ of The Ballad of Little Jo, The Crying Game and Orlando.
[3] Fanfaren der Liebe is a remake of an earlier French film, Fanfare d’Amour (Richard Pottier, 1935), which further illustrates the unoriginality of the narrative concept.

 

Bio:

Suzanne Woodward is a graduate of the University of Cape Town, the University of the Western Cape, and has recently completed her doctorate at the University of Auckland, where she teaches in the Department of Film, Television, and Media Studies. Her doctoral thesis was an exploration of trans representation in mainstream films across four different genres.

 

On Cinema, Stars, Boleros y Comedia: Contesting Cold War Repression through Mexican American Popular Culture in the pages of La Opinion – Soledad Vidal

Abstract: This article explores the role that La Opinion, a Mexican American press that rose to meet the growing needs of Mexicans of first and second generation in the U.S. Southwest, played in addressing migrants through a pedagogy of ethnic consciousness. It is argued that through Mexican forms of entertainment that addressed audiences in a familiar Spanish language, the paper enabled the community to simultaneously be immigrants, Mexican and American subjects. Helping promote Mexican entertainment niches, La Opinion encouraged audiences to visit the cine Mejicano to preserve culture, support the Mexican film industry during labor strikes, and enjoy relief from Cold War-related layoffs, union demonstrations and increased discrimination.

Figure 1: José Pedro Infante Cruz, better known as Pedro Infante, the famous actor and singer of the Golden Age of Mexican cinema

“Mexico, dearly beloved, if I die far away from you
let them say that I’m just sleeping and
may they bring me back home to you.”
                  ~ Jorge Negrete

Suburbanization, coupled with the decline of public transportation, affected 1950s entertainment patterns across the United States as suburban families traded their love affair with the big screen for the privacy of television viewership in single family homes. As suburbia spread, those who did not have access to transportation found it increasingly difficult to reach downtown centers and go to the movies.  Despite the postwar growth of the U.S. suburbs, Mexican immigrants continued to move into and revitalize urban ethnic neighborhoods transforming Los Angeles entertainment sites into their own. La Opinion, a Mexican American press that rose to meet the growing needs of Mexicans of first and second generation in the U.S. Southwest addressed migrants through a pedagogy of ethnic consciousness. The paper emerged as a form of immigrant support system and a coping institution that addressed themes centered on the economic, social and racial assimilation problems that resulted from World War II. Since 1900s, Mexican immigrants, more than any other group, had served as the backbone of the American Southwestern economy responding to America’s vacancies in labor.[1] As Mexican Americans joined the ranks of the National Guard, the Army reserve, enlisted in the United States Military, and signed agricultural agreements to tend U.S. fields, they relocated north providing a service to the United States and laying the roots of community in the process.

La Opinion celebrated Mexican political and civic contributions to claim a stake in Americanism during the Cold War period. However, the paper also revealed its vision to help establish a Mexican community that reflected in many ways the Mexican homeland that migrants left behind.  Through Mexican forms of entertainment that addressed audiences in a familiar Spanish language, the paper enabled the community to simultaneously be immigrants, Mexican and American subjects. Mexican American entertainment and more specifically, the “Cine” (movie) section of the paper emerged as the most resistant to assimilative rhetoric and as the paper’s most visible stronghold of Mexican cultural heritage. La Opinion reserved its popular cultural pages to appeal to the Mexican community’s desire to assimilate into American society within a space of Mexican cultural affirmation. Movie-goers who lived and labored in Los Angeles turned to Mexican entertainment to fill a void in Mexican representation in U.S. cinema and to cope with the nostalgia of missing home.

La Opinion’s entertainment section revealed a deep affection for Mexican performers showcasing Mexican actors, mariachi singers and comedians in glamorous downtown movie houses in Los Angeles. Through “painful self-recognitions” as captured in satires, critiques, political commentary and melodramas, Mexican entertainers connected Mexican American audiences to their homeland.[2] During this period, Hollywood catered to middle-class and American-born patrons. Through location, thematic content and cost of attendance the United States film industry demonstrated “a general indifference toward the treatment of Hispanic themes.”[3]  Yet La Opinion reveals that Los Angeles’ Mexican-descent readers responded to the absence of representation in mainstream Hollywood productions through the creation and support of their own cultural niche. Lining the Los Angeles historic center, movie palaces like the Million Dollar and the Mayan emerged as centers of Latin American showcase.[4] Located at Broadway and 3rd Street in Los Angeles, the Million Dollar’s lobby was decorated with large posters from beloved 1950s stars such as Pedro Infante, El Trio Los Panchos, Cantinflas and Tin Tan.  Mexicans living in Los Angeles flocked to local Los Angeles movie houses to watch stage shows featuring Mexico’s biggest stars. The experience of dressing up in style, waiting in line for over an hour, and cheering on their favorite actors revealed the role of Mexican entertainment to a truly integrated community. Bruce Corwin, the president of Metropolitan Theaters company that leased the Million Dollar on and off in the 1940s remembered the excitement of parents, grandparents and children as they awaited the shows. “To them,” stated Corwin, “the Million Dollar was a magical name” eliciting memories of larger-than-life stars.[5]

The Cine (cinema) section of La Opinion promoted and affirmed cultural productions from Mexico by encouraging local Mexican communities to seek Mexican entertainment at local glamorous houses. Frank Fouce, who leased the Million Dollar Theater in 1949, is credited from saving it from downtown’s decline by refocusing entertainment to suit the Hispanic community’s tastes.[6] By the 1950s, the postwar push to the suburbs turned the Million Dollar theater from a Hollywood movie house where Charlie Chaplin had once performed into a showcase of Mexican talent.

Helping promote Mexican entertainment niches, La Opinion published big advertisements on upcoming stars and musical and comedic tours. The paper also delved into popular gossip about las estrellas (movie stars) hooking readers by leaking stories about undercover romances and ego-fueled confrontations between divas and idols. Whether viewers stepped out to watch Un Divorcio (Emilio Gomez Muriel, 1953), Salt of the Earth (Herbert J. Biberman, 1954), or Los Hijos de Maria Morales (Fernando de Fuentes, 1952) among many other Mexican productions, La Opinion encouraged audiences to visit the cine Mejicano to preserve culture, support the Mexican film industry during labor strikes, and enjoy relief from Cold War-related layoffs, union demonstrations and increased discrimination. Mexican comedies in particular played more than an entertainment role. They were promoted by La Opinion as healing mechanisms and uplifting popular culture venues that helped the Mexican American community cope with layoffs in transportation and the food industries.[7] In June 11, 1950, for example, the Cine section praised the movie “Enredate y Veras” (Get Entangled and See, Carlos Orellana, 1948), claiming that while the community was affected by the tram and bread maker strikes, “Mexican humor [was] the best antidote to temporary unemployment.” In the process of prescribing film as a treatment for economic uncertainty, La Opinion advanced two important goals: promoting the financial prosperity of local business by helping raise film attendance to local Mexican theaters, and serving as a defender of the Mexican migrants facing discrimination during the Cold-War period.

Figure 2: A poster advertising Mexican Cinema features at Los Angeles’ Million Dollar Theater

During and shortly after World War II, Mexican cinema inside Mexico received a boost, as the war lessened foreign competition in filmmaking, and the U.S. focused its films on war-related themes that, according to film critics writing for La Opinion in 1954, “were disliked and deemed distasteful by Mexican audiences.”[8] During its Golden Era, Mexican cinema had achieved a level of economic, artistic, and popular success unprecedented in any other Latin American country.[9] Spanning roughly from 1935 to 1955, Mexico’s Golden Era witnessed a vast expansion of the Mexican film industry across Latin America in a manner comparable to the influence of Hollywood on the English-speaking world. By 1948, Mexico had out-produced filmmakers throughout Latin America with approximately 2.5 million tickets sold with foreign sales amounting to 75 percent of admissions.[10] Mexican film during this period focused on narratives of belonging that emphasized moral teachings, social problems, and the melodrama, a genre of film that delved deep into personal relationships and, more pointedly, on problems rooted in the family.

Mexico’s focus on the family resulted from influences stemming from the aftermath of World War II, as Hollywood filmmakers working in a variety of genres from westerns to thrillers turned to the family. The genre to most effectively address the institution of the family was the melodrama. The box-office success of Mexican films continued after the end of World War II when Mexican cinema became focused on commercial films. Mexican melodrama idealized Mexican life and emphasized the importance of family and national unity at a time of economic and social crisis.[11] As Jackie Byars explains, Hollywood melodramas also assumed various shapes, such as patriarchal melodrama; maternal melodrama, typically set in a community of women and children where the patriarch is absent; and lover-centered melodrama which most directly “laid bare the family’s internal contradictions.”[12] Big stars such as Marga Lopez, whom La Opinion described as “la artista argentina del cine mexicano” (the argentine artist of Mexico’s cinema), played numerous leading roles in melodramas helping to usher in the golden age of Mexican female depictions. Revered by La Opinion as one of Mexico’s most talented stars, Marga Lopez left an imprint in melodrama through her masterful performances as a loving, suffering wife. Born in Argentina, she arrived in Mexico when she was a young girl and made her film debut with German Valdes “Tin Tan” in El Hijo Desobediente (The Disobedient Child) directed by Humberto Gomez Landero in 1945. Her performances led to four Ariels (Mexican awards in film). After establishing herself as a great dame of Mexican cinema, Lopez became a Mexican citizen in 1955, eventually transitioning her career from film into TV telenovelas (soap operas).[13] In the period that preceded Lopez, female roles had pushed beyond the traditional fiery, frivolous, and sensual senoritas, for stronger parts that cast Mexican women in bolder roles.[14] However, by the 1950s the quality of female roles entered into a period of decline, as the narrative of the family returned women to the home.[15]

Family melodramas, also known as maternal melodramas, women’s films, or “weepies” centered on the problems of love, sexuality, and parenting.[16] Typically promoting a female centered plot, “weepies” addressed a female audience and focused on women, their lives, and their relationships with other women, a trend that feminist film theorist Nancy Chodorow argues was significant considering that women had been marginalized in other film genres.[17] Un Divorcio, (A Divorce, directed by Emilio Gomez Muriel, 1953) a Mexican film starring Marga Lopez and Carlos Moctezuma, was revered in La Opinion as an example of a superb melodrama that delved into maternal problems, women’s conflicts, and the dangerous threat of divorce.

Un Divorcio’s lead actor, Carlos Lopez de Moctezuma, who played the stoic patriarch in the film, was regularly featured in the Cine section of the press. “Our villain,” as La Opinion warmly referred to him, had built a prosperous film career by being cast as a “malo” (antihero); a personality trait that contrasted “his radiant personality.”[18] In an interview with La Opinion, Moctezuma revealed that his career in acting had started with his love for theater. Yet due to the flexibility of the Mexican entertainment industry, where theater and film actors frequently crossed over, Moctezuma eventually chose film, appearing in more than 96 motion pictures throughout his career.

I went to the movies to earn money and then lost it taking theater roles. In the end, I gave up my love for theater, choosing film. I cannot complain. I have built a long career in film, even though I have always been cast in villain roles. The industry classified me in that role and I have adapted to it and very happily obliged.[19]

Villain or hero, La Opinion adored Moctezuma and frequently published candid interviews with Mexico’s favorite stars. However, the early 1950’s film critic’s corner of La Opinion addressed problems inherent in the protection of a star-studded system that featured the same actors who, while dear to the Mexican viewership, appeared to monopolize roles leaving no room for new talent.[20]   On October 11, 1952, La Opinion film critics pleaded with the Mexican film industry to make room for fresh talent:

We need young actresses and actors. There is a crisis in young acting talent. The lack of new young actors is affecting theaters and movies that now operate at a minimal capacity. In our movies one rarely sees young actors. Instead, we are exposed to the same actors in many repeated roles. These beloved stars, who started their film careers in their youth are now aging yet they are still playing the same protagonist roles. This is not going to be attractive for much longer, as leading stars become grandparents, yet keep playing seductive roles. Even though the beautiful stars are photogenic, their souls are aged and this affects film.[21]

The article added that young talent was rarely cast in protagonist roles. Relegated mostly to secondary parts, young actors, stated La Opinion, “fear taking leading roles.” For their part, movie producers, too, worried that promoting new talent would affect ticket sales as the public, unfamiliar with new talent, would be hesitant to watch films with unknown actors. La Opinion disagreed with the old model that protected a few acting elite and instead advocated change.  “So then,” stated the paper, “we continue with our antiquated movie cast of 10 or even 15 years ago as if time has stood still.” Movie viewers, stated the columnist, “are tired of the same old faces. They can even anticipate the actor’s facial gestures, the dropping of the eyes, their punch lines, their melodramatic acting style and at times even predict the next line. The only thing that changes is wardrobe.” Pressing for a change, the paper argued that “we need new young talent now. We have a serious problem facing the future of our film. If things keep going as they are, we will find ourselves without talent 30 years from now.”[22]

La Opinion boldly critiqued aspects of Mexican film that could potentially affect Mexico’s reputation as a respectable cinematographic industry. When it came to favorite genres, the paper praised melodramas as “Mexico’s movie genre that captured Mexico’s history and its people.”[23] However, during the 1950s La Opinion also advertised a new film genre: the social protest picture, which emerged as a reaction to the Cold War practice of blacklisting actors and technicians who worked on anti-capitalistic films. While La Opinion promoted itself as a progressive, pro-liberal press, the Cine section revealed some internal ideological contradictions, as the paper supported both capitalistic practices as well as films that critiqued U.S. discrimination against Mexican Americans. One of the most advertised social problem films was Herbert Biberman’s Salt of the Earth. The film focused on the 1951 strike by a branch of the International Union of Mine, Mill and Smelter Workers operating in Baynard, New Mexico. At the core of its message, the film highlighted the sacrifices of the miners who challenged the Empire Zinc Corporation over wages and working conditions. Salt of the Earth triggered the suppression of both the film and the Mexican labor union at the height of Cold War America.[24] In order to produce the film, Biberman recruited the services of blacklisted screenwriter Michael Wilson and also enlisted actual members of the local union who had participated in the strike. Miners and their families agreed to participate in the film as long as Biberman allowed them a measure of control over the script to ensure its accuracy in the representation of the mining community.[25] The members of Local 890 insisted on a portrayal that would reveal how they came together as a community to counter oppression from Anglo interests. As a condition of performing, the miners refused to play into any gendered stereotypes that referenced machismo, subordination of women, illiteracy, ignorance, or weakness. Biberman accepted the miners’ requests and thus began production of the story. Salt of the Earth would be told through the eyes and experiences of Esperanza Quintero, played by Mexican actress, Rosaura Revueltas. The film emphasized the exploitation of Mexican employees through low wages, poor safety conditions and inadequate housing. Led by Esperanza Quintero, miner women, too, organized, fought and picketed for improved conditions.

Figure 3: Rosaura Revueltas in Salt of the Earth.

Reporting on the film, La Opinion published an interview with Revueltas on October 12, 1952. In this interview, Revueltas told journalist Pedro Martinez that she was headed to Hollywood to “take part in a film that due to its social content will be tremendously transcendental.” Martinez reported that the U.S. was interested in keeping a close eye on Revuelta’s film since “this movie will raise the question of discrimination of humble Mexican miners who work in the mines of New Mexico.” Martinez warned that “this movie will not show in the U.S. due to its drastic censorship.” Praising Revueltas and Salt of the Earth, La Opinion lauded the film’s “realistic style similar to Italian films,” and added that Salt of the Earth was filmed on site and without fake sets.  At the conclusion of the interview, La Opinion thanked Revuelta for bravely taking the role and for helping to bring justice to hard-working Mexican Americans.

