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April 12 Tutorial 12 - Power and Representation NotesRead the texts indicated in the workbin and consider the following questions for the discussion in the tutorial:
Shira Chess discusses how a game like GTA actually disciplines the player into the ideologies and structures of contemporary society. GTA induces (or plays into) certain desires in the player - this is how it generates pleasure in the player. P, 81 – Enclosure of disciplinary monotony; Cellular – forced narrative that keeps player within certain spaces in the game and in reality (p. 82); Genetic – time limits in the game lock the player into virtual rather than real time (p. 83); Organic – Precise movements and locked game narrative structure codifies and makes movements repetitive (p. 84); Combinatory – Rewards such as rank and points etc. are handed out based on obedience to these rules (p. 85).
2. What role does the interactive element play in this?
3. How does Chess' assessment of GTA relate to Manovich' discussion on interactivity? Who is in control in User-to-System Interactivity? Manovich suggests that technology (i.e., the Internet) has objectified/codified the scope of interactivity. Contrast this with art without implementation – Yoko Ono’s “Record the Sound of Falling Snow.” 4. How does this subjugation of the player relate to stereotypical gendered and raced representations of 'others' in the game? Player is subjugated under a binary of real vs. imaginary; exaggerated references to racial and gendered stereotypes implicitly acknowledge the political incorrectness of such sentiments; stereotype is so cartoony that as much as it re-enforces the stereotype, brings attention to what is politically correct (p. 87).
======================================= Use Wendy Chun's piece to explain why interactive technologies, like the Internet, invoke a disorientation and a 'fear of the other'. 1. What is particular about the aesthetic of interactive media?
Assume that in this world, only John and Dave exist. John is strong, and Dave (the native) is weak. John’s superiority in terms of strength only has meaning if it is contrasted with Dave’s weakness. So, John always has to reference Dave in order to appear superior. In this case, John has been nativized because (i) not only does the self-concept of John now always include Dave, John can only ever be defined against categories that have meaning to Dave, in this case strength. So for example, if John and Dave has the same intelligence, John cannot define himself in a superior way using this characteristic.
2. In turn then, how do the current dominant fantasies or metaphors of interactive technologies, as well as the cybernetic interface itself, manage Western fears of the economically emerging orient (like China or Japan)?
3. Why is a film like Ghost in the Shell so popular with Western audiences, and how does this relate to racialised depictions of space, and characters in the anime?
4. Discuss the possible relationship between Chun's argument of 'cyberspace' as facilitating orientalist fantasies, with the common stereotyping by Western players of the 'Chinese' as 'goldminers' spoiling the pleasure of the game in, for instance, WoW. Image of the yellow peril is enhanced rather than challenged. |
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