Journal articles: 'The friendly monster' – Grafiati (2024)

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Author: Grafiati

Published: 4 June 2021

Last updated: 13 February 2022

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1

Sherman,R.Keith, Robert Whittam, and Julie Cayley. "Severn Sound Remedial Action Plan: The friendly little monster." Aquatic Ecosystem Health & Management 21, no.4 (October2, 2018): 387–97. http://dx.doi.org/10.1080/14634988.2018.1528819.

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Liang, Bridget. "It’s Not Weird… Like Werewolves." Canadian Journal of Disability Studies 8, no.2 (April28, 2019): 163–84. http://dx.doi.org/10.15353/cjds.v8i2.497.

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This paper is both a theoretical and creative exploration using fan ficion. Monsters have drawn my interest because they are often metaphors for marginalized folks. Through histories of marginalized experiences represented as monsters and villains, I claim the monster as my own. In more recent iterations of the monster, I have observed this pull towards the normate looking at the show Teen Wolf in comparison to the 1984 movie by the same name. The monster becomes the protagonist, but in doing so, ends up becoming predominantly white, heterosexual, cisgender, abled, thin, and conventionally attractive. Furthermore, the representations of the monster consist of bodies that draw closer to the normate, but are exemplary of the norms of desirability. In short, they find the hottest models to play as monsters. The monster is no longer the marginalized subject, but becomes an expected, unattainable norm of desirability like Audre Lorde’s “mythical norm”. In response to this mythical norm, I have rewritten the scripts as fans sometimes do. In Teen Wolf, the protagonist, Scott McCall becomes abled upon becoming a werewolf. What if he stayed disabled and wasn’t drawn closer to the normate? What if instead, he stayed a disabled nerd and ended up in a relationship with his best friend, Stiles, another disabled nerd? This little slice of life explores a little about what it’s like to be disabled, queer, racialized, and a monster that’s a little more representative of what it’s like to be marginalized.

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Harries, Judith. "Pants-tastic performances." Early Years Educator 23, no.3 (October2, 2021): S4—S5. http://dx.doi.org/10.12968/eyed.2021.23.3.s4.

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Claire Freedman is a highly successful author of many entertaining picture books for young children, featuring pants-obsessed aliens and dinosaurs, best friends Oliver and Patch, and lots of different monsters.

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Ty, Eleanor. "Fathers as Monsters of Deceit: Robinson's Domestic Criticism in The False Friend." Lumen: Selected Proceedings from the Canadian Society for Eighteenth-Century Studies 14 (1995): 149. http://dx.doi.org/10.7202/1012516ar.

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Bugaj, Małgorzata. "“We understand each other, my friend”. The freak show and Victorian medicine in "The Elephant Man"." Panoptikum, no.21 (December18, 2019): 81–94. http://dx.doi.org/10.26881/pan.2019.21.05.

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A large part of David Lynch’s oeuvre centres around corporeal anxieties and grotesque, divergent bodies drawing attention to their own biological nature. One such example is the 1980 feature "The Elephant Man", focusing on John Merrick, a freak show performer severely afflicted with a disfiguring disease. The film juxtaposes key characters in the film and moves between their different perspectives: that of Merrick, a freak show performer; Doctor Treves, a man of science; Bytes, an entertainer; and finally, a number of peripheral observers from both the high and low classes of Victorian society. The titular Elephant Man’s disfigured body becomes the object of spectacle both in a freak show and in a medical lecture theatre. This paper compares scenes presenting Merrick’s body as an exhibit and argues that Lynch draws parallels between the domain of sensational entertainment (Merrick as a carnival monster) and scientific analysis (Merrick as a medical specimen). In this way, the film highlights the similarities between the perception of the body in those two seemingly incongruous discourses. I suggest that the exhibition of a monstrous body in The Elephant Man, both in the context of a sideshow and Victorian medical lecture, are consciously theatrical.

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Holloway,HarryC. "All My Friends Are Dead, by Avery Monsen and Jory John." Psychiatry: Interpersonal and Biological Processes 74, no.3 (September 2011): 277–78. http://dx.doi.org/10.1521/psyc.2011.74.3.277.