               Salt of the Earth’s story explored many firsts, addressing the struggles of Mexican American miners, while also highlighting gender inequality within the same community. Anglo abuse and Mexican gender inequality emerged as themes that revealed dual systems of abuse.  While initially welcoming women’s participation in all aspects of the strike, the film showed that Mexican male miners initially resisted women’s public roles. However, when workers won the strike in the end, the men realized that they, too, had contributed to their community’s abuse. The film, which premiered in 1954, was immediately censored in the U.S. The film was produced independently from the Hollywood studio system during the hysteria of the Cold War and was virtually banned from ever being shown in the U.S. In 1954, however, the film played briefly in Los Angeles, New York and San Francisco.  It was released in Canada and in Europe to widespread acclaim, and was shown again in the U.S. in 1965. Salt of the Earth’s repression revealed the pervasive impact of Cold War ideology in Hollywood productions. The film’s depiction of Mexican American mine workers’ struggles in the copper mines of New Mexico exposed the U.S. government’s harassment of labor unionism, particularly targeting the Mexican American workers in the early 1950s. [26]

In addition to workplace violations, the film exposed gender inequality in the Mexican American community through the central character of Esperanza. Salt of the Earth highlighted women’s participation in the strikes through various roles including public activities, letter writing, and picketing. According to Deborah Rosenfelt, Salt of the Earth addressed domesticity and child rearing as important political issues. The film condemned macho attitudes as women battled to subvert their inferior places within the family and the community.[27] The picture was shot in 1953 and underwent many battles in its effort to reach completion and distribution. Salt of the Earth fought a string of uphill battles including boycotts, congressional red baiting, local vigilantism and lockouts from Hollywood’s technical facilities.[28] While the film was well received abroad, it was denied regular commercial distribution in the United States but was advertised as showing in local Mexican theaters in La Opinion. Pirated copies of the film found their way to colleges and communities where audiences gathered to view the forbidden film’s stories of worker rights and gender equality. [29]

During her interview with La Opinion Rosaura Revueltas confessed that she had waited all her life to play Esperanza.[30]  In her recollections, she mentioned that production of the film had been postponed several times; however, the producer, director and crew refused to give up on the important story. This film came close to Revuelta’s heart. Growing up in a miner family, Revueltas learned firsthand of the miners’ struggles and sorrows. Her upbringing, she told the press, developed her social conscience and passion to understand the nature of inequality and injustice. “From the moment I became an actress I longed to play a role to honor “my people,” recalled Revueltas.[31] When Salt of the Earth came into production she accepted without hesitation and began dreaming of her role as Esperanza, the miner’s wife she would portray in the film. When asked about the censorship of the film, Revueltas remembered being interrogated on several occasions by U.S. immigration officials who visited the lodge in Silver City where the cast and crew were staying. “They wanted to see my passport,” said Revueltas, and, she added, “they came to arrest me on the grounds that my passport lacked an admission seal. They told me that it was not serious that I could return to work the next day if a $500 bond was posted in El Paso” On March, 22, 1954, La Opinion reported on the censorship of the film under the title “Censura en Sal de La Tierra.”[32] (Censorship in Salt of the Earth). The article stated that the movie had been filmed in U.S. territory and, echoing Revuelta’s recollections, it had been interrupted under Washington’s order because “the U.S. government felt that the dialogue had communistic undertones and tendencies.”  Actress Rosaura Revueltas was deported after being detained for hours, stated La Opinion. The unfinished scenes were completed at a later time.[33]

Revueltas recalled interrogations into her political allegiance; specifically, if she was a member of the communist party and if she was doing a communist film. In her memoir, Revueltas revealed that producer Paul Jarrico followed her to El Paso to post the bond. As a result of her leading role in Salt of the Earth, Revueltas states that she was described as a “dangerous woman” who belonged in Mexico. Due to the political pressure demanding that she leave, Rosaura returned to Mexico while filmmakers continued on with the film. “I carried home with me the spirit that had made this picture possible, the determination that would see it completed, and the inner assurance that a handful of ignorant and frightened men could never prevent its being shown to the peoples of the world.” [34] According to La Opinion, after much review, Mexico had authorized Mexican audiences to see the film once Spanish subtitles were added.[35]

La Opinion celebrated Mexican leading actresses and actors, such as Rosaura Revueltas, even when controversial stories surrounded their favorite stars. In addition to promoting Mexican estrellas, La Opinion advertised Mexican musicians touring the U.S. Southwest with equal zeal and support. In the year 1950, for fifty cents a ticket, La Opinion encouraged audience members to attend affordable Mexican performances. The Trio Los Panchos was reviewed by the press as a popular traveling act from Mexico playing at the Los Angeles Teatro Mason where they were received with “open arms.”[36] La Opinion praised the group’s big personalities, saying that they knew “how to capture an audience right from the start. Their voices are sweet and expressive, the tone is emotional and their lyrics profound.”[37]  Discussing the group’s performance, La Opinion argued that the musicians’ appeal stemmed from their “masterful interpretation of a variety of Latin American music.” However, La Opinion liked the Trio Los Panchos best when “playing their own melodies and songs.” The incredible fan based generated by the Trio’s stemmed from the group’s struggles. Their songs reminded Mexican-descent fans of Mexican culture and traditions. “When they go home,” stated La Opinion, “Mexico inspires them to write and play new lyrics, and we benefit here when they play them in the United States.[38]

Part of their appeal resulted from their ability to play a variety of Spanish music that included the Argentinean tango, the Colombian cumbia, the pasodoble from Spain and samba from Brazil. The group earned labels such as “the ambassadors of romantic music,” masking the  group’s battle with depression, the isolation that came from leaving home and “the hell of drugs and alcohol,” that afflicted the musicians as a result of feeling rootless and at times dejected. [39] Throughout their sixty-year history the trio developed a unique style known as “the pachista style,” three voices, two guitars and a requinto, an instrument invented by one of the group’s members, Alfredo Gil. The Trio Los Panchos performed at local Los Angeles’ theaters, receiving accolades by La Opinion music reviewers. The group initially came together in New York in 1944, singing popular Mexican corridos and rancheras, yet later, the group gained international fame throughout Latin America and Spain with romantic boleros. At a time of Cold War discrimination against immigrants, The Trio came to the U.S. with dreams of conquering the country through their song. Their popularity with the Mexican community in the U.S. did not go unnoticed.  The U.S. military invited the group to help raise the spirits of soldiers serving in the war.  As a result, the group received contracts and invitations to perform in many venues, including combat zones where U.S. soldiers were stationed.

As Mexican Americans enlisted into the ranks of the U.S. military to demonstrate support of US defense goals, Mexican entertainers realized, too, that music could also be used to respond to the patriotic call of service. The U.S. had created a program to entertain and support injured soldiers in combat. In order to participate; however, La Opinion reported that Mexican performers had to become U.S. citizens and renounce their Mexican citizenship. In the case of El Trio, musician Hernando was already a citizen through his Puerto Rican heritage; however the remaining members temporarily embraced American citizenship in order to perform in military camps earning high praise from the press.[40]  Following the war, the musicians returned to Mexico to find that they could not work there due to their US status. In a show of allegiance to Mexico, they renounced their U.S citizenship and renationalized themselves as Mexicans.

Figure 4: El Trio Los Panchos

La Opinion celebrated the group as a truly Mexican band and announced shows, locations and the accessibility of entry fees.  Through advertisements that praised Mexican style, culture and community La Opinion helped the careers of Mexican entertainers on the other side of the border. The film industry in Mexico capitalized on El Trio’s popularity and signed them to appear in over thirty three movies.[41] Alternating between recordings, live shows and tours, El Trio performed in California during the 1950s decade for 14 weeks, making a reported twenty thousand dollars per week.[42] The group participated in an extensive tour that started in 1944 and lasted through 1951. Commenting on the tour, La Opinion referred to the group as “the most perfect musical trio in America.”[43] Their ability to play multiple Spanish style songs led their appeal to reach the east coast, capturing audiences in New York, especially Puertoricans and Dominicans. In 1948 the group relocated to Mexico, where they were received with open arms by Jorge Negrete, a beloved member of the Mexican acting dynasty.

Jorge Negrete received frequent praise on the pages of La Opinion. Like the case of El Trio, Mexican audiences in Los Angeles embraced Negrete’s love of Mexico, which he poured into his songs. Negrete’s music echoed the familiar sentiments of homesickness felt by working-class immigrants living in the U.S. Fiercely nationalistic, Negrete poured his love of Mexico into his songs: “Mexico will always be first and foremost….Mexico, dearly beloved, if I die far away from you let them say that I’m just sleeping and may they bring me back home to you.”[44] Adored in Mexico as in the U.S. southwest, Negrete embodied Mexican regionalism, traditional customs, inspiration and hope. “A profoundly loved man,” as his daughter described him, he helped to raise the reputation of Mexico’s cinematographic industry and “prevented the chaos within it.” Negrete would prove instrumental in the development of Mexico’s international film recognition. He contributed to the spreading of Mexico’s artistic industry within the international market, especially while leading as the president of the acting association in Mexico. Negrete would help El Trio singers expand their careers into film. In turn, the group remained thankful for Negrete’s support, especially when Negrete battled cirrhosis, which ultimately cost him his life.[45] When Negrete became gravely ill, the group visited him in the hospital, a touching meeting captured by La Opinion which quoted Negrete scolding El Trio for their bad habits: “You, gentlemen, who have abused alcohol, drugs and been bandits in this life look so healthy, and me I have been a sober man and this fatal illness falls upon me. Why?” He was described as a “corajudo” (quick tempered man) who took everything to heart.  When Negrete died in Houston in 1953, his remains were sent to Mexico, as Negrete had always wished. The popular actor died as he was preparing for a week long engagement at the Million Dollar. Reports of his death prompted an outpour of grief, as fans rushed to the theater and the Cedar-Sinai medical center hoping that news of his death had been nothing but malicious rumors. La Opinion reported on his illness, keeping an anxious community apprised of the decaying health of their beloved star.

On August 28, 1953, Mexican comedic superstar Mario Moreno Cantiflas, sent Jorge Negrete,  his “best regards and wishes for a speedy recovery.” “Strange,” stated La Opinion, “since Mario Moreno Cantinflas and Negrete were not speaking.”[46] While La Opinion’s entertainment section hailed the virtues of its beloved artistic Mexican talents, the paper also enjoyed reporting on animosities between the stars, highlighting disagreements between performers and uncovering secret romances and explosive outbursts on set.  The paper’s frequent commentary on Mexican entertainers’ moral character helped to propel popular actors into rising stardom. When entertainer Mario Moreno Cantinflas visited the dying Negrete at the hospital, La Opinion stated that Cantinflas’ visit had been “thoughtful, well received and kind.”

At the height of his popularity, La Opinion praised Jorge Negrete’s films and also published gossip on his whereabouts and his presumed romances. On August 28, 1953, La Opinion broke the undercover romance with Mexican diva, Maria Felix who was said to be promised to another. “Even though Maria Felix is engaged to Carlos Thompson, she and Negrete are living a happy romance which, our sources tell us, will lead them to the altar.”[47] In the gossip column, La Opinion asked, “Can you believe that Maria Felix, a woman with beauty, money and fame would settle for Jorge Negrete? She’s been picking him up every night after his film Tal Para Cual ( To Each Their Own, Rogelio A Gonzalez, 1953). She’s been driving a luxurious car and trying to hide so no one will know she’s in love with him.” While La Opinion had declared Maria Felix “out of Negrete’s league,” Felix married him, becoming his third wife and staying with him until his death. Heartbroken, Maria Felix oversaw an honorable burial for her husband in Mexico as had been his wish. She would reject a Mexican DC-3 airplane sent by the Mexican government to bring Negrete’s remain back to Mexico, deeming the aircraft  “unsuitable” to carry Negrete and to his legacy. [48]

La Opinion’s mixed reviews of Negrete, his life and his work echoed the star’s contentious reputation in Mexico where he was both loved and abhorred. In Mexico, Negrete had boldly taken on the film industry’s biggest battles regarding salary disputes emerging as the most vocal advocate of the film industry’s labor union. Negrete’s unwavering support of labor unions earned him both fans and enemies. As his daughter, Diana Negrete, recalls in the biography of her father, Negrete worked tirelessly for the creation of the Sindicato de Trabajadores de la Produccion Cinematografica de la Republica Mexicana, a labor union that protected the rights of cinema employees in the republic of Mexico. Negrete longed to create a true brotherhood of Mexican and foreign actors across the world.[49] In 1951 La Opinion published a story retelling Negrete’s efforts to bring financial prosperity to all Mexican actors:

I am very committed to helping my fellow actors work within an environment of fairness, equity and justice. I am fighting their fight. The artistic field does not offer any support nor guarantee to actors and I do not think this is fair. I do not think that actors should be used as helpless lambs that labor themselves to the ground while others enrich their pockets at the actors’ expense.[50]

Negrete and Mexican popular comedian, Mario Moreno “Cantinflas stood out among La Opinion’s most talked about stars. Like the case of Negrete who through song and acts helped Mexican immigrants in Los Angeles recall nostalgic memories of home, Cantinflas would rise to stardom through his use of humor to elicit sympathy for the Mexican underdog. Mexican immigrants in the U.S. connected to Cantinflas’ portrayals of a Mexican working man struggling to survive. The comedian typically portrayed an outcast who accepted his socio-economic place in a harsh world while poking fun of the system that oppressed him. Through his use of double talk, jumbling together multiple conversations that typically undermined authority Cantinflas portrayed the shiftless migrant who triumphed through trickery over authorities in the United States.  In his book, Cantinflas and the Chaos of Mexican Modernity, Jeffrey M. Pilcher compared Cantinflas to Charlie Chaplin. As Pilcher put it, “Cantinflas represented the human debris of industrialization, rootless migrants to the big city who survived by their wits in a bewildering environment.”[51]  Mario Moreno Cantinflas, says Pilcher, became a symbol of Mexican national identity during Mexico’s transition from a traditional agrarian society to an industrial urban one.[52]

Through his popular performances advertised in La Opinion Cantinflas’ allowed Mexican working classes “a momentary release through laughter from the psychic demands and anxieties of masculine behavior.”[53] While his critics saw him as a symbol of the lowbrow Mexican working class, La Opinion celebrated him and promoted him enthusiastically throughout the 1950s. On March 23, 1954, he was listed as the actor earning the highest salary in Mexico. According to the Asociacion Nacional de Actores, Mario Moreno Cantinflas had earned an impressive one and a half million Mexican pesos between movies, theaters and tours in 1953 alone.[54] La Opinion helped to turn Cantinflas’ films into tremendous commercial successes in the U.S. Southwest. While intellectuals in Mexico critiqued his manner of speech, Cantinflas had a strong appeal with the masses and especially Mexican migrants and blue-collar workers. Prior to making it big, Cantinflas had experienced poverty in his childhood and occasionally gone hungry. His early struggles led the masses to embrace him.[55] Like Negrete who fought the fight of the lesser known actor, Cantinflas was concerned with the plight of the poor and used humor to critique and ridicule abusive leaders.

La Opinion helped Mexican comedians touring the U.S. to reach stardom.  Advertising performances with slogans such as “popular con precios populares,” (popular at affordable prices), Cantinflas’ artistic earnings were second by another popular entertainer German Valdes “Tin Tan,” who earned 200,000 Mexican pesos in 1952. However, despite advertising performances by Cantinflas and Tin Tan La Opinion frequently critiqued the stars on the same page. La Opinion movie experts referred to mass-appealing entertainers as low-brow comedians who tainted Mexico’s reputation as a reputable film house. The entertainment section of La Opinion captured the paper’s contradictions between profit advertisement for mass audience shows and La Opinion’s own stance on high brow and low brow Mexican film productions. During a critique of Tin Tan’s performance in Matenme Porque Me Muero (Kill Me Because I’m Dying) directed by Ismael Rodriguez, in 1951, an anonymous film reviewer stated that the film failed to entertain and would likely appeal to a very narrow margin.[56] The critic expressed his dislike for poor quality comedies and blamed the low brow comedic genre for giving Mexico a bad reputation in film-making.

Figure 5: Mexican popular comedian, Mario Moreno “Cantinflas”

“For those who do not care about refined themes and classical acting, then this film is a win. However, it is a true shame that Mexican comedies are limited to exploitative, grotesque sensualities or vulgarities that devalue the audience’s intellectual abilities and our morality. Film producers and participants who contribute to the making of Mexican films ought to know that the audience needs and wants more.”[57] The critic went on to argue that in the desire to make movies for popular appeal and the alluring quick profit motive, Mexican filmmakers “produce the worst form of propaganda against Mexico outside its republic.[58] However, not all film critics writing for La Opinion agreed with this judgment of Tin Tan or his comedic style. On January 9, 1952, Tin Tan’s El Ceniciento (Cinderell-o, directed by Gilberto Martinez Solares in 1952) was reviewed as “another triumph for Tin Tan who accomplished his primary goal as a performer: to make people laugh and laugh hard.” The critic praised Tin Tan stating that whether the characters he represented washed clothes or shined shoes, his performances focused on turning everyday situations into a comedy.[59]   Like the case of Cantinflas, Tin Tan had risen above cultural distinctions and “helped to unite audiences above languages because he mixed them in his speech. He rose above prejudice because he ignored it.”[60] His daughter described Tin Tan as a man who brought cultures together; who was able to “a matrimoniar a los Americans con los mexicanos” (to marry Americans with Mexicans).”[61]

Tin Tan developed a particular form of conduct, opting to ridicule himself to ease the antagonistic relationship between his mother, who was of humble Mexican background, and his grandmother, a woman of Italian descent who thought of herself of superior racial background. To cope with the racial and generational tensions at home, Tin Tan used humor as a defense mechanism, a reaction through which he was able to negate his reality and instead create another. His dedication to uplift discriminated workers through humor helped him to build a tremendous career as a Mexican comedic hero in the US southwest.  La Opinion routinely advertised Tin Tan’s performances through cartoonish images of the actor, portraying him with exaggerated big lips, a huge grin and baggy clothes.  He was considered one of the architects of Spanglish who popularized the image of the Pachuco, a Mexican American youth who belonged to neighborhood gangs. Tin Tan appeared in over one-hundred films and dubbed three of them for Walt Disney Studios.  La Opinion frequently referred to him as one of the most important Mexican entertainers of all time, and advertised his traveling act throughout Los Angeles’ venues.[62]

The Cine section of La Opinion helped readers connect and reflect upon a shared public culture. The actors and entertainers were widely known to the Mexican public who adored them. Mexican movies and actors were depicted as ambassadors of Mexican culture and represented in La Opinion as both popular and elite. Entertainers played a key role integrating the community through performances that recalled familiar Mexican problems. Promoted by La Opinion, Mexican stars journeyed to America were lucrative tours awaited them. And while La Opinion boosted attendance to films and shows, the paper’s film critics emerged as arbiters of taste attempting to sacrilize culture by establishing guidelines for the appropriate ways to read and analyze Mexican cinema. [63] Through advertisements and reviews La Opinion played a role in disciplining and training audiences. Thus, columnists contributed to the paper’s larger project of cultural uplift, “educating and refining a laborious people.”[64]

The community appreciated the accessibility of Mexican popular entertainment away from home. In a diverse nation, the criteria for Mexican culture’s aesthetic promoted Mexican cultural pride on the basis of separation and unwillingness to assimilate into Hollywood ways.  Movie critics and advice columnists were champions of Mexican culture promising both relief from disorder and an avenue to cultural legitimacy.  As audiences “escaped into culture” entertainment served as a mechanism that made it possible for Mexican audiences living and working in Los Angeles to retreat into their own private spaces and transform them through their own rules.[65] Attending the Teatros Mayan, Million Dollar and California allowed audiences to turn local spaces into enclaves of culture where audiences could indulge in their own cultural predilections and feel connected through performances that echoed familiar modes of behavior that were shared and commonly understood.  By promoting news, interviews, and gossip La Opinion helped Mexican performers traveling to the U.S. southwest to receive a cultural and sales boost. In the process, the paper hailed Mexicanness and encouraged the community to continue living and working in the U.S. without forgetting home.