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Bailey, Andrew. "Zombies, Epiphenomenalism, and Physicalist Theories of Consciousness." Canadian Journal of Philosophy 36, no.4 (December 2006): 481–509. http://dx.doi.org/10.1353/cjp.2007.0000.

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In its recent history, the philosophy of mind has come to resemble an entry into the genre of Hammer horror or pulpy science fiction. These days it is unusual to encounter a major philosophical work on the mind that is not populated with bats, homunculi, swamp-creatures, cruelly imprisoned genius scientists, aliens, cyborgs, other-worldly twins, self-aware Computer programs, Frankenstein-monster-like ‘Blockheads,’ or zombies. The purpose of this paper is to review the role in the philosophy of mind of one of these fantastic thought-experiments — the zombie — and to reassess the implications of zombie arguments, which I will suggest have been widely misinterpreted. I shall argue that zombies, far from being the enemy of materialism, are its friend; and furthermore that zombies militate against the computational model of consciousness and in favour of more biologically-rooted conceptions, and hence that zombie- considerations support a more reductive kind of physicalism about consciousness than has been in vogue in recent years.

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Kaufman, Peter Iver. "Humanist Spirituality and Ecclesial Reaction: Thomas More's Monstra." Church History 56, no.1 (March 1987): 25–38. http://dx.doi.org/10.2307/3165302.

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“Do you want to see new marvels (monstra)? Do you want to see strange ways of life, to find the sources of virtue or the causes of all evil; to sense the vast emptiness that commonly goes unnoticed?”Cornelius Grapheus was responsible for this sales promotion. Along with other prefatory material, it introduced Thomas More's Utopia to readers in 1516. More's friend, Erasmus of Rotterdam, had collected endorsem*nt, and either he or Peter Giles had approached Grapheus, then secretary to the municipal government at Antwerp. It is reasonable to assume that Grapheus jumped at the chance to associate his name with the new work. He had published nothing before this time, save for some devotional verse in 1514, yet careers were launched, patrons found, and reputations ennobled by promotional material as well as by the material promoted.

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Kunzle, David. "The Gourary Töpffer Manuscript of Monsieur Jabot." European Comic Art 2, no.2 (June1, 2009): 173–203. http://dx.doi.org/10.3828/eca.2009.2.

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The purpose of this essay is dual and makes for a two-part division: the first, after a physical description, argues for the authenticity, genesis and dating of the Gourary manuscript album of drawings for Monsieur Jabot. The existence of this manuscript, which I believe to be by the hand of Rodolphe Töpffer, is scarcely known, and its authenticity has been questioned. This first part describes the circ*mstances and rationale of its making, the intricacies of dating, the delay in distribution, and the very slight (with one or two more significant) improvements made in the printed version of 1833-1835. This latter represents Töpffer's first essay in autolithography of a sequence of humorous drawings, an histoire en images, Töpffer's invention within the controversial genre of caricature. The second part, in a connected account, uses the newly published correspondence to establish and confirm the chronology of the various stages of production of Jabot:1 redrawing (in the Gourary manuscript), transfer to lithographic paper, printing (1833-1834), and, finally, a long-delayed distribution through the author's peculiar private system de proche en proche ['gradually, by degrees']. I explain the delay and the changes made during production, and document the private distribution through friends from October 1835. The whole story has to be fitted together like a jigsaw puzzle in which some pieces are inevitably missing.

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Hague,A. "How to Get Ill, Stay Ill and Die." Journal of Biomedical Research & Environmental Sciences 2, no.2 (February24, 2021): 074–83. http://dx.doi.org/10.37871/jbres1192.

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This is your death plan. Choose the easy options. Go with the flow. Do what you want to do. This will get you off the endless conveyor. No more effort and it’s all downhill. Be advised by advertisers, doctors who know nothing about food or exercise, a government that wants to squeeze you and business intent on profit. If you are reading this thinking you can do the opposite, think again. You will be fighting powers you did not know exist. Perhaps you should be in a cave without money, friends or help. Survival in a civilised society is difficult. Only the brave can go against the grain. There are three sectors: food, exercise and lifestyle. All three are waiting for you like monsters of the deep to suck you in and kill you. You think you are being looked after. Beware!

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Hague, Andrew. "How to get ill, stay ill and die." Clinical Medical Reviews and Reports 3, no.4 (April6, 2021): 01–08. http://dx.doi.org/10.31579/2690-8794/073.

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This is your death plan. Choose the easy options. Go with the flow. Do what you want to do. This will get you off the endless conveyor. No more effort and it’s all downhill. Be advised by advertisers, doctors who know nothing about food or exercise, a government that wants to squeeze you and business intent on profit. If you are reading this thinking you can do the opposite, think again. You will be fighting powers you did not know exist. Perhaps you should be in a cave without money, friends or help. Survival in a civilised society is difficult. Only the brave can go against the grain. There are three sectors: food, exercise and lifestyle. All three are waiting for you like monsters of the deep to suck you in and kill you. You think you are being looked after. Beware!

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Silk,M.S. "Heracles and Greek Tragedy." Greece and Rome 32, no.1 (April 1985): 1–22. http://dx.doi.org/10.1017/s0017383500030096.

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Heracles was the greatest and the strangest of all the Greek heroes. A long list of superhuman acts of strength and courage stood to his name, and above all else the famous twelve labours, which began with the killing of the Nemean lion and.ended in the capture of the monstrous watchdog Cerberus in Hades. He was a great slayer of monsters, also a great civilizer, founding cities, warm springs, and (as Pindar was fond of reminding his audiences) the Olympic festival. He suffered prodigiously, and he maintained prodigious appetites, for food, drink, and women. He may have had friends, but none close (as, say, Patroclus and Achilles were close), but he did have one implacable and jealous enemy, the goddess Hera. He had two marriages: the first set of wife and children he killed in a fit of madness; the second brought about his own death. He was the son of a mortal woman, Alcmena, and the god Zeus, with Amphitryon as a second, mortal, father; and after his death (by most accounts) he became a god himself and lived on Olympus.

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Camara, Anthony. "How to Hack Lovecraft, Make Friends with His Monsters, and Hijack His Mythos: Reading Biology and Racism in Elizabeth Bear’s “Shoggoths in Bloom”." Studies in the Fantastic 4, no.1 (2016): 24–47. http://dx.doi.org/10.1353/sif.2016.0007.

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Suhr, Hiesun-Cecilia. "Understanding the emergence of social protocols on MySpace: Impact and its ramifications." Comunicar 17, no.34 (March1, 2010): 45–53. http://dx.doi.org/10.3916/c34-2010-02-04.

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Over the recent years, MySpace has been vital to fostering the growth of independent musicians’ followings and have played critical roles in helping mainstream artists maintain fan communities. The popularity of MySpace has been accompanied by the establishment of social protocols which allow musicians to network with one another in an efficient and successful way. These protocols have inspired the publication of various books (such as «MySpace Music Profit Monster!: Proven Online Marketing Stra - tegies!» by Nicky Kalliongis devoted to providing tips and strategies for musicians. While some of these protocols pertain to being savvy with the technological aspect of MySpace, other protocols are directly related to learning a particular manner to network on MySpace. Furthermore, these practices are considered a serious work as they require a lot of time and networking skills to achieve a certain level of success, i.e. increasing the number of friends on one’s network. Thus, this article examines the emerging social protocols on MySpace as a form of affective and immaterial labor. The author argues that the implementation of various tips as provided by MySpace expert will possibly have a regressive effect on musicians’ social networking practices as these could become a standardized and repetitive practice. As a whole, this article traces the evolution of MySpace, especially in regards to the decreasing popularity of the site as a current trend. En los últimos años, MySpace ha sido crucial para promover el aumento de los seguidores de músicos independientes y ha representado un papel muy importante a la hora de ayudar a artistas populares a mantener las comunidades de fans. La popularidad de MySpace ha ido acompañada del establecimiento de protocolos sociales que han permitido a los músicos establecer vínculos entre ellos de una manera eficaz y exitosa. Estos protocolos han servido de inspiración para publicar varios libros (como «MySpace Music Profit Monster!: Proven Online Marketing Strategies!» de Nicky Kalliongis) con consejos y estrategias para los músicos. Si bien, algunos de estos protocolos pretenden conocer el aspecto tecnológico de MySpace, otros protocolos están directamente relacionados con el aprendizaje de una manera particular de conexión en red a través de MySpace. Además, estas prácticas son consideradas un trabajo serio, ya que requieren mucho tiempo y habilidades de conexión en red para lograr un cierto nivel de éxito, es decir, aumentar el número de amigos en la red personal. Así que, en este artículo, se analizan los protocolos sociales emergentes en MySpace como una forma de trabajo afectivo e inmaterial. La autora sostiene que la implementación de algunos consejos, como los proporcionados por expertos en MySpace, posiblemente pueda tener un efecto regresivo en las prácticas de los músicos en redes sociales, ya que podrían estandarizarizarse y volverse repetitivas. En conjunto, este artículo describe la evolución de My - Space, sobre todo en lo que respecta a la decreciente popularidad del sitio como una tendencia actual.