Bibliography

Newspapers:

La Opinion, (Los Angeles, California).

Los Angeles Times, (Los Angeles, California).

Film:

Alejandro, Julio. Un Divorcio. VHS. Directed by Emilio Gomez Muriel. Mexico, DF, Mexico: Argel Films, 1953.

Cortazar, Ernesto. Los Hijos de Maria Morales. VHS. Directed by Fernando de Fuentes, Mexico, DF, Mexico: Diana, S.A., 1952.

Cortazar, Ernesto. Tal Para Cual. VHS. Directed by Rogelio A Gonzalez. Mexico DF, Mexico: Mier Y Brooks Producciones,  1953.

De Urdimalas, Pedro. Matenme Porque Me Muero. VHS. Directed by Ismael Rodriguez, Mexico, DF, Mexico: Estudios Churubusco Azteca, SA., 1951.

Garcia, Juan. El Ceniciento. VHS. Directed by Gilberto Martinez Solares. Mexico DF, Mexico: Mier Y Brooks Producciones, 1952.

Gomez Landero, Humberto. El Hijo Desobediente. VHS. Directed by Humberto Gomez Landero. Mexico DF, Mexico: AS Films Producciones Grovas,  1945.

Wilson, Michael. Salt of the Earth. VHS. Directed by Herbert J. Biberman. Bayard New Mexico, USA: Independent Productions, 1954.

 

Published Primary Sources, Books, Articles

Byars, Jackie. All that Hollywood Allows, Re-Reading Gender in the 1950s Melodrama. Chapel Hill, NC: The University of North Carolina Press, 1991.

Chacon, Ramon D.  “The Chicano Immigrant Press in Los Angeles: The Case of El Heraldo de Mexico, 1916-1920.” Journalism History 4:2 (1977): 48.

Chodorow, Nancy. Feminism and Psychoanalytic Theory. New Haven, CT: Yale University Press, 1989.

Correa, Armando. Legends en Español: The 100 Most Iconic Hispanic Entertainers of all Time. New York, NY: Penguin Group, 2008.

Fernandez, Celina. Los Panchos. Madrid: Ediciones Martinez Roca, S.A., 2005.

Groves, Martha. “Restoration Planned for `Million Dollar Building Developer Buys Downtown Landmark.” Los Angeles Times (Pre-1997 Fulltext), Feb 10, 1989. http://search.proquest.com/docview/280596322?accountid=25347.

Gurza, Agustin. “Culture Mix: Million Dollar Dream; Robert Voskanian has Spent the Legendary Theaters Title Sum to Restore it as a Multicultural Venue.” Los Angeles Times, Apr 12, 2008. http://search.proquest.com/docview/422214580?accountid=25347.

Hershfield, Joanne .Mexican Cinema/Mexican Woman, 1940-1950. Tucson, AZ: The University of Arizona Press, 1996.

Johnson, Reed. “Culture Monster; The Global Stage; Many Faces of a Mysterious Land; Astrid Hadad Takes on the Highs and Lows of Mexico at the Million Dollar Theater,” Los Angeles Times, Oct 19, 2011. http://search.proquest.com/docview/898822916?accountid=25347

Keller, Gary D. Hispanics and United States Film: An Overview Handbook. Tempe, AZ: Bilingual Press, 1994.

Levine, Lawrence. Highbrow Lowbrow: The Emergence of Cultural Hierarchy in America. Cambridge, MA: Harvard University Press, 1997.

Lipsitz, George. Rainbow At Midnight: Labor and Culture in the 1940s. Chicago, IL: University of Illinois Press, 1994.

Lorence, James J. The Suppression of Salt of the Earth. How Hollywood, Big Labor and, Politicians Blacklisted a Movie in Cold War America. Albuquerque, NM: University of New Mexico Press, 1999.

Negrete, Diana. Jorge Negrete. Mexico, D.F: Editorial Diana, 1987.

Noriega, Chon. The Ethnic Eye. Minneapolis, MN: The University of Minnesota Press, 1996.

Pilcher, Jeffrey M. Cantinflas And the Chaos of Mexican Modernity. Wilmington, DL: Scholarly Resources Inc. Wilmington, 2001.

Quintanilla, Michael. “Fashion Landmark / A World-Famous Store is Losing its Struggle to Survive.; Once Bustling, Now Bust; Victors, a Once-Popular Haberdashery, has Few Customers and is for Sale. the Downtown Buildings Widely Known Murals Tell of the Citys Rich Mexican Heritage. what Will Happen to them?” Los Angeles Times, Dec 25, 1998. http://search.proquest.com/docview/421355201?accountid=25347.

Rodriguez, Clara E. Latin Looks: Images of Latinas and Latinos in the U.S. Media. Boulder,CO: Westview Press, 1998

Rosenfelt, Deborah. Salt of the Earth. New York, NY: The Feminist Press, 1978.

Luis Rutiaga, Mario Moreno Cantinflas. D.F. México: Grupo Editorial Tomo, 2004.

Trevino, Joseph. “Million Dollar Theater Set to Reopen; Seeking New Life for the Former Showcase of Hollywood and Latino Stars, Managers Schedule Weekend Variety shows Catering to Hispanic Audiences,” Los Angeles Times, April 8, 1999. http://search.proquest.com/docview/421494147?accountid=25347 (accessed August 8, 2011).

Valdes Julian, Rosalia. La Historia Inedita de Tin Tan. D.F. México: Editorial Planeta Mexicana, 2003.

Woo, Elaine. “A New Chance for Pershing Square to Get a Fresh Start.” Los Angeles Times (Pre-1997 Fulltext), Dec 02, 1990. http://search.proquest.com/docview/281262180?accountid=25347.

 

Notes


[1] Ramon D. Chacon. “The Chicano Immigrant Press in Los Angeles: The Case of El Heraldo de Mexico, 1916-1920.” Journalism History 4:2 (1977): 48.

[2] Reed Johnson, “Culture Monster: The Global Stage; Many Faces of a Mysterious Land; Astrid Hadad Takes on the Highs and Lows of Mexico at the Million Dollar Theater,” Los Angeles Times, Oct 19, 2011. http://search.proquest.com/docview/898822916?accountid=25347 (accessed September 21, 2011).

[3] Gary D. Keller, Hispanics and United States Film: An Overview Handbook (Tempe: Bilingual Press, 1994), 9.

[4] La Opinion movie and entertainment section referred to the Mayan theater as El Maya. The historical landmark opened in 1927 in downtown Los Angeles. El Maya initially showcased musical comedies. By 1929, audiences attended the theater to watch Hollywood films. The popular theater transitioned into Spanish language films in the 1940s while continuing to host occasional stage shows. It was designed by Stiles O. Clements and Mexican artist and archeologist Francisco Cornejo was hired to sculpt the building’s Mexican, Mayan and Aztec motifs. The theater underwent renovations during the 1990s and now thrives as a nightclub.

[5] Joseph Trevino, “Million Dollar Theater Set to Reopen; Seeking New Life for the Former Showcase of Hollywood and Latino Stars, Managers Schedule Weekend Variety shows Catering to Hispanic Audiences,” Los Angeles Times, April 8, 1999. http://search.proquest.com/docview/421494147?accountid=25347 (accessed August 8, 2011).

[6] Joseph Trevino, Los Angeles Times, April 8, 1999.

[7] La Opinion, June 11, 1950.

[8] La Opinion, March 21, 1954.

[9] Joanne Hershfield, Mexican Cinema/Mexican Woman, 1940-1950 (Tucson: University of Arizona Press, 2006), 4.

[10] Hershfield, 4.

[11] Hollywood melodramas also critiqued women’s roles in the 1950s casting leading actresses as glamorous beauties caught in the conflict between careering and domesticity. See Dolores Tierney, “Silver Sling-Backs and Mexican Melodrama: Salon Mexico and Danzon,” Screen 38:4 Winter (1997): 361.

[12] Jackie Byars, All that Hollywood Allows, Re-Reading Gender in the 1950s Melodrama (Chapel Hill: The University of North Carolina Press, 1991), 93.

[13] Armando Correa, Legends en Español: The 100 Most Iconic Hispanic Entertainers of all Time (New York: Penguin Group, 2008), 114.

[14] Clara E. Rodriguez, Latin Looks: Images of Latinas and Latinos in the U.S. Media (Boulder: Westview Press, 1998), 131.

[15] Jackie Byars, All that Hollywood Allows, Re-Reading Gender in the 1950s Melodrama, (Chapel Hill, NC: The University of North Carolina Press, 1991), 131.

[16] Byars, 54.

[17]  Nancy Chodorow, Feminism and Psychoanalytic Theory (Polity Press: United Kingdom, 1989), 103.

[18] La Opinion, September 5, 1953.

[19] La Opinion, September 5, 1953.

[20] La Opinion, October 11, 1952.

[21] La Opinion, October 11, 1952.

[22] La Opinion, October 11, 1952.

[23] La Opinion, September 22, 1951.

[24] James J. Lorence, The Suppression of Salt of the Earth. How Hollywood, Big Labor and, Politicians Blacklisted a Movie in Cold War America (Albuquerque: University of New Mexico Press, 1999), 6.

[25] George Lipsitz, Rainbow At Midnight: Labor and Culture in the 1940s (Chicago: University of Illinois Press, 1994), 293.

[26] Lorence, 9.

[27] Deborah Silverton Rosenfelt, Salt of the Earth (New York: The Feminist Press, 1978), 24.

[28] Rosenfelt, Salt of the Earth , 94.

[29] Rosenfelt, 94.

[30] La Opinion, October 18, 1952.

[31] Rosenfelt, 176.

[32] La Opinion, March 22, 1954.

[33] La Opinion, March 22, 1954.

[34] Rosenfelt, Salt of the Earth, 176.

[35] La Opinion, March 22, 1954.

[36] La Opinion, June 11, 1950.

[37] La Opinion, June 11, 1950.

[38] La Opinion, June 11, 1950.

[39] Celina Fernandez, Los Panchos (Madrid: Ediciones Martinez Roca, S.A., 2005), 35.

[40] Fernandez, Los Panchos, 34.

[41] Fernandez, Los Panchos, 43.

[42] La Opinion, November 17, 1950.

[43] La Opinion, November 17, 1950.

[44] Correa, Armando, Legends en Espanol: The 100 Most Iconic Hispanic Entertainers of all Time  (Penguin Group: New York, 2008), 146.

[45] La Opinion, August 22, 1953.

[46] La Opinion, August 28, 1953.

[47] La Opinion, August 28, 1953.

[48] La Opinion, August 28, 1953.

[49] Diana Negrete, Jorge Negrete (Mexico, D.F: Editorial Diana, 1987), 12.

[50] La Opinion, October 22, 1951.

[51] Jeffrey M. Pilcher, Cantinflas And the Chaos of Mexican Modernity (Delaware: Scholarly Resources Inc: Wilmington, 2001), xv.

[52] Pilcher,Cantinflas And the Chaos of Mexican Modernity, xvii.

[53] Pilcher, xviii.

[54] La Opinion, March 28, 1954.

[55] Luis Rutiaga, Mario Moreno Cantinflas (Mexico, D.F.: Grupo Editorial Tomo, 2004), 2.

[56] La Opinion, January 9, 1952.

[57] La Opinion, January 9, 1952.

[58] La Opinion, January 9, 1952.

[59] La Opinion, January 9, 1952.

[60] Rosalia Valdes Julian, La Historia Inedita de Tin Tan (Mexico, D.F.: Editorial Planeta Mexicana, 2003),12.

[61] Ibid, 12.

[62] Correa, Legends en Español, 88.

[63] For theories on the sacralization of culture, see Lawrence Levine, Highbrow Lowbrow: The Emergence of Cultural Hierarchy in America (Cambridge: Harvard University Press, 1997), 88.

[64] Levine, 201.

[65] Levine, Highbrow Lowbrow, 177.

 

Bio:

Soledad Vidal is the author of “Politics, Community And Pleasure: The Making Of Mexican-American Cold War Narratives In The Pages Of La Opinion.” The dissertation is organized around the discourse of the American dream; specifically, how the desire for consumption, liberal citizenship and labor in post World War II America produced specific accounts of migration in the pages of La Opinion. Her research interests lie in print culture and immigrant histories. She currently works at Soka University of America as a Writing Center Manager and Visiting Assistant Professor in Rhetoric and Composition.

 

The Single Female Intruder – David Surman

Abstract: This essay examines a contemporary cultural icon that operates across distinct media boundaries, as a kind of transmedia archetype. Of interest is the visuality of what I call the ‘single female intruder’, which emerges as the intersection of a variety of low cultural forms, and has its origins in the Japanese visual and literary culture of the nineteenth century. What are the characteristics of the single female intruder? She wears closely fitted clothing, which describe the shape of her body, though she is tall, willowy and androgynous. She comes equipped with a variety of powerful weapons and technologies, that she keeps secreted away on her person, and combines this armoury with expert knowledge of a variety of relevant disciplines. She is always proficient in martial arts, though her willingness to fight is measured against the dramas of her past, tempering the speed of her sword-hand. Her movement is characterised by an impossible elegance, and she seems preternaturally adapted to exploit any space that she comes to occupy. The technologies she deploys are an extension of the physical body, and never encumber her.

Figure 1: Vanessa Z. Schneider in the videogame P.N.03 (2003)

Introduction

Within the generic realities of film, animation, games and comic books, there are many varied female archetypes. Indeed, the representation of women in the media inevitably segues into the active discussion of typologies. The distribution of such types fall within the predefined boundaries of high and low, popular and peripheral, men’s and women’s culture. The effect and ideology of certain types has been actively debated in the humanities, and in particular in feminist criticism. Tanya Krzywinska has outlined the way in which cultural analyses of action heroines has orientated toward the critique of such icons as role models, within the frame of identity politics (Krzywinska, 2005, p. 3). In her critique of action heroines within videogames, she suggests that the critique of representation is limited insofar as it fails to describe the dimensions of play and control that underpin the videogame experience.

This essay examines a contemporary cultural icon that operates across distinct media boundaries, as a kind of transmedia archetype. Of interest is the visuality of what I call the ‘single female intruder’, which emerges as the intersection of a variety of low cultural forms, and has its origins in the Japanese visual and literary culture of the nineteenth century. With the ‘recentering’ of globalised media from its traditional North American power-base toward new Asian counterparts (that has come as a consequence of sustained growth in Japan’s media and cultural industries), such icons have been disseminated to receptive western audiences. The characteristics of the single female intruder are defined as a consequence of the media that converge to form the transmedia space of contemporary popular culture. Their positioning as low cultural forms unifies the constituent fields that converge in the figure of the ‘single female intruder’.

What are the characteristics of the single female intruder? She wears closely fitted clothing, which describe the shape of her body, though she is tall, willowy and androgynous. She comes equipped with a variety of powerful weapons and technologies, that she keeps secreted away on her person, and combines this armoury with expert knowledge of a variety of relevant disciplines. These will usually include computer programming, reconnaissance, research and investigation. She is always proficient in martial arts, though her willingness to fight is measured against the dramas of her past, tempering the speed of her sword-hand. Her movement is characterised by an impossible elegance, and she seems preternaturally adapted to exploit any space that she comes to occupy. The technologies she deploys are an extension of the physical body, and never encumber her.