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Koryakina,A.F. "Analogies in Yakut Olonkho and Tuvan Epos: Plot-Compositional Structure, Motives (based on the Epics “Nyurgun Bootur the Swift” by G. K. Orosin and “Hunan-Kara” Changchi-Khoo Oorzhak)." Nauchnyi dialog, no.5 (May30, 2020): 303–19. http://dx.doi.org/10.24224/2227-1295-2020-5-303-319.

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The results of a comparative analysis of the texts of the Yakut and Tuvan epics in order to establish common features in the epic heritage of the Yakut and Tuvan peoples are presented in the article. The relevance of the study is due to the problem of searching for the genetic origins of the formation of the heroic epic in modern epiconception. The degree of knowledge of the problem, the style of performance of the epic in a comparative perspective are examined. Particular attention is paid to the analysis of the plot-compositional structure, plot-forming motifs. As a result of the study, data were revealed that testify to the undeniable occurrence of epic legends of the Yakut and Tuvan peoples at the interface of their historical and spiritual contacts in the Turkic-Mongolian world, about their common genetic origins. Analogies are found in the manner of performing the storytellers. The proximity of the plot-compositional structure was discovered: in both epic literary texts there are all elements of the plot composition, stable for the Turkic-Mongolian epics. It is established that in the studied works the themes of matchmaking of bogatyr-heroes and their heroic campaigns, battles with monsters in order to protect fellow tribesmen are in contact. Both epics contain ancient motifs: parents provide heroes with heroic armor and a horse; description of a horse-friend, heroism; matchmaking and marriage, etc.

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Nur Ulfah, Rena Al Asyifa, and Resti Afrilia. "AN ANALYSIS OF FLOUTING MAXIM IN “THE B.F.G” MOVIE." PROJECT (Professional Journal of English Education) 1, no.5 (September1, 2018): 687. http://dx.doi.org/10.22460/project.v1i5.p687-695.

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This research studies about flouting maxim in The B.F.G movie. The research concerns on finding the flouting maxims in The B.F.G movie. This research employed mainly descriptive qualitative method to support in interpreting and analysing the data. The data of this research were utterances produced by Sophie and BFG as main characters in The B.F.G movie. The context of the research was the dialogues of the movie. The data sources of this research were The B.F.G and its script. Meanwhile, the primary instrument of this research was the researcher ourselves. The data were collected by downloading the movie and the script, watching the movie, and then collecting the data which reflects the phenomena of maxim flouting. The paper examines the use of flouts in different situations and explores in what situations the different characters flout the maxims for any conversation. The results show that there were 10 flouting maxims of quantity (42%); 10 flouting maxims of relevance (42%); 2 flouting maxims of quality (8%); and 2 flouting maxims of manner (8%). Hence the total number of flouting maxims is 24. These results suggest that the use of flouts has to do with their different personalities and communities.Keywords: Cooperative Principle, Grice’s Maxim, Flouting MaximHow to Cite: Ulfah-1, R.A.A.N.U.-1., Afrilia, R-2. (2018). An Analysis of Fluting Maxim in BFG Movie. Project, X (X), XX-XX. INTRODUCTIONCommunication is a medium to convey meaning from one to another. As stated by Yule (2006) that communication involves word recognition and meaning recognition. There could be hidden intention in some utterances. Failing to recognize those intentions may lead to misunderstanding and even a dispute. Nevertheless, listener is not always to be in guilt. Sometimes in communication, the speaker may provide incomplete or unclear utterance hence the listener found difficulties to comprehend. Thus it is claimed that language as a tool for communication serves as an instrument to maintain a good relationship between the speaker and the hearer. Dealing with language and communication, cooperative principle proposed by Grice serves as means to achieve effective communication. It is described that speakers and listeners must give contribution as required by each other so that both of them may come to the same understanding of the meaning they are trying to convey. Grice elaborates four conversational maxims: maxim of relevance, maxim of quantity, maxim of quality, and maxim of manner. During conversation, speakers may break the rule of the maxims. The flouting of the maxims may occur in daily life or in movies. Movies as one of literary works mostly functions to entertain the audience. The flouting maxims in movies may be intentionally created to achieve the purpose of entertaining. The BFG is one fantasy adventure film released in 2016 by Walt Disney. It tells about the journey of two different species, a human (Sophie) and a giant (that Sophie called Big Friendly Giant). Since they are from different group of communities, their communication may run ineffective. This study aims at analyzing the flouting maxims occurred in The BFG movie.The Cooperative Principle Cooperative Principle is the basic principle in pragmatics. The Cooperative Principle is principle of conversation that was proposed by Grice. He called The Cooperative Principle as when we try to talk to be cooperative by elevating. He says, “make your conversational contribution such as is required, at the stage at which it occurs, by the accepted purpose or direction of talk exchange in which you are engaged.” Within this principle, he intended four maxims.(Grundy, 1998) (in Ginarsih, 2014)Grice’s MaximMaxim of RelevanceMaxim of relation: This maxim may seem clear in the first look but as Grice himself mentioned it is very difficult to define it exactly: "Though the maxim itself is terse, its formulation conceals a number of problems that exercise me a good deal: questions about what different kinds and focuses of relevance there may be, how these shift in the course of a talk exchange, how to allow for the fact that subjects of conversations are legitimately changed, and so on. I find the treatment of such questions exceedingly difficult, and I hope to revert to them in later work." Grice ( in Kheirabadi, 2012).Maxim of Quantity Maxim of quantity requires that participants of a conversation give their contribution as is required in terms of the quantity of information. To say beyond the quantity of information needed in the conversation is to break the maxim. In making their contribution to the conventional talk, participants should gauge the amount information that is really sought for and give it as much as is necessary. They should not make their contribution either more informative or less informative. (Seken, n.d.2015)Maxim of QualityMaxim of quality requires conventional participants to say things that are true or things that they believe to be true. That is, they do not say anything than they believe to be false or anything of which they do not have any evidence. In other words, to comply with this maxim, a speaker in a conventional exchange must speak on the basis of facts, or