She is an amalgam of high trash clichés and narrative conceits; often orphaned, wracked by bereavement, seeking vengeance, driven by the urgency of an incurable illness. Such melodramatic tropes are buried beneath the sobriety and perfection of grey-white skin, expressionless and captivating. She is two people in one body; the face of an angel, the heart of a demon; but never duplicitous, her expressions of emotion are sincere and forthright, often taking place in secluded confessionals away from the song of carnage. She is never the homemaker, though the riddle of such happiness might emerge in moments of reprieve. She is a nomad, constantly on the move, often moving out of the frying pan and into the fire. She is more a heroine of generic reality than everyday life, a celebration of the seductive tropes of contemporary fiction and the intermingling of technology, imagination and desire.

The single female intruder is so ubiquitous in contemporary popular culture that an examination of her sophisticated rhetoric is necessary. In the course of this article, I want to show how such an internationalised, post-modern archetype, which seemingly operates outside of any clearly defined cultural boundaries, has origins in pre-modern Japanese culture. I shall argue that the history of this archetype can be seen as metonymic of the changing post-war relationship between American hegemony and the rise of Japanese popular culture as a new global centre. The proliferation of this archetype follows a very particular path, and its movement can be traced from aesthetic reforms in Japanese antiquity, subsequently retrieved in the 1970s by filmmakers and mangaka eager to revisit the culture of the Edo period. Hiroki Azuma has described how this internal appropriation of Edo period aesthetic and cultural values comes as a consequence of the cultural anxieties arising as a response to wartime defeat and American occupation. He writes,

Their preference toward the association between the 80s postmodern society and the premodern Edo can be easily explained once you recognize the abovementioned process of “domestication” of the postwar American culture. In the mid 80s, many Japanese were fascinated with their economical success and tried to erase or forget their traumatic memory of the defeat in World War Two. The re-evaluation of Edo culture is socially required in such an atmosphere (Azuma, 2001, np).

As I will explain, the tropes of ‘rikyu grey aesthetics’ and ‘the poison woman’ are retrieved and then celebrated within the generic reality of Japanese popular culture from the 1970s onwards. The ambiguous, seductive and controversial qualities of this historical figure consequently circulate within the growing international fandom for Japanese popular culture. From there, contemporary influences imbibe this peculiarly Japanese anti-heroine with a new agency, to embody principles of control and beauty in an age of technological anonymity and information terrorism. Influences that immediately spring to mind include videogames, action cinema, exploitation cinema, science fiction literature, in particular cyberpunk, fetish clothing and the goth, techno and electronic music scenes. Contemporary single female intruders reveal the traces of their Japanese antecedents in their sober demeanour, snow-white skin and mobile technologies. Like the massively successful franchises Pokemon and Yu-Gi-Oh! The single female intruder is an ambassador for an alternative set of generic parameters in popular culture that assert the Japanese aesthetic, and is resolved in the interaction of multiple cultural centres.

In the first section of this paper, I will explore the Japanese antecedents to the single female intruder, with an emphasis on the relationship between simultaneous reforms in attitude to both colour and femininity. From there, I examine how Japanese film and literature of the mid-to-late twentieth century transformed this figure into a modern heroine first through exploitation, and then science fiction. I then want to examine briefly the transformation of this figure in the science fiction film and literature of 1980s America and Europe. The representations and descriptions generated by the likes of Ridley Scott and William Gibson play a central role in Japan’s imagining of itself and its iconography. To conclude, I examine how digital culture and convergence have effected the transformation of the single female intruder, and how her sophisticated rhetoric has been transformed to speak to our contemporary environment.

Poison Woman Dressed in Rikyu Grey

Figure 2: Hishikawa Moronobu “A Standing Woman”, c.1690.

The prehistory of the single female intruder archetype is much more culturally specific than it might first seem, since such characters nowadays enjoy an international audience. The archetype emerges from the changes in the construction of cultural attitudes to beauty and femininity around the time of the Meiji reformation of Japan. Single female intruders are invariably rebels, whether they are escaping societal reforms, in the case of Trinity in The Matrix trilogy (1999; 2003; 2003) or the eponymous Aeon Flux (2005), complex mercenaries like Vanessa Z. Schneider (fig.1) in the videogame P.N.03 (2003), or living technologies driven by existential angst like Major Makoto Kusanagi of Ghost in the Shell (1995).

Christine L. Marran has described the origins of what she has coined the ‘Poison Woman’, in stories made popular during the Meiji reformation (1868–1912) of the nineteenth century. They profile the lives of sensational women who had caused some sort of scandal, more often than not though the murder of her spouse, perhaps guilty of involvement in other high profile vices. She writes,

The long and changing tradition of writing about female criminals began with the rise of the newspaper serial. With such colourful nicknames as Demon Oden, Night Storm Okinu, Viper Omasa, and Lightning Oshin, to name only a few, the first poison women appeared as anti-heroes in Japan’s earliest serialized newspaper stories. These serials were based on the lives and crimes of real women. (Marran, 2007, p. xv)

The media furor around the activities of female criminals far exceeded the number and frequency of their activities, such was the public appetite for this new sensational fiction. Fiction and reality intermingled from the outset. As Marran asks ‘What national obsessions are articulated through this interest in the female convicts?’ (Ibid.). The rise of the poison woman archetype in Meiji period culture coincides with substantial changes in the representation of women in the woodblock prints of ukiyo-e artists. These changes would complicate the rhetoric surrounding such controversial women. In the Genroku era (1688–1704) the artist Hishikawa Moronobu,(1618–1694) was one of the pioneers of the ukiyo-e printmaking craft, and was known for his portraits of women and lifestyle scenes. In his imagery the women are voluptuous and feminine, shown in brightly coloured, voluminous robes (fig.2). In the later An’ei-Tenmei era (1772–1781; 1781–1789) the work of artist Suzuki Harunobu (1724–1770) departs from this archetypal, highly feminised aesthetic, and instead portrays women with long, slender bodies, demure faces and a spiritual intensity (fig.3). Kisho Kurokawa writes that,

This trend is of particular interest because it suggests the progressive denial of the generous voluptuousness that symbolized the prosperity and material abundance of pre-modern Japan up until Genroku. The An’ei/Tenmei aesthetic, on the other hand, was characterised by a nonsensual, eccentric, and non-physical beauty, expressing the spirit of an age of more refined ambiguity and a sophisticated rhetoric. (Kurokawa, 1997, p. 161)

Figure 3: Suzuki Harunobu “Crow and Heron, or Young Lovers Walking Together under an Umbrella in a Snowstorm”, c. 1769

 

This new aesthetic of ambiguity, which pervades Harunobu’s prints, becomes the face of the poison woman. Her crimes and misdemeanours are complicated and intensified by the aesthetic coding of this new feminine rhetoric. Marius B. Jensen writes of these ukiyo-e prints that, ‘The ladies they portray are not full faced, something the carver could not provide, but minimalist sketches; they return our stares unblinking and uninvolved. We admire them but do not relate to them, somewhat the way Saikaku’s readers regarded his characters’ (Jensen, 2002, 180). Earlier trends in popular aesthetics inform the recurrent representation of the poison woman in ukiyo-e printworks and in newspaper stories of the period. In the period preceding the Genroku era, a sudden fashion for the colour grey emerged in Japanese society, as a result of the cultural reforms to the tea ceremony introduced by Sen no Rikyu (1522–1591). Jensen writes, ‘Sen no Rikyu, who served as chief tea master to both Nobunaga and Hideyoshi […] was a figure who combined considerable personal wealth with a cult of simplicity and modesty that he codified in the tea ceremony of his day’ (Jensen, 2002, 117). Part of this revision of the ceremony was the advocation of the colour grey in clothing and décor. Kurokawa confirms the connection between tea ceremony reforms and the emerging taste for minimalism and grey,

Whereas until this time grey had been considered a vile colour conjuring up the image of rats and ashes, upon becoming known as Rikyu grey it was better appreciated. In the mid-Edo era it gained tremendous popularity—along with brown and indigo—as the embodiment of the aesthetic ideal of iki. Iki in this period is a complex concept but may be conveniently described as “richness in sobriety.” As the cult of tea spread beyond the upper classes to be practiced in the homes of ordinary people, so did the taste for grey. (Kurokawa, 1997, p. 160)

In his rehabilitation of Rikyu grey as an aesthetic category in its own right, Kurokawa emphasises the colour’s essential ambiguity, at times sinister, charming and charismatic. He describes how, ‘In contrast to the grey in the West, which is a combination of black and white, Rikyu grey was a combination of four opposing colours: red, blue, yellow and white’ (Kurokawa, 1991, p. 70). And so, the construction of the ‘poison woman’ in Meiji period mass culture intersects with two crucial aesthetic reforms, the adoption of Harunobu’s slender, ambiguous figure in the representation of women, and the rise of the widespread fashion for Rikyu grey, which emerged from reforms to the tea ceremony which emphasised simplicity, austerity and sobriety.

The Blizzard from the Netherworld

Figure 4: Yuki in Lady Snowblood (Shurayukihime, Toshiya Fujita, 1973)

I want to make a leap now to postwar Japan, where the domestic influence of American occupation was having an effect on popular culture. Tensions arising from wartime defeat, aggressive industrialisation and urbanisation and a sense of cultural dissipation motivated media producers to rehabilitate narratives and character archetypes from the Edo period, as a means of cultural recovery and national reflection. The three tropes of the poison woman archetype, Harunobu’s willowy bodies, and the aesthetic sobriety of Rikyu grey are consolidated in Yuki Kashima (fig.4), heroine of the Japanese exploitation film Lady Snowblood (Shurayukihime, Toshiya Fujita, 1973). Fujita’s film, based on the manga by Kazuo Koike, follows the journey of Yuki, played by Meiko Kaji, who seeks bloody vengeance for the rape and murder of her mother and father at the hand of a gang of bandits. She is the quintessential poison woman, and her exploits are publicised in the course of the film by newspaper reporter Ashio Ryuhei. The sophisticated and ambivalent quality of Yuki, and also the actress Meiko Kaji, is captured by Rikke Schubart, who writes,

The star persona of Meiko Kaji is located between the extraordinary powers of a castrating gaze and the existential malaise of a female killer. Kaji’s characters are haunted, if not by the past, but by a sense of not belonging, of being out of place and out of time. In this, they resemble the mythic hero. They are exceptionally beautiful, yet out of reach emotionally. Their weapon skills are at the expense of inner balance. They move faster than any opponent but lose track of life. (Schubert, 2007, p. 119)

The cult appeal of Asian exploitation heroines such as Yuki had the effect of reenergizing the antiquated archetype of the poison woman, along with the sensibility of Rikyu and the aesthetics of Harunobu. Poison women exist in every age, but the sword wielding she- demon of the Edo period had a romantic appeal all of its own. The unsettling and arresting beauty of her skin, and the ghostly perfection of Yuki’s ‘whitewashed-wall weave’ kabe shijira kimono, dominate the mise-en-scène. Suddenly, she breaks her repose to flip into action and attack; fountains of blood arc across the frame, her kimono drips wet, marking her as victorious in auspicious red and white.

Lady Snowblood marks the overlap between the icon of poison woman and what I call the ‘single female intruder’. Concealed within her umbrella, her secret sword is idiosyncratic, and operates within a sophisticated rhetoric that emphasises not only martial power, but also skills in deception, persuasion and elegance. The attraction of the character arises from repeated emphases on sharp contrasts, and this is continuous with the expanded principle of Rikyu offered by Kurokawa. Her subordinate shuffle is broken by sudden and supernatural agility; her sword strikes are unwavering, and land with the spirit of hissho (absolute victory). The vacillation between opposites characterise the single female intruder; she has brutality and elegance, bloodlust and sobriety, movement and stillness in equal measure. Kurokawa connects this principle to the baroque, he writes, ‘In his book on the baroque, Eugenio D’ors states that when conflicting intentions are bound together in a single motion, the resulting style is by definition baroque’ (Kurokawa, 1997, p. 170). Later he adds that, ‘The “baroque” essence to which I refer is represented by the mutual resistance and harmony of weight and drift, stillness and movement, straight and curves lines’ (p. 175).

American Idols

Post-war industrialisation and the rise of commodity culture have placed technology at the centre of the Japanese popular imagination. At the same time as filmmakers like Fujita withdrew into the images of Edo Japan to draw sustenance, others, like manga and anime artist Osamu Tezuka, were thinking forward into imaginary futures, populated by the dream of robot, cyborg and alien life. The ‘single female intruder’ is the recombination of these two sensibilities, at once strongly reminiscent of her Edo counterparts, and also situated within film or gameworlds that are nonetheless ostensibly works of science fiction. She emerges as a coherent iconic figure in the 1980s. The transformation of the poison woman in to the single female intruder takes place in the figure of Molly Millions in William Gibson’s short story Johnny Mnemonic (1981), and in the character of Pris in Ridley Scott’s Blade Runner (1982). Gibson’s lifelong obsession with Japanese culture is evident throughout his literature to date, and traces of the influences of the multifaceted concept of the poison woman are evident. Taken for granted, moreover, is the place of Rikyu grey, both literally as a colour sense, and as a philosophy of ambiguity and contrasts, and the idealism of Harunobu’s slender courtesans. The entrance of Molly Millions echoes that of Yuki in Lady Snowblood. The same emphasis on concealed technology, and a lethal capability, shroud the character in a mist of ambiguity and tightly wound sexuality.

‘Hey,’ said a low voice, feminine, from somewhere behind my right shoulder, ‘you cowboys sure aren’t having too lively a time.’

‘Pack it, bitch,’ Lewis said, his tanned face very still.

Ralfi looked blank.

‘Lighten up. You want to buy some good free base?’

She pulled up a chair and quickly sat before either of them could stop her. She was barely inside my fixed field of vision, a thin girl with mirrored glasses, her dark hair cut in a rough shag. She wore black leather, open over a T-shirt slashed diagonally with stripes of red and black.

‘Eight thou a gram weight.’

Lewis snorted his exasperation and tried to slap her out of the chair. Somehow he didn’t quite connect, and her hand came up and seemed to brush his wrist as it passed. Bright blood sprayed the table. He was clutching his wrist white-knuckle tight, blood trickling from between his fingers.

But hadn’t her hand been empty? (Gibson, 1981, p. 18)

The description of Molly emphasises her stature and costume, and the scene is characterised by an anxious stillness, which breaks into sudden action. Like Yuki’s hidden sword, Molly’s ‘weapons’ aren’t disclosed, but their effect enjoys a glorious description, again reminiscent of the exploitation film aesthetic of bloody carnage found in Lady Snowblood. Later, the secrets of Molly’s fatal frame are laid bare:

‘Chiba. Yeah. See, Molly’s been Chiba, too.’ And she showed me her hands, fingers slightly spread. Her fingers were slender, tapered, very white against the polished burgundy nails. Ten blades snicked straight out from their recesses beneath her nails, each one a narrow, double-edged scalpel in pale blue steel. (p. 21)

Molly’s finger blades are like Yuki’s concealed sword, in that they form a highly personalised accessory crucial to their survival in a world that is largely hostile to them. Through them their bodies become ‘trick machines’ designed to entrap, confuse, and terrorise their opponents. The complex rhetoric of hidden capability runs through the single female intruder, and is most apparent in the gynoid half-machine characters that have appeared since Molly first took to the streets of Chiba.

Transnational Assassins

Figure 5: Beatrix in Kill Bill (Quentin Tarantino, 2003)

Within the generic reality of convergent media culture, the tropes of the single female intruder have folded in on themselves, and, while the poison woman was penned in direct relation to the changes in society, the single female intruder of recent film and game texts is not so motivated to comment on changes in culture. She operates, like Beatrix in Tarantino’s Kill Bill films, within the “movie-world”, that is, within the circular distribution of generic styles, codes and conventions.

While the single female intruder certainly develops, in contemporary digital culture, the aesthetic, form and rhetoric of the femme fatale and other types of female killer (see Schubert, 2007), my interest lies with the long history that underpins her making, and the politics of globalisation she traverses. Her seductive deadly methods evoke fear outside of the textual worlds she inhabits, since she, like the ninja kids of Naruto, is an iconic player in the global media game, and is metonymic of the massive changes taking place in the landscape of media power. Koichi Iwabuchi writes that,

Japan’s hitherto odourless cultural presence in the world has become more recognizably ”Japanese” as computer games and animation from Japan have grabbed large shares of overseas markets. Japan’s success in exporting cultural products that are unmistakably perceived as “Japanese” have evoked a sense of yearning and threat overseas, including fear of cultural invasion (Iwabuchi, 2004, p. 59).

The single female intruder has emerged as the most prominent action heroine type in recent years, with films released that seek to comment on our technologically driven, information culture. Her independent agency, computer expertise and athletic finesse position the single female intruder as a dominant fantasy of control for our time. Connecting body politics, privacy issues, technology and gender relations in the actions of this subtly orientalized superhero, contemporary media producers have created a figure as pertinent to our time as the muscle-bound action hero was to the 1980s. While the ‘high trash’ of summer blockbusters, videogames and exploitation films might suggest that the single female intruder is nothing more and techno-fetish and titillation, I hope to have shown, through an emphasis on her origins in Japanese aesthetics, that such characters are playing an instrumental role in the reorganisation of gendered heroism within transmedial representation.