he/she must have factual evidence by which to sufficiently support what he/she says as truth. (Seken, n.d.2015)Maxim of Manner Utterances may conform to the maxims or may disobey them by infringing, opting out, and flouting or violating. The infringement of the maxims is because of the speaker‟s imperfect knowledge of linguistic. When speakers decided to be uncooperative, they opt out of observing the maxims. ( Thomas 1995 in Jafari, 2013) Maxim Flouting Flouting a maxim is the case when a speaker purposefully disobeys a maxim at the level of what is said with the deliberate intention of generating an implicature. In this case, the speaker’s choice not to observe the maxim by the words he/she utters may be related to the some motive (such as politeness, style of speaking, etc.) (Seken, n.d.2015).According to Thomas (1995:64 in Mohammed & Alduais, 2012) flouting a maxim occurs where a participant in a conversation chooses to ignore one or more of the maxims by using a conversational implicature. Ignoring maxims by using conversational implicatures means that the participant adds meaning to the literal meaning of the utterance. He further explains the conversational implicature that is added when flouting is not intended to deceive the recipient of the conversation, but the purpose is to make the recipient look for other meaning. Moreover Black (2006:25 in Mohammed & Alduais, 2012) explains that a speaker who flouts maxims is actually aware of the Cooperative Principles and the maxims. In other words, it is not only about the maxims that are broken down but that the speaker chooses an indirect way to achieve the cooperation of the communication.Types of Flouting Maxim In ( Grice’s theory in Nur & Fatmawati, 2015) there are four types of maxim flouting. They are quantity maxim flouting, quality maxim flouting, relevance maxim flouting, and manner maxim flouting. Quantity Maxim FloutingWhen a speaker flouts the maxims under the category of Quantity, she/he blatantly gives either more or less information than the situation demands.For example: A : The other giants. Are they nice, like you a nice?B : No, I regret to say that the guys would eat you alive bite. My twenty four foot, but not in Giant country, and that's where you are. In Giants country now.In the example above, it is not appropriate, because when A asks the B about another giant, B does not answer according to the question. He give more information that not needed by A.Quality Maxim Flouting Thomas (in Fami 2015:15) said that flout maxim of quality occur when the speaker say something which is blatantly untrue or for which he/she lack adequate evidence.For example:A : Not as it happens to me, it is most terrible speakB : Well, I think you speak beautifullyIn the example above, B say untrue or lie. She do this, because she doesn’t want B sad with his speaking.Relevance Maxim FloutingFlouting of maxim relevance, (Ginarsih 2014, n.d.) said that by changing the subject or by failing the address the topic directly is encountered very frequently. For example:A : You mean of my life. For the rest of my life?B : Hey, do not you cold?In this case B did not answer according to the question, B changes the topic of conversation. Manner Maxim FloutingAccording to (Ginarsih 2014, n.d.) The maxim under the category of manner is exploited by giving ambiguity and obscure expressions, failure to be brief and orderly. It is often trying to exclude a third party, as in this sort of exchange between husband and wife.A : Where are you off to?B : I was thinking of going out to get some of that funny white stuff for somebody.A : OK, but don’t be long – dinner is nearly readyB speaks in an ambiguous way, saying “that funny white stuff” and“somebody”, because he is avoiding saying “ice cream” and “her/his Daugther”, so that his little daughter does not become excited and ask for the ice cream before her meal. Sometimes the speakers play with words to heighten the ambiguity, in order to make a point.Movie(Chandra Yuliasman 2014) Movie is happen based on script, but it reflect to our daily life activity mostly. That is why the researcher interested to use movie as media to increase the researcher understanding about flouting maxim. Movie also affect masses in childhood and youth. Movie is also called a film or motion picture, is a series of still or moving images. Based on the theories above, the researcher chose “The BFG (Big Friendly Giant)” as the object of the research.The B.F.GThe B.F.G is a 2016 American fantasy adventure film directed and produced by Steven Spielberg, written by Melissa Mathison and based on the 1982 novel of the same name by Roald Dahl. In the film, an orphan human girl be friends a benevolent giant, dubbed the "Big Friendly Giant", who takes her to Giant Country, where they attempt to stop the man-eating giants that are invading the human world. The writers chose The B.F.G, because in the film contain about friendship and courage, in that movie also have morality and ethics quotes. Steven Spielberg is known for his quality films, such as Jurrasic Park. He has also received three Oscars, and received a Life Achievement Award from the American Film Institute (AFI). Steven hooked some Hollywood actresses to play in the movie B.F.G, such as: Mark Rylance (B.F.G), Ruby Barnhill (Sophie), Penelope Wilton, Jemani Clement, Rebecca Hall, Rafe Spall, and Bill Hader. Steven Spielberg films this In the premiere of premiere The BFG managed to triumph in the Top 10 Box Office by collecting revenues of USD 31 million. Although not a chance to taste the top of the Box Office but The BFG still loved by his fans, especially for lovers of fantasy and adventure movies.METHODThis research uses a descriptive qualitative method to analyse the flouting maxim in The B.F.G movie directed by Steven Spielberg. According to Holloway (in Nur & Fatmawati, n.d.) qualitative research is a form of social inquiry focusing on the interpretation of experience and the world by people.” Therefore, this research is conducted systematically through the technique of data collecting and data analysis. The data are taken from the script, the writers analysed of flouting maxim of quantity, maxim of quality, maxim of relation, and maxim of manner based on Grice’s theories, being used to choose the most frequently method among them, the writer used percentage category based on Multihajz’s formula, in Selvia (2014) as follows: P = Percentage F = Frequency n = Number of Maxims RESULTS AND DISCUSSIONResultsThere are 24 conversations from 100 conversations that found in The B.F.G Movie between the main characters, Sophie and B.F.G that flouted the Grice’s cooperative principle. They flouted the maxim of quantity, the maxim of quality, the maxim of relation, and the maxim of manner. In the calculation the writers employed percentage technique as described below:Table 1The Classification of Maxim:NoTypes of MaximQuantityPercentage1.The Maxim of Quantity1042 %2. The Maxim of Quality28 %3The Maxim of Relevance1042 %4The Maxim of Manner28 %Total24100 %From the classification above, it could be seen clearly that among four types of maxim in conversation between the main characters, Sophie and B.F.G in “The B.F.G” Movie, the maxim of Quantity and Relevance were the most identifiable types. First is Quantity. There are 10 conversations or cover 42 %. The second was the maxim of Relevance; there are 10 conversations or cover 42 %. The third was maxim of Quality; there are 2 conversations or cover 8 %. The fourth was the maxim of Manner; there are 2 conversations or cover 8 %. Based on the table above, here are the explanations of each maxim that the main character, Sophie and B.F.G flouted in The B.F.G Movie. The maxim of quantitySophie : The other giants. Are they nice, like you a nice?B.F.G : No, I regret to say that the guys would eat you alive bite. My twenty four foot, but not in Giant country, and that's where you are. In Giants country now.Analysis: It is not appropriate, because when Sophie asks the BFG about another giant, the BFG does not answer according to the question. He give more information that not needed by Sophie.Sophie : We can’t have secrets. I'll tell you mine. I sneak around at night too, and that still sometimes theft and lying. So I’m alone at the time. I've never had a best friend, I told you all thatB.F.G : We got over.Analysis: The BFG did not give the right reasons to reply to a statement from Sophie.Sophie : You should not let them treat you like that. You should notB.F.G : Live with nine giant eats beans. They take so I return. Murmur good dreams. It's what I can do, I do something. I do something.Analysis: The BFG ignored Sophie’s suggestion of another giant treating the BFG badly and he changed the subject.Sophie : No I’m not.B.F.G : Yes you here. If you are a human being and human being is a strawberry cream for giants. They are the prey of those giants out there, so you stay in a nice safe place right here. Analysis: BFG answer does not fit with the context of the conversation at that time.B.F.G : Someone called me a big, friendly giant. How should I call you? Sophie : My name is SophieAnalysis: Sophie does not understand about a nickname, so she just answers with her name only "Sophie".B.F.G: So you're an orphan?Sophie: Yes. You took me to an orphanage. You did not know?Analysis: Sophie did not give the right reasons to reply to a statement from B.F.G.B.F.G: I did not know that. Are you happy there?Sophie: No! I hate that. The lady who runs it is incompetent and she’s crazy rules and you get punish a lot.Analysis: In this conversation, Sophie should answer yes or no , because the question is are you happy there ?.Sophie : Being is not be ing .What is that green thing ?B.F.G : Frobscuttel. All giant drink frobscottel.Analysis: BFG answer does not fit with the context of the conversation at that time.Sophie : Where are you going now ?B.F.G : A dreams blow .It's what I do next.Analysis: BFG answer does not fit with the context of the conversation at that time. In this conversation Sophie asks where, it means that ask about place.Sophie : But why did you bring me here? Why did you take me?B.F.G : I had did to take you, because the first thing you, you would do spread the news you actually saw a giant and then there would be a big fuss and all human beans would be looking for the giant dresses all excited, and then I would be locked up in a cage to look at me with all the noisy hypo-fat and crocodiles and giraffes. And