 

Games

Bullet Witch (Cavia, Inc./Atari, AQ Interactive, 2007)

Final Fantasy 12 (SquareEnix, 2006)

Ghost in the Shell (Exact/THQ, 1998)

Gun Valkyrie (Smilebit/BigBen Interactive, 2002)

Ico (Team Ico/SCE, 2002)

Oni (Bungie Studios/Rockstar Games, 2001)

P.N.03 [Product Number Three] (Capcom Production Studio 4/Capcom, 2003)

Panzer Dragoon Orta (Smilebit/Sega, 2003)

Panzer Dragoon Saga (Team Andromeda/Sega, 1998)

Perfect Dark (Rare/Rare, 2000)

Perfect Dark Zero (Rare/Rare, 2005)

Rez (United Game Artists/Sega, 2001)

Space Channel 5 (United Game Artists/Sega, 2000)

Space Channel 5: Part 2 (United Game Artists/Sega, 2003)

Tenchu: Fatal Shadows [Tenchu: Kurenai] (K2 LLC/Sega, 2005)

Tomb Raider (Core Design/EIDOS, 1996)

Films and Anime

Aeon Flux (Karyn Kusama, 2005)

Aeon Flux [Animated Series] (Peter Chung, 1995)

Bladerunner (Ridley Scott, 1982)

Ghost in the Shell (Mamoru Oshii, 1995)

Ghost in the Shell 2: Innocence (Mamoru Oshii, 2004)

Ghost in the Shell: Stand Alone Complex (Kenji Kamiyama, 2002-2003)

Ghost in the Shell: Stand Alone Complex 2nd Gig (Kenji Kamiyama, 2004-2005)

Shurayukihime [Lady Snowblood: Blizzard from the Netherworld] (Toshiya Fujita, 1973)

Shurayukihime: Urami Renga [Lady Snowblood 2: Love Song of Vengeance] (Toshiya Fujita, 1974)

Sympathy for Lady Vengance [Chinjeolhan Geumjassi] (Chan-wook Park, 2005)

The Matrix (The Wachowski Brothers, 1999)

The Matrix: Reloaded (The Wachowski Brothers, 2003)

The Matrix: Revolutions (The Wachowski Brothers, 2003)

Manga

Kurata, H. Yamada, S. (2000 – present) Read or Die. Tokyo: Shueisha.

Shirow, M. (1989 – 1991) Ghost in the Shell. Tokyo: Kodansha.

References

Azuma, H. (2001). Superflat Japanese modernity, Retrieved [August, 01, 2007] from<http://www.hirokiazuma.com/en/texts/superflat_en1.html>

Gibson, W. (1981) Burning Chrome. London: Voyager.

Iwabuchi, K. (2002). Recentring globalisation: Popular culture and Japanese transnationalism. London: Duke University Press.

Iwabuchi, K. (2004). How Japanese is Pokémon?. In J. Tobin (Ed.), Pikachu’s global adventure: The rise and fall of Pokemon. London: Duke University Press. pp. 53-79.

Jensen, M. B. (2000) The Making of Modern Japan. London: Harvard.

Krzywinska, T. (2005) ‘Demon Girl Power: Regimes of Form and Force in videogames Primal and Buffy the Vampire Slayer’, New Femininities Seminar Series, London, 9th

December.

Kurokawa, K. (1991) Intercultural Architecture: The Philosophy of Symbiosis. Aia Press.

Kurokawa, K. (1997) Each One A Hero: The Philosophy of Symbiosis. London: Kodansha International.

Schubart, R. (2007) Super Bitches and Action Babes. London: MacFarland & Company, Inc.

 

Bio:

David Surman is an artist and designer, based in Melbourne, Australia after migrating from the UK. Over the past 10 years he has worked in many different creative environments, and he is currently creative director and co-founder of Pachinko Pictures, an award-winning boutique design studio based in Melbourne. David has also pursued a career as a scholar and teacher, which has given him many more opportunities and challenges. He developed a pioneering degree programme in games design at Newport School of Art (University of Wales), which focused on the principles and processes of art and design for games; and was Lecturer in Multimedia Design at Swinburne University of Technology. David is currently completing a PhD in videogame aesthetics at Brunel University, and holds a Masters in Film and Television from Warwick University and a Bachelors in Animation from the Newport School of Art, Media and Design.

Creating Godzilla’s media tourism: Comparing fan and local government practices – Craig Norris

Abstract

Fan pilgrimages to media locations have been variously described as fads or underground activities. More recently there has been a trend to consider cult media tourism as increasingly incorporated into official tourism branding and promotion strategies. This article details how fans and industry ‘play’ with popular culture to experiment with their surroundings in new and novel ways. This phenomenon is observed through two cases: first, Saitama City’s attempt to appear in a Godzilla movie as documented in the BBC series Japanorama; and second, the experience of western Godzilla fans travelling to Japan. By discussing the similar ‘fan tools’ which are used by different stakeholders this article will show how locations can be reimagined into popular culture portals serving a variety of agendas.

Figure 1: Godzilla destroys Tokyo in Godzilla (Ishirō Honda, 1954)

Introduction
In 2002 the BBC series Japanorama hosted by popular British entertainer Jonathan Ross ran an episode on Godzilla and the Japanese city of Saitama’s attempts to be destroyed in the next Godzilla film. As Ross explains, ‘Japanese cities crave the publicity that comes with a visit from Godzilla, and Saitama with its brand new city centre is a perfect setting for some Godzillian demolition’. Following a replay of Godzilla destroying various cities in Japan we are introduced to Saitama’s town planner Tetsuo Takahashi who tells us that he has arrived at a unique way to pitch Saitama to the Toho Company. To make Saitama stand out from the other cities vying for Toho’s attention Takahashi has written a script for a new Godzilla movie that shows how spectacular Godzilla’s destruction of Saitama could be. Sadly Takahashi explains his concern that ‘we haven’t heard back from the Toho Company’. The episode then centres around helping Saitama appear in a Godzilla movie. We are shown Takahashi touring the city with various Saitama civil servants and two actors who played Godzilla in the films. A variety of strategies are discussed to help Saitama’s destruction by Godzilla and the audience is left feeling optimistic about Saitama’s chances to appear in the next Godzilla movie.

This Japanorama episode poses both conventional and unconventional ideas about media tourism. We are told that local governments want the publicity that appearing in a Godzilla film brings. Possibly based on the assumption that connecting Saitama to Godzilla will give them an audience or particular relevancy they otherwise would not have. We can imagine potential economic rewards from tourism or some positive cultural capital through being associated with a popular entertainment icon like Godzilla. Yet there is very little information about the business and branding of media tourism. We don’t see a Toho spokesperson discuss the decisions that go into choosing locations, or council plans to erect Godzilla statues and design tourist information. Instead the episode concentrates on the fun practices and processes of participating in Takahashi’s Godzilla vision. A movie script is written, a Godzilla toy is used to destroy a scale model of Saitama, buildings are discussed in terms of how exactly Godzilla would stomp on them and tear them apart, and people act out their fantasies of being Godzilla by destroying small cardboard models of Saitama’s cityscape.

The audience is left knowing less about the business and marketing of media tourism and more about the fun of being a Godzilla fan and media tourist. The town planner’s script is a type of fan fiction, the Godzilla performances are typical of the alternative identities fan’s adopt through cosplay⁠1, and the use of scale models draws on the simulations and games fans create. The assistance Japanorama offers Saitama’s Godzilla bid seems to be based on the creative forms and collaborative problem-solving of fan-culture. For Saitama the hope is that these fan-type practices are the best way to show how and why Godzilla would destroy Saitama and, more importantly, why Toho should use this location.

The use of appropriation, game-play, mash-ups, and Godzilla performances in Japanorama is an example of the increasing appropriation of what were once marginalised activities of hard-core fans into moments of professional discourse and mainstream entertainment (Green and Jenkins 2009). Normally a town planner wouldn’t write a Godzilla movie script or use a plastic Godzilla toy to explain why his city is interesting and important. But here these approaches are used to solve problems and experiment with how to reimagine a city. What we may be seeing is a variation on converging the practices of production and consumption similar to ‘prosumers’ (Toffler 1980) or ‘produsers’ (Bruns 2008) where the consumer increasingly acts as a creator, distributor or curator of information and resources. In this case Saitama City is producing the very Godzilla story they hope will position them as a city to be used by Toho.

Alternatively the moves Saitama is making towards fan practice may be related to what Jenkins (2007a) refers to as the phenomenon of astroturfing where media industries create fake grassroot campaigns to appeal to particular consumers. While Saitama’s effort to convince fans and Toho of its Godzilla credentials through using fan-like practices is similar to astroturfing, nevertheless it is not attempting to hide its involvement. A stronger parallel may be with the phenomenon of ‘affective economics’ (Jenkins 2006a) which describes the industry enthusiasm to secure the loyal viewers of a cult property. It is based on the hope that over the long term a small cult audience will yield bigger profits than a numerically larger, but less engaged, general audience. In a similar way, the enthusiasm shown in the Japanorama clip to create a Godzilla cult geography in Saitama suggests that there are efforts being made by local councils to tap in to the loyal viewers of cult media to rejuvenate visits to a city. At the same time, however, the lack of any interest from Toho in Saitama’s Godzilla pitch since the broadcast of this episode in 2002 suggests that it has struggled to build a relationship or feedback loop between Toho or Godzilla fans. In this context, Saitama’s efforts to get some ‘Godzillian destruction’ may be a reminder of the challenges that face non-industry players who want to be more directly involved in media production or utilise media properties for their own ends. However, as I will show, appearing in the media through Japanorama may still secure a foothold in Godzilla’s cult geography for Saitama.

Additionally, this has to be understood within Japanorama’s agenda as a television show with a need to tell a particular ‘weird and wonderful Japan’ story to their audience. The show has been edited to best meet these commercial and creative agendas and there is a gentle ‘laughing at’ the town planner’s over-enthusiasm for the destruction and pleasure Godzilla would find in terrorising citizens of Saitama. While this does limit the power Saitama has to control the representation of their Godzilla bid, it does give them an audience and a profile they otherwise would not have. As I will show in this article, this profile is built on the types of fan skills that can be brought into problem-solving (Brabham 2008) and experimenting with notions of place (Longhurst, Bagnall, and Savage 2007; Brooker 2007; Couldry 2007; McBride and Bird 2007).

As I will argue in this article, embracing fan practice can solve some of the challenges found in transforming a city into a pop-culture tourism phenomenon. Rather than Saitama council positioning itself around more conventional top-down strategies to convince fans and the Toho Company, they position themselves as creating a cult-geography by using the bottom-up practices of fans. To explain this we need to look beyond the divide of an active fan community or exploitative industry agenda. The fact that this is a town planner appropriating fan practice reveals a more complex hybrid media ecology at work (Benkler 2006; Jenkins 2006a; Jenkins and Deuze 2008). As my explanation will show there are various stake-holders (fans, government and industry) involved in constructing this cult geography. To explore the interdependent and conflicting factors that facilitate this I will compare Japanorama’s framing of Saitama’s Godzilla bid to the experiences of Western Godzilla fans who have travelled to Japan.

By comparing Japanorama’s portrayal of media tourism practices with the way fans speak of their own Godzilla-tourism this article will connect cult geographies to the discussion around the emergence of a ‘networked information economy’ (Benkler 2006). In Benkler’s consideration of the stakeholders within new media networks, for example, he emphasises the ongoing struggles around competing purposes for the same media space. He suggests that as well as bringing people together networks are also spaces where various complimentary and conflicting agendas such as profit, persuasion, enlightenment and entertainment are played out for ‘benefits to reputation’ (Benkler 2006, 43). Green and Jenkins (2008) refer to Benkler’s argument as defining the emergence of a hybrid media ecology where commercial, amateur, nonprofit, governmental, and educational media producers interact in ever more complex ways, often deploying the same media channels towards very different ends. Within Godzilla’s hybrid media ecology this article will focus on the relationship between two of these stakeholders – local government and fans – and their shared strategies but diverging purposes for creating a Godzilla cult geography.

Before analysing the practices of fans and industry, I wish to briefly outline how the data for this study of Godzilla fandom was collected. The focus of the fan data was the Toho Kingdom community (www.tohokingdom.com), a large website ‘committed to covering all aspects of the film company Toho Eiga [Film]’ and is not affiliated with the Toho Company. With over 500 members, total posts over 90,000 and total topics over 3,000 it provides one of the largest and most extensive portals into Toho films in English. Godzilla, as one of the most famous Toho properties, features extensively throughout the site with various topic focusing exclusively on the significance and continued relevance of Godzilla. I posted a link to a survey on this forum targeting Godzilla fans who had travelled to Japan. The link directed them to a short survey of ten questions which addressed the role Godzilla played in their travels around Japan. In total I received 51 responses. The data was collected during a period of three months in 2010.

From media tourism to cult geography

To return to the earlier quote by Japanorama’s host, ‘Japanese cities crave the publicity that comes with a visit from Godzilla.’ This comment reveals just how much the act of visiting media-locations has become commonplace, and it is now routine for tourists to plan their trips around an interest in popular culture. Fans can visit specific places made famous for them through popular culture and perform typical tourist acts such as photographing themselves in front of these recognisable landmarks or icons, buying merchandise and so on.

While we may be familiar with media tourism clearly the Japanorama clip shows that the practices occurring here go far beyond the mere recognition of a media location. As Hills’ (2002) argues, participating in a cult geography involves more elaborate fan practices.  In Fan Cultures Hills (2002) further refines cult geography as the ‘diegetic and pro-filmic spaces (and ‘real’ spaces associated with cult icons) which cult fans take as the basis for material touristic practices’ (144). This process of fans visiting locations and sites based on their interest in their favourite pop culture text redefines that location’s meaning around their fan interest. The main aim of this article is to show how various fan practices facilitate the production of a Godzilla cult geography.

Previous research in media tourism has discussed the tours and pilgrimages to the locations that were used in popular culture such as the X-Files (Hills 2002), Dracula (Reijnders 2011), Blade Runner (Brooker 2005), Inspector Morse (Reijnders 2009), The Sopranos (Couldry 2007), Sex in the City (McCabe and Akass 2004), and The Lord of the Rings (Tzanelli 2004). While this work has addressed various aspects of the tourist and industry experience of media place, I wish to combine existing fan theory approaches within this field, in particular Hills’ (2002) concept of ‘cult geography,’ with Gee’s (2007a) ‘affinity space’ approach from participatory culture and education studies. Drawing on fan theory and participatory culture research in this way will shed new light on the impact spatial imagination has on the meaning of place and text.

Through these approaches I will show how local government and fan alike use particular fan practices to transform locations into cult geographies. Focusing on the Japanorama episode and TohoKingdom.com fan community, I will map three practices used to create a Godzilla cult geography. Firstly, improvising a cult geography through play. Secondly, generating authenticity through fan practice. And thirdly, combining narrative, place and travel in an ‘affinity space’ (Gee 2007a). These practices will show the interdependent and interrelated production and consumption processes at the core of these practices. It will also show how popular culture can be used to participate in foreign spaces with a powerful sense of purpose.

Creating a cult geography

In discussing Godzilla’s cult geography both Japanorama’s Saitama town planner and the TohoKingdom.com fans emphasise a sense of ‘play’. Recent research into new media literacies (Jenkins et al. 2006; Knobel and Lankshear 2007) has approached the idea of play as a core skill that needs to be further understood. This research has linked play to the serious work youth do addressing issues such as ethics, judgement and identity while playing video games (Gee 2007c), participating in social networks (Lyman et al. 2009) or using google search and wikipedia (Jenkins 2007b). A key value of this play is that it encourages people to engage deeply and fully with complex material and issues (Gee 2007c). This use of play to attain deeper learning was evident in both Takahashi’s performance on Japanorama and the stories Godzilla fans related in their survey responses. Takahashi hopes to create a space for a deeper engagement with Saitama through Godzilla and, as I will show later, fans use various types of play to experiment with their surroundings to solve problems, improvise identities, or understand real world events and histories. However the particular characteristics of how this play is configured and becomes established differs between these two cases.

Figure 2: Jonathan Ross, host of the BBC series ‘Japanorama’

To return briefly to the Japanorama episode, while fan practices are emphasised, playing is also configured as a business undertaking. Takahashi has a responsibility to find a way to make Saitama popular and relevant, this is aligned with a belief in the Godzilla brand association to generate interest around specific locations. Again this is framed as a key motivation of Saitama’s hoped for media tourism, and was emphasised throughout the Japanorama episode by the frequent use of clips showing Godzilla’s destruction of specific landmarks and cities. Takahashi’s positive belief in his ability to use Godzilla to change the public’s perception of Saitama’s brand new city centre is reinforced through three fan practices: appropriation, performance and simulation.

Consider, for example, the attention given to Takahashi’s Godzilla movie script:

So far Godzilla has destroyed most of the famous architecture in Japan. Saitama New Urban Centre is the only place he hasn’t destroyed. We sent our proposal to Toho, Godzilla’s film production company. Apparently a lot of cities are doing the same thing. But what we did was send them an original script to give them a more precise idea – and they found this an unusual approach.

Here we see the value of appropriation through the emphasis given to it as the ‘unusual approach’ Saitama has taken to show that it can be transformed into Godzilla’s cult geography.  Writing the movie script will show Toho that they understand Godzilla and can contribute to the Godzilla community and brand. This approach is underpinned by a belief in the positives of what good fan play is. In particular, the advantages of meaningfully remixing media content (Black 2005; Thomas 2007; Jenkins 2006b). Writing about fan fiction, Jenkins et al (2006) identifies important skills being developed by these writers such as demonstrating knowledge and creativity through ‘an appreciation of the emerging structure’ and ‘potential meanings’ (32) of the original text. The hope for Saitama is that their movie script expresses knowledge of the Godzilla universe and convincingly links their city with the ‘emerging structure’ and ‘potential meanings’ of the films in a creative way. But more than telling a good story it needs to persuade Toho to film there. Fan fiction here becomes one of the council strategies to make their bid stand out and transform Saitama from just another city into a cult geography inhabited by Godzilla.

In addition to appropriation, Saitama’s bid is also explained through the common fan practice of performing Godzilla’s destruction through simulation. YouTube is full of clips where Godzilla fans film themselves smashing poorly constructed cardboard models and cityscapes. In Japanorama Takahashi demonstrates how Godzilla would destroy Saitama by using a plastic toy Godzilla leg on a stick to enact Godzilla’s destructive trail across a large-scale model of the city:

With this stick here I will show you how Godzilla will destroy Saitama City Centre. Godzilla appears from the south and destroys each building. He appears with the Godzilla theme song [Takahashi hums the tune]. Then he finds a new building he turns around and hits the building. The people run around screaming everywhere [Takahashi imitates the sound of people screaming]. He torches two building [Takahashi lets out a roar]. Godzilla loves train stations, he destroys the whole station and the people there are in a big panic. There is a bullet train by his side and he picks up each coach and throws them everywhere. And that is my idea of Godzilla demolishing Saitama New Urban City.

By positioning himself as the knowledgeable Godzilla expert describing Godzilla’s destruction on a detailed map Takahashi performs one of the core practices of cult geography – adopting the identity of key characters and expressing the theme of the series. Hills’ (2002) analysis of X-Files tourists and Couldry’s (2007) analysis of The Sopranos tour highlight the moments where tourist practices and problem-solving reinforce the broader themes in the series, such as The X-Files’ hiddenness or The Sopranos’ tension between the private and public. For Hills (2002),

the manner of this quest [to find the filming locations] replays the ‘hiddenness’ of The X-Files own tropes and secrets: ‘signs’ and ‘informants’ leak out of the text, as if it provided a guide for the cult fans’ creative transposition. This transposition is one of the key aspects of ‘cult geography’ (148)

A similar ‘creative transposition’ can be seen in the Japanorama clip. Takahashi, through his simulations of a Godzilla attack, evokes some of the motifs of military and scientific advisors in the Godzilla series. The films often feature sequences where military advisors and scientists crowd around a map plotting Godzilla’s trail of destruction and interpreting its actions. Alternatively this performance of planning and controlling the movements of Godzilla may also emulate the villain masterminding Godzilla’s assault on a city. Although the importance of adopting the alternative identities and tropes from popular culture have been previously examined, my concern here is how these performances also function as an authenticating strategy for those working in local government or industry.

Figure 3: Japanorama talks with Saitama New Urban Center director Tetsuo Takahashi who shows how Godzilla can smash his new urban development on a model of the city.

Figure 4: The close up is Godzilla’s foot destroying the model train station.

Authenticity

The goal for Saitama is to make their new city centre an authentic location on a tour of Godzilla’s destruction of Japan. While they can’t guarantee a Toho Godzilla film featuring Saitama they can imagine it. They can play, perform and construct models as if the city had been destroyed in a Godzilla film. They can rely upon the generic aspects of the city which already fit the canon of Godzilla’s favourite things to smash (train stations, skyscrapers and new buildings). And tell a story of Saitama within the narrative of Godzilla arriving, destroying buildings, terrorising the population and leaving. In a way the broadcast of these practices on Japanorama already bestows a type of pseudo-authenticity onto Saitama as a Godzilla cult geography. Even without an official Toho film endorsing Saitama it has been filmed and promoted as offering a virtual experience of mapping and co-ordinating Godzilla’s destruction. What is produced is an unofficial tour conducted by Saitama’s town planner, produced by the Japanorama TV program and circulated through broadcast and online media.

Like a fan’s creative transposition when they photograph themselves reenacting scenes in front of landmarks (Hills 2002, 149) Japanorama’s mediation of Saitama’s Godzilla cult geography generates a type of authenticity through the meaning the ‘fan’ acts give to a location. The process of turning a train-station, a skyscraper and other structures of Saitama’s cityscape into the raw materials of a Godzilla film gives them a new symbolic meaning. This is not just a train-station, this is the train-station Godzilla destroys, or the location where people fled from Godzilla. As Hills’ (2002) argues, the fan’s ability to make these locations meaningful through this creative transposition:

allows for a radically different object-relationship in terms of immediacy, embodiment and somatic sensation which can all operate to reinforce cult ‘authenticity’ and its more-or-Iess explicitly sacralised difference. The audience-text relationship is shifted towards the monumentality and groundedness of physical locations (149)

Takahashi’s goal is to transform Saitama from just another big city in Japan into the ‘radically different object-relationship’ of a cult geography. The movie script, re-enactment of Godzilla’s destruction, and walking-tour of Saitama hope to give an authenticity to Saitama’s Godzilla cult geography. Having these performances filmed and circulated through the Japanorama program pushes Saitama into the realms of becoming a media place  – one in which the Japanorama program and Godzilla have shaped our perceptions of it.

However, such positioning towards cult authenticity do not go unchallenged. While Takahashi is defined around his confidence and status, this is undercut somewhat by his own performance during the episode. He hums a different tune to the iconic Godzilla soundtrack during his re-enactment of Godzilla’s destruction, and later is corrected by the Godzilla actors on how Godzilla would destroy large buildings. Raising the question of if Takahashi is really a fan or only interested in Godzilla for the profile it might bring Saitama.

Such questioning of Takahashi’s Godzilla knowledge challenges the hoped-for alliances between Saitama and both Toho and the fan audience. While Takahashi can generate local portals into Godzilla’s cult geography, does he really share a passion for Godzilla films, and is his vision shared by others in Saitama council? These ambiguities between production and consumption are significant. As authors such as Green and Jenkins (2009) point out, while companies are re-evaluating the opportunities offered by fan participation there remains ‘potential conflicts since fan and corporate interests are never perfectly aligned’ (219). Scholars in tourism studies have also been aware of the complexity and ambiguity of authenticity ‘particularly in the context of mediated representations and externally managed tourist experiences’ (Karpovich 2010, 12). For example, media tourism to sites featured in the film Braveheart with its origins in Scotland yet filming in Ireland raises as many questions about heritage and popular culture as the tours appear to celebrate (Aitchison, Macleod, and Shaw 2000). To explore this complexity further this article will now discuss how Godzilla fans define their cult geography practices around both authentic and improvised moments.

Improvising Godzilla’s space

During the Japanorama episode the use of fan practice establishes a clear vision of what it is to inhabit the cult geography of Godzilla’s Japan. In contrast to the slickly produced Japanorama performances, more personal and improvised notions of cult geography are evident in the survey results from the Toho Kingdom community. For these fans travelling to Japan as a Godzilla fan is connected to being a tourist. While this engagement reflects the typical practices of tourism – such as leisure, travel, and souvenir collecting – it is also connected to the motifs and narrative of Godzilla. They are tourists travelling around Japan but they are also adopting Godzilla fan identities to improvise, discover and experiment with their surroundings. In some cases, the fans’ creative transpositions are used to establish their active involvement and participation in the landscape around them.

Godzilla locations

That Saitama could be framed so strongly as a tourist location through the Godzilla text can be understood by considering how Japan’s landscapes – rural, industrial and urban – can become portals into a Godzilla space. To understand the complex relationship between text, fan practice and place I will focus on two ways that fans use creative transposition to move between the Godzilla text and the real geography around them: first, the use of significant and banal locations as portals into the text; and second, the process of using Godzilla’s destruction trope to frame historical events and places.

The locations which Godzilla fans use as portals into the fantasy space of Godzilla includes typical monuments which evoke recognition and awe. Godzilla has destroyed the Diet Building (the seat of Japanese political power) and other important historical structures such as the Osaka Castle, and significant architectural and cultural landmarks such as Ginza’s Wako department store and clock-tower.  These are locations within the Godzilla space which are privileged because of their political, historical and cultural significance  as well as the dramatic action surrounding their destruction in the films. These monuments feature prominently in the advertising for many Godzilla films and  appear in many fans’ recollections of travelling to Japan. As the comment below attests:

My first morning in Japan, travelling south from Tokyo station on shinkansen [bullet train], I was looking at bright, shiny modern skyscrapers and suddenly the Diet building’s cold grey concrete, came into view for a second or two. It was a dreamlike, cinematic moment, making me think Godzilla might come into view next.

As well as the monuments one would expect to evoke media tourism portals Godzilla’s cult geography extends to more banal, everyday locations such as train stations, power lines, oil refineries, hills and even the view out to the ocean. These portals reveal not just how acts of cult geography turn something banal into something spectacular, but also how the fans foreground their role as choreographer of these cult geographies. For example, in the following comment we see how being a Godzilla fan changes a typical tourist act – travelling from one city to another – into the process of generating a Godzilla space.

I think that I had two moments that could be considered Godzilla moments. The first Godzilla moment I had was when I was in the JR Rail going to Fukuoka from Osaka. While taking in the scenery, I noticed the high voltage electrical lines that are shown in many Godzilla films. In my mind I started to play Godzilla‘s theme by Akira Ifukube (http://www.youtube.com/watch?v=vE-JwmDrTNI).

A banal aspect of tourism – looking out the window of a train and noticing the landscape – is here presented as evoking the landscape of a Godzilla film. Again, what is interesting is how banal the portal can be — in this case the many power lines that cover Japan. In contrast to reducing these structures to straight-forward explanations of power supply or barely noticing them beyond their global familiarity, here the Godzilla fan becomes cult geographer by turning these power lines into the power lines often used to battle Godzilla. The ‘Godzilla moment’ is further established by recalling the Godzilla theme music from the composer Akira Ifukuba onto this view of the landscape. Acts that remind us of Takahashi’s similar use of music in his re-enactment of Godzilla’s destruction of Saitama in Japanorama.

The use of Godzilla’s narrative and motifs as scaffolding over the Japanese landscape gives the location a new relevance and excitement. It also casts the cult geographer as an active participant in making this geography. In this way the cult geographer sees themselves as improvising an exciting and stimulating environment far removed from the actual banality of these locations.

A further remixing can be seen in the sampling of discourses combining personal travel diary, fan knowledge, and the language of cinematography in many of the responses. For example, in a later comment the same fan positions themselves as less of a tourist and more a film-director:

As I continued to Fukuoka, I saw a refinery and immediately my thoughts went to naming monsters that have destroyed refineries in Godzilla movies. Finally on the JR Rail I noticed two things that I saw in the 1993 Godzilla vs. SpaceGodzilla. They were the Fukuoka Tower and how the color of the ocean from the sea of Japan is really a pink color as the sun sets. My other Godzilla moment was when I was on the island of Kikai-Shima. The island itself is nowhere near Tokyo, but I could not help to think of the first image of Godzilla shown on the big screen. Like in the movie there was a hill on the island that I was walking up and my mind had a flash back to the movie. I kind of chuckled and said to myself, wouldn’t it be something if I felt the ground shake and look up to see Godzilla himself roaring.

Figure 5: The poster for GODZILLA VS. SPACEGODZILLA (Kensho Yamashita, 1993) showing the Fukuoka Tower in the middle of the battle.

The Godzilla space exists here in parallel with these locations. The fan improvises a Godzilla geography through specific ‘concrete’ triggers in the environment around them. From monuments (the Diet Building), recognisable architecture (the Fukuoka Tower), banal industrial locations and structures (refineries and power-lines), cityscapes (skyscrapers) and geographical formations (a hill). The combination of witnessing monumental locations, large natural formations, and imposing man-made structures while choreographing their destruction by giant monsters generates the portal into the narrative and practices of the Godzilla text.

Cult geography as an affinity space

Recent research into the impact of new media and online networks on learning provides a useful comparison. In his study, Gee argues that the strength of a learning environment can be best measured in terms of its ‘affinity space’ (Gee 2007b) rather than focusing on the people who inhabit a space and their ‘communities of practice’ (Lave 1996). Gee defines an affinity space as the organisation of an area around a shared purpose and the processes which support or inhibit participation, collaboration and the circulation of expertise and knowledge. His research reveals that spaces are organised around generators (things which give the space content) and platforms (things which give users access to content). For Gee what matters is more than just identifying these two processes, the significance of an affinity space lies in measuring the relative strength of the feedback loop between portals and generators. As Gee (2007a) argues, ‘we want to know whether content organization and interactional organization reflexively shape each other in strong or weak ways, not just whether they do or not’ (96).

While Gee focuses on learning and education, affinity space does offer an insight into some of the key features of a cult geography – particularly in terms of understanding how the meaning of a place can be reordered around its connection to popular culture like Godzilla. To return briefly to Japanorama, at one level the episode builds an affinity space by trying to generate as many Godzilla portals as possible with the aim of influencing Toho’s next Godzilla film. While Saitama is making an aggressive effort to directly contribute to official Godzilla content, affinity spaces also underpin many of the more modest acts of informal learning and sharing performed by the Godzilla fans I surveyed.

As the Godzilla fans travelling to Japan show, experiencing Godzilla’s cult geography is part of a larger social and place based participation. They draw upon various resources that offer support for achieving a successful pilgrimage. Survey respondents mention various websites and travel publications devoted to Godzilla fans travelling to Japan. In addition to online forums like Toho Kingdom, examples included the fan-produced The Monster Movie Fan’s Guide to Japan (Vaquer 2009), tours to Japan organsied by fan clubs such as G-Fan, and the Japanese wikipedia site for Gojira. Through these sites fans have planned their trips to Japan, offered advice to others, and shared information and knowledge. It is exactly this type of participation and engagement that Takahashi and the Saitama council hope to foster for their city through Godzilla.

Experiencing Godzilla’s cult geography not only draws upon these online and published resources, but also the motifs and fictional narrative of the films and the generic and monumental resources of one’s surroundings. When the fan visits the Diet Buildings or sees an oil refinery or power line and transposes a Godzilla narrative over it they draw upon these portals to also generate a Godzilla experience of their own. In the process of transforming a power line into a Godzilla space we can see that there are particular ‘raw ingredients’ which help generate this new, remixed content. Two of these have already been discussed: the use of banal and monumental locations, and adopting alternative identities. Both show that the Godzilla fan travelling in Japan is more than an awed witness they are the choreographer of virtual mass destruction by giant monsters menacing Tokyo.

A third portal which Godzilla fans use to access Godzilla space are the real stories of destruction which have befallen places and buildings featured in the films. Here Godzilla fans present themselves as navigating grand but tragic portals of Japan through Godzilla’s destruction. These creative transpositions include terrifyingly real catastrophes both within Japan and overseas, as the following comment reveals:

I’ve been to NY (assuming you include the 1998 American Godzilla movie in the study). I feel all the locations are important, because it shows that no place is safe or off limits, especially to catastrophe or a rogue force of nature.

The allusion here to the 9/11 terrorist attacks locates Godzilla’s meaning squarely in its indiscriminate destruction of monuments and places where ‘no place is safe or off limits’. This theme suggests one of the core meanings of Godzilla. As Tsutsui (2004) points out, Ishiro Honda, who directed the first Godzilla movie in 1954,  approached ‘Godzilla as a means of “making radiation visible,” of giving tangible form to unspoken fears of the Bomb, nuclear testing, and environmental degradation’ (33). Within the survey results members of the Toho Kingdom community repeated Honda’s reading of Godzilla as a cautionary tale of ‘unspoken fears’. For example, one respondent echoed this as the reason Godzilla destroys cities: ‘Godzilla destroyed these buildings because he is furious at mankind’s use of atomic weapons. He is an instrument of nature’s wrath and will continuously destroy Tokyo’.

Fans draw upon Godzilla as a ‘tangible form to unspoken fears’ as they interpret and construct a parallel story of real-world destruction through their travel to Godzilla locations. The convergence of places and their destruction, both fictional and real, asserts the fan’s engagement with some of the feelings of fear and vulnerability that lie in the intersection between the text and their surroundings. For example, the convergence of history, narrative and place is seen in the recent fan-produced travel guide, The monster movie fan’s guide to Japan (Vaquer 2009). In the following entry for Ginza and Hibiya Park we see the shift from specific locations in Tokyo’s Ginza area to the Godzilla narrative and then to the destruction visited upon these locations during WWII.

Ginza is Tokyo’s upscale shopping district. It first appeared in Godzilla (1954) as a detailed minature. The craftsmen at Toho faithfully recreated Ginza well enough to give viewers an idea on how the district looked in 1954. During Godzilla’s nighttime rampage in Tokyo, the clock atop the Wako Department store at Ginza Crossing gonged the hour and thus annoyed the giant beast. Godzilla then proceeded to tear down the clock and the department store along with it. He also torches the Matsuzakaya Department Store, one of Tokyo’s priciest retailers. Across the street from the Wako Building, is the Mitsukoshi department store. The Mitsukoshi was one of the first Western-style department stores in Japan. It sustained heavy bomb damage in World War II, but has been rebuilt and is still a thriving department store. (Vaquer 2009, 28) In this example Godzilla’s presence in Tokyo is a destructive force: it commits ‘nighttime rampage’ on Tokyo, ‘tear(s) down the clock’ and ‘torches the Matsuzakaya department store’.  For Vaquer, the destruction of Ginza by Godzilla replicates the wartime destruction of Ginza by Allied bombers.

Like the process of ‘narrative leakage’ described by Hills (2002), one of the key practices in the cult geography is the move from the fictional narrative space to one’s surroundings through the process of meaningfully remixing both.

Conclusion

The analysis presented in this article has explored the strategies used by fans, local government and media to transform the environment around them. The focus on Saitama’s Godzilla bid and TohoKindom.com’s fans has revealed a number of similar strategies used to remix Godzilla into one’s surroundings. These strategies could be broadly labeled as ‘fan practices’ including appropriation, performance and simulation. These practices also impart an authenticity onto these locations through meaningfully reordering them as spaces of Godzilla affiliation. In many of these examples Godzilla was also used as scaffolding for other purposes – such as drawing more attention to Saitama, or reflecting on the real historical destruction of those locations.

Differences between Japanorama and TohoKingdom also empahasise the conflicting purposes that exist between the stakeholders within this hybrid media ecology. On one hand Saitama is hoping to exploit a potential synergy between their new city centre and Godzilla’s destruction of significant landmarks. Whereas for Godzilla fans they seek to improvise a Godzilla experiences when and where they want to. Convergence cultures, as Jenkins (2006a) has argued, change the way media are circulated and engaged with and have  meant we need to move beyond power relations based on a weak or strong audience/producer divide.

Issues of power still remain, but need to be addressed from multiple perspectives and sympathetic to alternative norms. For example, while Saitama and Japanorama use fan practices, fans are absent from the episode. We are only provided with the opinions of professionals. In a way this keeps the actual labour fans have done to re-circulate, comment on, and contribute to popular culture like Godzilla largely invisible. While there remain important concerns around the diverging agendas of various stakeholders, the fan practice ‘tool kit’ outlined here is evidence of the forms of participation which are being learned and appropriated between stakeholders. By valuing the types of practices of fans and trying to appear loyal to the spirit and enjoyment of Godzilla, Saitama may still appeal to the hard-core Godzilla fan audience. Even without the direct involvement of the Toho company Saitama may yet become a cult geography.

 

Notes

1 A Japanese term that has been adopted by fans globally to refer to dressing up as a character from popular culture.

 

Japanorama episode reference

Japanorama. Horror. Season 1, Episode 6. British Broadcasting Corporation (BBC), Hotsauce TV, 1 June 2002.

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Bio:

Craig Norris is a lecturer in Journalism, Media and Communications in the School of English, Journalism & European Languages at the University of Tasmania, Australia. His research in media studies focuses on popular culture, audiences and fandom. He has published articles in the area of global media and the dissemination of Japanese popular-culture (particularly anime, manga, video games and cosplay). His current research explores the relationship between media and place through global media tourism and fan pilgrimages to media locations. Norris teaches courses on youth media, media flows and spaces, as well as honours level seminars in media theory and methods.

“Fear is a Place”: The Asylum as Transgressive Haunted House in Brad Anderson’s Session 9 – Jessica Balanzategui

Abstract

Session 9 (Brad Anderson, 2001) features a gothic, abandoned mental asylum, a decaying relic of the past whose uncanny power is reinforced through the extra-diegetic fact that the Danvers Asylum of the film was a real abandoned asylum in Boston until its demolition in 2006.  In the decaying space of the Danvers Asylum the supernatural and the unconscious realms are united through the (invisible) figure of Simon who, as the malignant genius loci of the asylum, assumes a position of duality between supernatural and psychological realms, internal and external worlds. This essay examines how Session 9 binds the uncanny space of the abandoned asylum to the construction of madness and the eerie return of the repressed.

Session 9 (Brad Anderson, 2001)

The figure of the mental asylum looms as an unsavoury cultural emblem of oppressive and sometimes violent confinement, typified by the semi-legendary institution, Bedlam. Asylums metonymise the sinister power of madness, which is frequently represented in popular culture as an inherently uncanny and abject condition. The human potentiality for madness is a dark shadow lurking in the social unconscious, the acknowledgement of which is repressed in the quest to present a rational and coherent identity. This domain of repressed social otherness — represented by madness and symbolised by the asylum — often re-emerges in dramatic fashion in the horror film. As J.P. Telotte suggests, the horror genre typically expresses fears that “the otherness in ourselves lurks just beneath the normal human veneer and threatens to resurface some day with all its horrors” (1985, 34). This notion evokes Freud’s concept of the uncanny, a cognitive dissonance induced by the re-emergence of something once familiar to conscious thought that has been estranged through repression.

Madness represents a central source of the uncanny; Freud asserts that “the layman sees [in madness] a manifestation of forces that he did not suspect in a fellow human being, but whose stirrings he can dimly perceive in remote corners of his own being” (2003, 150). Julia Kristeva’s (1982) theorisation of the abject can be used in tandem with Freud’s notion of the uncanny to elucidate the symbolic power of madness. Abjection involves the cognitive exclusion of elements that threaten or subvert conceptions of the self as a unified, distinct entity. It details the nightmarish emergence of these excluded thoughts, feelings or images, both personally and culturally.  More specifically, the abject assists in providing a ‘visual’ evocation of the uncanny, in that the abject does not “respect borders, positions or rules”, it is an “in-between  …  which disturbs identity, system and order” (Kristeva, 4). Ultimately, the spectacle of madness in others is an inherently uncanny and abject experience which is frequently exploited in horror cinema, especially those films that centralise an asylum as a setting. The construction of the asylum in many horror films both centralises and fetishises repression and the chaotic power of the unconscious, implanting the abject and uncanny condition of madness into the space of the asylum.

These “asylum horror films” constitute a long-standing and persistent subgenre of horror film; one of the earliest horror films, the German Expressionist The Cabinet of Dr. Caligari (Robert Wiene, 1920), is a formative representation of the subgenre. Recent incarnations include Martin Scorsese’s Shutter Island (2010) and John Carpenter’s The Ward (2010). The focus of this essay is Brad Anderson’s Session 9 (2001) which centres on the abandoned Danvers Asylum — an asylum that actually existed in Boston until its demolition in 2006 to make way for an apartment complex. The Danvers State Asylum opened in 1878 and officially closed down for the final time in 1992, standing abandoned for over ten years (John Gray, 2009, n.p.). In its abandoned, decaying form the asylum represents a dark symbol and metonym of the violently oppressive past of mental illness treatment. This is highlighted by the various decaying implements of ‘treatment’ and oppression which linger in the hospital, and by the allusions to histories of treatment and de-institutionalisation of the mentally ill in the dialogue[1]. Through an uncanny fetishisation of its past, the abandoned asylum stands as a variation of the haunted or, to use Robin Wood’s broader term, “terrible house” figure (1985, 188). The contemporary symbol of the haunted house is a precise reflection of the uncanny, dramatising the unhomely qualities central to the German unheimlich. Like a haunted or terrible house, the abandoned asylum in Session 9 is inhabited by a ghostly presence named “Simon”, which exists as the malignant genius loci of the gothic building. The assimilating of the asylum with the haunted house is also underscored by the ways in which Session 9 echoes the qualities of another paradigmatic “terrible house” film, The Shining (Stanley Kubrick, 1980)[2].

In Session 9, Anderson centralises sound in his construction of madness and the uncanny. The sounds of the asylum, in particular the sinister voice of Simon, evoke the experience of auditory hallucination. Simon’s disembodied voice represents what Michel Chion (1994) has termed an “acousmetre”: a “character whose relationship to the screen involves a specific kind of ambiguity and oscillation” (129). This oscillation, fostered from the character’s visual absence, enforces Simon’s transgressive existence between supernatural and psychological realms. In addition his status as an acousmetre ensures that the spectator shares in the sensory and mental disorientation of delusion. Through the disorientating duality embedded in the soundscape, the entire figure of the abandoned asylum comes to represent the mythical space of madness, repression and the unconscious.

Unlike many asylum horror films, such as the aforementioned Shutter Island, the diegetic world of Session 9 is not entirely contained within the confined space of the asylum. Instead, the protagonist, Gordon (Peter Mullan), is a functioning member of society who has come with a team of workmates to clear asbestos from its decaying walls. Gordon and his colleagues appear to be everyday working men, concerned with getting their work finished on time, acquiring enough money to care for their families, and fantasising about being prosperous and successful members of society. Gordon struggles with the pressure of family life, having just become a father. On arriving at the abandoned asylum to start working on the hazardous asbestos, he is spoken to by a mysterious voice (later identified as “Simon”). Simon, who is never visually represented, is not given clear borders of definition — he seems to exist as a disembodied incarnation of the malignant genius loci of the abandoned asylum, and also as an agent of repressed memories and thoughts. Simon has the power to vanquish the controlling forces of the ego, which leads to the disastrous release of Gordon’s repressed aggressive drives. The audience is forced to follow Gordon’s perception of events so that the spectator, like Gordon himself, is unaware of the extent of his actions until the final scene. Thus, the spectator shares Gordon’s destabilising experience of madness and the uncanny return of the repressed. While the audience becomes aware of Gordon’s ongoing cycle of violence and repression towards the end of the film, it seems that Gordon does not. In the final scene he occupies the room of a former inmate of the asylum, Mary Hobbes (Jurian Hughes), and is found speaking to his dead wife on a phone with no battery in it — Gordon has become a ‘patient’ in the uncanny space of the abandoned asylum.

The decaying implements which litter the abandoned asylum serve as silent but potent spectres of oppressive authority. A decrepit wheelchair sitting in a hall of the asylum becomes one of Session 9’s recurring images: the film opens with an inverted shot of this lone wheelchair. Through being framed upside-down the image is immediately imbued with a jarring, uncanny quality which underscores the way in which perception imposes meaning upon visual stimuli. The camera slowly rotates upright, accompanied by the ever increasing sound of dripping water, suggesting that something intangible has been roused within the asylums mouldering walls. This opening image introduces the mysterious genius loci of the abandoned building, as it is upon Gordon’s sighting of this wheelchair that Simon’s voice first emerges. Thus, the lingering power of these decaying implements of oppression is foregrounded from the opening shot of the film.

Figure 1: The opening image of the sinister wheelchair.

In addition to the eerie wheelchair, the asylum’s hydro-baths remain decayed but intact, still filled with murky water. The guide (Paul Guifoyle) explains that these were used to “soak the nut-job in water”, an act which evokes Michel Foucault’s discussion of the various “water therapies” that have existed throughout history as treatment for madness, which he argues functioned as a symbolic “christening” into the world of reason (2001, 164). The guide further explains that “if that didn’t work, [patients] were given a pre-frontal lobotomy”, which was “perfected at Danvers”. The lobotomy is another of the film’s recurring motifs, symbolising the ultimate form of oppression which reduces the human to a ‘zombie’ robbed of his conscious will, similar to somnambulist Cesare (Conrad Veidt) in The Cabinet of Dr. Caligari. The image of the empty wheelchair condenses these anxieties, standing in for a human who — through madness, oppression and ultimately death — is no longer ‘fully’ present, yet whose uncanny affects are still sensed; thus signifying an abject non-presence.  As well as the wheelchair and hydro-baths, the camera lingers on an electro-shock machine attached to a gurney and strait-jacket.

All these implements, like the overbearing asylum itself, compose a sordid spectacle of the oppressive past, symbols of humanity’s attempts to control the powerfully uncanny otherness of madness. The decaying asylum and its implements are ultimately a representation of repression on a cultural scale. Standing cordoned off from the present ‘normal’, functioning society of Danvers, protected by security guards and gates and hidden by forests on the outskirts of the city, the asylum stands as a concealed reminder of a long-stretching history of violent treatment of mental illness. The asylum’s metonymic position as an uncanny, culturally repressed space which threatens to nightmarishly re-emerge and intrude upon the present is further underscored by recurring aerial pans over the asylum’s sharp and sprawling rooves and steeples, in which the roads and houses of Danvers can be seen beyond the asylum’s menacingly jagged topography.

Figure 2: Danvers Asylum and the town beyond its bounds.

 

This menacing and decaying asylum is akin to the haunted or “terrible house” horror topos —a horrific, engulfing space, which represents the “dead weight of the past crushing the life of the younger generation, the future” (Wood, 188). The overbearing asylum with its rusted, decaying exterior provides a powerful visual evocation of this “dead weight of the past”.  The ambience of decay is often echoed in the filtering of rust-hued lighting throughout the mise-en-scene. The film fetishises a horrific past by dramatising the symbolic link between cultural and personal repression, utilising the asylum itself as a symbol of the unyielding power of the repressed past and unconscious drives. As Carlo Cavagna points out, in Session 9 “the past comments on the present, colouring the atmosphere and everything that transpires” (2001, n.p.).  This effect can be seen in the way in which the cells of past patients, known in the fiction of the film as “seclusions”, are presented.  The pictures and cut-outs that patients have stuck to the walls of their rooms remain intact, albeit in the faded, time-tainted form that characterises the asylum itself. Gordon becomes transfixed by the images on the walls of these seclusions, and the spectator follows his slowly panning gaze as he scrutinises them.

The pastiche of images and quotes on the wall comment on and hint at the future trajectory of Gordon and his workmates. One clip-out reads “Suddenly it’s going to dawn on you”, foreshadowing both Gordon and the audience’s sudden revelation at the film’s climax that Gordon himself is the violent monster of the film. This clip-out also prefigures the game the film plays with its audience, a device common to asylum horror films, in which the audience’s alliance with the mad protagonist’s point of view results in a sudden jolt at the climax when the ‘real’ framing story — and what has been repressed by the central character — is revealed. That this clip-out is accompanied by an image of a smiling mother and child is a further taunt to both Gordon and the audience, as the realisation that occurs at the film’s denouement involves the gruesome undermining of the myth of blissful motherhood and family life.

The other cut-outs on the wall play a similar role in using the sordid spectacle of the past to comment on the future and the present. For instance, one tattered clipping reads, “A man of peace, an act of violence”, a prediction and comment upon Gordon’s soon to be committed “act of violence”. A black and white image of five men lying in coffins presages Gordon’s murderous violence against his five workmates within the asylum’s walls. Thus, these creepy relics of the asylum’s past exude an uncanny yet powerful relationship with the present, just as Gordon’s repressed memories influence his present actions and perception. Through these images, there is an uncanny repetition embedded in the film’s narrative and imagery. The first clipping on the wall that is made clearly visible reads, “No one will leave feeling neutral”. Like the ambiguous voice of Simon himself, this clip-out reads like a menacing threat from the genius loci of the asylum, implying that the characters (and the audience) have entered an uncanny domain from which there can be no return to a life bound by the normal order.

Figure 3: The asylum’s past threatens to engulf Gordon in the “seclusion” room.

It is revealed to the audience at the close of the film that Gordon has constructed his own “seclusion”, which symbolically acts as psychological seclusion from truth and his repressed memories. He has occupied the room of former patient Mary Hobbes, sticking photos of his own family all over the walls of the cell, making himself a part of this “terrible house” which represents a sordid, culturally repressed past. As S.S. Prawer argues of horror film:

The cinematic tale of terror has played on apprehensions connected with the mystery of time as well as space. It likes to remind the viewer of the ‘I have been here before’ feeling, a feeling which we all know and which powerfully  suggests that the future is something determined, something that in a way is already here, already in the present. (1980, 79)

This effect replicates déjà vu, one of Freud’s central examples of the uncanny. The abandoned asylum becomes not just a symbol of the specific past of mental illness treatment, but of a disorientating and uncanny intrusion of the past in general upon the present. This inescapable intrusion of the past constructs a world in which “the past piles up”, ensuring that the future and present are crushed “by the ever increasing weight of the past” (Foucault, 1987, 85). The audio tapes which hold the psychological sessions of former patient, Mary Hobbes, underscore the ever mounting intrusion of the past upon the present throughout the film. Initially, these tapes exist as a mere relic of the past, as Mike (Stephen Gevedon) listens to them momentarily before turning them off and resuming his work. But as the film progresses, the tapes continue to play as Mike leaves the room — even after his death — eventually invading, merging with, and overtaking the diegetic sound. In fact the playing of these tapes is overlaid upon the entire climax of the film, as it is Simon’s voice, as recorded on Mary’s Session Tapes, that concludes the film, leaving the viewer trapped with Gordon inside the asylum’s past. This echoes Jack Torrance’s (Jack Nicholson) own merging with the past of the “terrible house” of The Shining, in which the final shot shows Jack’s face in one of the black and white photos which adorn the hotel’s walls.

As is common to the asylum horror film, the viewer does not become entirely aware of the nature or content of Gordon’s repression until the end of the film, sharing his confused perception of events. However unlike in films such as The Cabinet of Dr. Caligari and Shutter Island the viewer is not entirely trapped inside Gordon’s delusional world, as the cinema audience is offered observations on Gordon through the voices of other characters. Early in the film, Hank (Josh Lucas) remarks that “Gordo is the Zen-master of calm, I’ve never seen old Gordo lose it”. The fact that Gordon is established as so in control of his repressed drives renders Gordon’s susceptibility to Simon’s demands more unexpected and confronting. As the film progresses, Gordon’s ‘self-control’ appears to entirely erode. He is often shown wandering around the grounds of the asylum with a vacant facial expression, as though he is sleepwalking or a zombie. His pronounced limp further symbolises his deteriorating stability, while echoing the limping gait of Jack in The Shining. The loss of control of the rational self is further likened to sleepwalking at the end of the film, as Gordon is shown attacking Hank with a blank expression and closed eyes. Furthermore, in the final scenes an imaginary incarnation of Gordon’s best friend, Phil (David Caruso), tells him continuously to “wake up” — to regain control of his self and consciously acknowledge his repressed memories.

Gordon’s ‘sleepwalking’ and his blind following of Simon’s instructions also render him analogous to the somnambulist Cesare in The Cabinet of Dr. Caligari. As Prawer says of Cesare “he is a human being robbed of an essential part of his humanity: his consciousness and his will. He is a human dreamer forced, by a malevolent agency, to lose himself in his dream” (180). These aspects become a large component of Gordon’s emergence as an uncanny figure, a source of fear for the viewer. At certain moments throughout the film, his limbs seem to move independently of his body, as if he is a puppet being controlled by a malicious puppet-master. In one scene at the climax of the film, Gordon’s blood-covered hand slowly emerges from out of shot and smears blood across his eye. It is as if Gordon is not in control of his own limbs, as if Simon (whose laughter accompanies the shot) is confronting Gordon with the monstrous violence of his actions. This fear of the human as an agent of chaos and violence when robbed of his consciousness emerges as a central purveyor of the uncanny in a number of horror subgenres, particularly the zombie and possession film[3]. As well as revealing anxieties about the subversive danger of repressed drives, the depiction of Gordon as a puppet-like sleepwalker encodes abject transgressions of the borders of humanity — like Cesare, Gordon comes to exist in a space of hesitation and duality between living and dead, subject and object.

As the ambiguous entity which possesses both Mary and Gordon is named Simon, madness is characterised in the film as a sinister game of Simon Says, in which the power of the malignant Simon is absolute when cracks in the unity of the rational self appear in those he possesses. As Simon tells the doctor on Mary’s Session Tapes, “I live in the weak and the wounded”. Simon seems to assume control when Gordon and Mary experience moments of acute physical pain; their violence erupts after Simon’s voice is heard saying, “Do it, do it now.” Simon crystallises the ambiguous power which underlies many asylum horror films: an uncanny force that blurs subject and object boundaries, and which transgresses the borders between the psychological and the supernatural. When the doctor on Mary’s Session Tapes asks who he is, Simon simply replies, “You know who I am”, words he has also said to Gordon in one of the film’s early scenes. Thus, Simon becomes associated with a dark and primal force inherent to human experience — his contradictory (non)presence fetishises the unknowable depths of the unconscious. Simon’s transgression of boundaries evokes a realisation that “the deepest level of the psyche  …  is the point at which we enter a completely different reality operating outside the conventional laws of the known world” (Victoria Nelson, 2004, 114). Through the juxtaposition of his disembodied voice with the decaying images of the asylum, Simon becomes the sinister soul of the abandoned asylum, and the asylum itself becomes a symbol of the uncanny.

Sound plays a central role in representing the uncanny genius loci of the abandoned Danvers State Asylum. Diegetic sound such as birds chirping and the ticking of car indicators are electronically distorted to render the film’s soundscape uncanny and destabilising, encoding a blurring of boundaries between subject and object, diegetic and non-diegetic sound, so that the spectator experiences mental and sensory disorientation. The uncanny distortion of supposedly ‘normal’ diegetic sound merges with the non-diegetic soundtrack, usually made up of a sparse chromatic piano line and a long electronic monotone.  This ambiguity of sound categories forces the viewer to share Gordon’s destabilising perceptions, as supposed ‘reality’ is increasingly rendered uncanny and the borders of the filmic real and Gordon’s interior perceptions become inseparable.  As Foucault explains, madness is defined by an inability to see beyond the limits of selfhood, that “in his delusive attachment to himself, man generates his madness like a mirage” (1987, 23).

Through a soundscape which blurs the boundaries of what is diegetic and non-diegetic, the Danvers Asylum comes to represent the disorientating mirage of madness for the spectator as well as Gordon. The film opens with a flurry of distorted, high pitched sounds which merge a number of the film’s sound motifs: bird sounds, vague electronic noise and dripping water. These sounds give way to the cavernous electronic monotone which can be heard often throughout the film, a sound imprinted upon the abandoned walls, halls and wheelchair of the decaying asylum, accompanied by dripping water. The opening shot abruptly cuts to Gordon waiting in his car, bombarded by the electronic static and disembodied sounds of the car radio. The radio noise closely resembles the curious sounds which opened the film; the distinctly unnatural and unfamiliar sounds of the opening have been jarringly assimilated with noises which should be comfortingly familiar. Thus for the audience, the space of the abandoned asylum has already rendered uncanny the everyday sounds outside of the asylum’s gates. This uncanniness is connected in particular to Gordon himself, as the wheelchair shot promptly cuts to a close-up of the back of his head. Eventually, among the convoluted sounds of the car radio, another character’s voice, Phil’s, is heard out of shot. Phil’s voice is initially almost indistinguishable from the sounds of the radio. In addition, because Phil is out of shot and there is instead a close-up on Gordon’s face, it is as if Phil’s voice exists inside Gordon’s mind. Gordon’s ear takes up the centre of the shot, and the camera slowly tracks around his ear to a profile shot of his face. The centralising of the ear in the shot further underscores the importance of interpreting and distinguishing these convoluted auditory sensations.

This problematising of perceiving and filtering the auditory world foreshadows the uncanny emergence of Simon.  Simon exists as what Chion calls an “acousmetre”, a term coined by Chion to describe a voice with no visually represented source which is “neither inside nor outside the image” (129). Chion elaborates that “it is not inside, because the image of the voice’s source … is not included. Nor is it outside since it is not clearly positioned offscreen in an imaginary ‘wing’ …  and it is implicated in the action” (129). The acousmetre assumes a position of hesitation between offscreen and onscreen which mirrors Simon’s dual existence between the internal and external, psychological and supernatural worlds. Simon’s position as an acousmetre evokes an experience of auditory hallucination for the spectator. Foucault points out that those experiencing an auditory hallucination “hear voices in mythical space  …  in which axes of reference are fluid and mobile: they hear next to them, around them, within them, the voices of persecutors, which at the same time, they situate beyond the walls, beyond the city, beyond all frontiers” (55).

For both Gordon and the audience, the voice of Simon does indeed seem to arise from some sinister “mythical space”. As Gordon is transfixed by the wheelchair, a sourceless, flickering electronic sound gradually crescendos, overtaking the sounds of dripping water. As the sound grows, Gordon’s face becomes shrouded in shadow, until finally a disembodied voice — rendered particularly uncanny by its vaguely lingering electronic quality — emerges from the metallic drone, and remarks “Hello Gordon”. The sound does not seem to arise from any particular source; there are no visual cues connecting the sound with any specific area or object. This menacing auditory invasion, accompanied by the still images of the decaying asylum, combine to emit an uncanny and disorientating ambience which evokes the mythical space of madness. The mysterious locale of the abandoned asylum has produced an uncanny voice that seems to emanate from some shadowy dimension of the asylum itself, which, as in the auditory hallucination, neither Gordon nor the audience can pin down to a specific person, entity or space. This untraceable voice signifies an incarnation of the intangible “Elsewhere” outlined by Gilles Deleuze — a “disturbing presence … a more radical Elsewhere, outside homogenous space and time” (2005, 18).

Chion asserts that the acousmetre “draws its very force from the opposition and the way it transgresses [boundaries of onscreen and offscreen]” (131). This powerful transgression of coherent borders is also evident in the connections which arise between the dead Mary Hobbes’s “dissociative personality disorder” and Gordon’s own experience of madness, and the way in which these connections are structured and represented. Throughout much of the film,  “Simon” is merely the name of Mary Hobbes’ mysterious, unheard third “alternate personality”, the mention of which provokes extreme fear, anger or avoidance responses from Mary’s other personalities. He finally reveals himself on the Session Tapes at the climax of the film, a time when all pretence of solidarity is finally lost among the work-crew. Because the audience is already familiar with this voice, when it finally emerges on the Session Tape under the guise of Simon it is immediately imbued with a further layer of uncanniness. The nameless, ambiguous voice that both the audience and Gordon have been struggling to position within the context of the Danvers Asylum and Gordon’s descent into madness is now associated with a dead patient who was once confined at the asylum.

The voice of Simon within Mary Hobbes provides an example of what Peter Hutchings describes as “monstrous ventriloquism” (2004, 132), as the deep, metallic voice of Simon clearly does not match the photos of the mousy, middle-aged woman, Mary Hobbes. This disconcerting mismatching of the sound to its source denotes that Mary’s mental illness “is not bound by the natural order” (Hutchings, 132) but is an abject transgression of femininity and identity. This abject affect is heightened for the viewer by the fact that the performer who voiced Simon is not listed in the film’s credits, suggesting (but not confirming) that female actress Jurian Hughes did in fact produce this deep, menacing timbre. The appearance of Simon in Mary Hobbes’s Session Tapes complicates his relation to Gordon even more, further blurring boundaries between self and other, and the internal and the external world. Vague connections between the deceased Mary Hobbes and Gordon are suggested throughout the film: in one scene Gordon sits above the broken headstone of Mary Hobbes’s grave (marked merely by a patient number); in another, the wheelchair that transfixes him on arriving at the asylum sits outside the door of Mary Hobbes’s cell; and finally, during a climactic scene, an image of Mary’s face is overlaid on a close-up of Gordon’s own visage[4]. Thus, it becomes particularly difficult for the audience to situate Simon as either an entirely supernatural or psychological force. The asylum comes to represent an abject space between supernatural and psychological realms, thus evoking Tzvetan Todorov’s theory of ontological hesitation as central to the subject’s experience of the uncanny in acts of readership or (in this case) spectatorship (1975, 46).  The disorientation is emphasised by Simon’s acousmatic qualities. The spectator is thus placed in a disorientating position of hesitation, and the asylum houses, and ultimately represents, transgressive forces that breach the boundaries between subject and object, supernatural and psychological, and onscreen and offscreen.

Figure 4: Gordon, Mary, Simon or something in-between? An abject transgression of the borders selfhood.

Ultimately in Session 9, the figure of the abandoned, decaying asylum is utilised as a metonym for both personal and collective repression. The rust-coloured, corroded building is presented as a menacing spectre of the past invading the normality of the present. The past itself becomes an intrusive and eerie figure in Session 9, represented in solid form by the asylum but also in the stories of repressed pasts and memories central to the narrative. Before its destruction in 2006, the ‘real’ abandoned Danvers Asylum was a source of fascination and fear among the community of Danvers. Prior to its demolition, Danvers local Michael Puffer explains that “the massive red-brick gothic landmark that stands atop Hathorne Hill has been given many names during the past 129 years” and that “[t]hese names stand as evidence of the special place the building, and Danvers State Hospital, holds in the minds and mythology of the people of Danvers, the North Shore and beyond” (2003, n.p.). Director Brad Anderson has revealed that he was driven to make Session 9 because of the eerie lure of the abandoned asylum building, which he saw often while living in Boston. The asbestos which lingers in the walls of the asylum in the film invokes the powerful, corruptive impact of the asylum’s past upon the present. As Gordon’s work-mate Hank explains early in the film, “already a piece of [asbestos] might have got into your lungs; it incubates in your lungs and tissue … like a ticking time-bomb”. The asbestos which imperceptibly drifts throughout the asylum in Session 9 metaphorises the abandoned asylum’s ongoing powers of corruption and infectious taint.  As the promotional tagline for Session 9 suggests, “Fear is a place”: the abandoned asylum literalises the intangible depths of the unconscious, the blurred boundaries of time and space, and figures a realm in which the uncanny reigns.

Notes:


[1]Discussions about the history of the asylum litter the film, including therapy methods and the period of de-institutionalisation stretching from the 1960s to the early ’90s. The guide proclaims that “nearly all these places were closed down in the ’80s, you know, budget-cuts – feds called it de-institutionalisation.” Hank adds, “the loonies are outside in the real world and we have the keys to the loony bin, boys”, delineating the asylum itself as the domain of otherness.

[2] Though technically a hotel, The Overlook functions as a large-scale “terrible house” in The Shining, adapting and embellishing haunted house tropes.

[3] Simon, like the demon in seminal possession film The Exorcist (William Friedkin, 1973) “is an expression of the fear that beneath the self we present to others are forces that can erupt to obliterate every vestige of self-control and personal identity” (Noel Carroll, 1981, 18). As in possession and zombie films, Simon’s power over Gordon fetishises and dramatises a fear that lurking beneath the human veneer is a dangerous otherness which may one day disastrously erupt. The Exorcist (while not an asylum horror film) also features a scene in a ‘house of horror’ asylum, and represents psychiatric tools of treatment as sinisterly invasive.

[4] This effect echoes the final shot in Psycho (Alfred Hitchcock, 1960), in which the skull of Norman’s mother is overlaid upon a close-up of Norman’s face. Both shots conflate ‘madness’ with an abject blurring of boundaries between the dead and the living, male and female, supernatural and psychological.

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Filmography

 Cabinet of Doctor Caligari, The. Dir. Robert Wiene. Decla-Bioscop AG, 1920.

Exorcist, The. Dir. William Friedkin. Hoya Productions, 1973.

Psycho. Dir. Alfred Hitchcock. Paramount Pictures, 1960.

Session 9. Dir. Brad Anderson. USA Films, 2001.

Shining, The. Dir. Stanley Kubrick. Warner Bros. Pictures, 1980.

Shutter Island. Dir. Martin Scorsese. Paramount Pictures, 2010.

Ward, The. Dir. John Carpenter. FilmNation Entertainment, 2010


Works Cited

Carroll, Noel. “Nightmare and the Horror Film: The Symbolic Biology of Fantastic Beings.” Film Quarterly 34.3 (1981): 16-25.

Cavagna, Carlo. “Session 9”. Aboutfilm. August, 2001. 12 July, 2010. <http://www.aboutfilm.com/movies/s/session9.htm>

Chion, Michel. Audio-vision: Sound on Screen. Ed and translated by Claudia Gorbman. New York: Columbia University Press, 1994.

Deleuze, Gilles. Cinema 1. Trans. Hugh Tomlinson and Barbara Habberjam. London: Continuum, 2005.

Foucault, Michel. Madness and Civilization. Trans. David Cooper. Great Britain: Routledge Classics, 2001.

—. Mental Illness and Psychology. Trans. Alan Sheridan. Berkeley: University of California Press, 1987.

Freud, Sigmund. The Uncanny. Trans. David McLintock. New York: Penguin Books, 2003.

Gray, John. “Chronicles: Constructing a New Danvers.” The Danvers State Asylum. 2009.   30 Sep. 2010 <http://www.danversstateinsaneasylum.com/2006.html>

Hutchings, Peter. The Horror Film. Essex: Pearson Education Limited, 2004.

Kristeva, Julia. The Powers of Horror. New York: Columbia University Press, 1982.

Nelson, Victoria. The Secret Life of Puppets. Massachusetts: Harvard University Press, 2004.

Prawer, S.S. Caligari’s Children: The Film as Tale of Terror. Oxford: Oxford University Press, 1980.

Puffer, Michael. “The lore, and lure, of the Danvers State Hospital”. Danvers Herald.October 2003. Accessed through the Haunted Salem Website, 12 July 2010. <http://www.hauntedsalem.com/news/oct03-dh-danversstate.htm>

Telotte, J.P. “Faith and Idolatry in the Horror Film.” Planks of Reason: Essays on the Horror Film. Ed. Barry Keith Grant and Christopher Sharret. London: Scarecrow Press, 1985. 20-35.

Todorov, Tzvetzan. The Fantastic: A Structural Approach to Literary Genre. Trans. Richard Howard. Cleveland: Case Western University Press, 1975.

Wood, Robin. “An Introduction to the American Horror Film.” Planks of Reason: Essays on the Horror Film. Ed. Barry Keith Grant and Christopher Sharret. London: Scarecrow Press, 1985. 164-200.

Bio

Jessica Balanzategui is a doctoral candidate in the department of Screen Studies at The University of Melbourne. She is currently working on her dissertation, which explores the construction of uncanny child characters in a recent assemblage of transnational horror films originating from America, Spain and Japan.