then there would be a huge hunt for all the boy giantsAnalysis: The BFG gives too much give reason to Sophie, should the BFG give Sophie a simple and precise reason for the question.The maxim of RelevanceSophie : Then, who are you? What kind of monster are you?B.F.G : You as me wrongAnalysis: BFG does not honestly reply to Shopie that he is a giant kind.Sophie : You mean of my life. For the rest of my life. B.F.G : Hey, do not you cold?Analysis: BFG did not answer according to the questionSophie : What did you work? B.F.G : And now she asks me to tell you very big secrets.Analysis: BFG did not answer according to the questionSophie : Flesh head ,he comes to eat me, my blood will be on your hands. B.F.G : Everything about you going against my better judgment.Analysis: BFG tries to make Shopie calm by diverting the conversationSophie : Look at all the stars! B.F.G : Often when it is clear I hear distant music living of the stars in the skyAnalysis: When Shopie wants to show something, BFG answer it with things that are not appropriate.Sophie: Really? B.F.G : You think I'm kidding, right? Analysis: BFG should simply answer "yes" or "no".Sophie : Are there bad dreams here too? B.F.G : It will a TrogglehumperAnalysis: BFG did not answer the question correctly.Sophie : Make them all happy. BFG, your father and your mother taught you about dreams? B.F.G : The Giants do not have mothers or fathers. Analysis: BFG should simply answer “has” or “has not”.Sophie : What is the Sophie’s dream? B.F.G : A golden Phizzwizard. I had not seen in a while. Analysis: BFG does not explain what dreams Sophie will experience.Sophie : You snapped me.B..F.G : Well, you are right. After all, you're just a little thing. I can’t help thinking what your poor mother and father must be …Analysis: BFG should simply answer "yes" and "no", and not discuss the unnecessaryThe maxim of QualityB.F.G : You do, you really do?Sophie : Simply beautifully.Analysis: In this situation of conversation, Sophie gives untrue respond to B.F.G or she lies, because she didn’t want make B.F.G sad with B.F.G’s sentence.B.F.G : Not as it happens to me, it is most terrible speak.Sophie : Well, I think you speak beautifully.Analysis: In this conversation, Sophie say untrue or lie. She did it, because she didn’t want B.F.G sad with his statement.The maxim of mannerSophie : Blood bottler ? B.F.G : Yes and butcherSophie : The butcher. Please don’t eat me.Analysis: BFG does not explain in detail about Bottler.Sophie : But then I wake up.B.F.G : And you wake up.Sophie : But not here.Analysis: There is no alignment in the conversationDiscussionThe writer found total numbers of flouting maxim that produce by main character in “The B.F.G” movie those were 24 utterances. Then divided into four types of flouting, they were quality which had 10 data or 42%, quantity had 2 data or 8%, relevance had 10 data or 42% and manner had 2 data or 8%. Thus the most frequent category of flouting maxim produce is the main character was maxim of quality and maxim of relevance. It means that in this movie, The BFG tended to conduct his flouted utterance for move the conversations. CONCLUSIONThe aim of this research is to find out the flouting maxim by the main characters in “The B.F.G” movie. The result show the most frequent category of flouting maxim by the main character was quality and relevance. It indicates that based on the maxim of quantity, there are some conversations that giving more or less information. Based on the semantics theory it is wrong, because giving more information than the need is flouting the maxim of quantity. For the maxim of relevance, there are some conversations that are not relevance, it is related with Ginarsih statement relevance maxim flouting by changing the subject or by failing the address the topic directly is encountered very frequently. There are only two flouting maxims of quality and manner was less frequent. It indicates mostly the conversation in The B.F.G movie is cooperative. It is different with the previous study, from Iniyanti, A et.al (2014) they found two flouting maxims, there are: maxim of relation and maxim of manner. And from Al-Qaderi (2015) he found that the maxim of quantity was most frequently flouted.After the research, the researcher took a conclusion that even the famous movie, the flouting maxims are can’t be avoid. ACKNOWLEDGMENTSPlace Acknowledgments, including information on the source of any financial support received for the work being published. Place Acknowledgments, including information on the source of any financial support received for the work being published.

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Agostini, Siegrid. "Claude Clerselier lettore del dubbio di René Descartes*." EDUCAÇÃO E FILOSOFIA 34, no.72 (February12, 2021): 1077–103. http://dx.doi.org/10.14393/revedfil.v34n72a2020-59281.

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Claude Clerselier leitor da dúvida de René Descartes Resumo: Claude Clerselier foi amigo, correspondente, tradutor e editor de René Descartes, de quem publicou os três volumes da correspondência (Cartas do senhor Descartes), O homem e O mundo. Sua atividade de editor e tradutor foi sempre animada por um duplo desígnio : divulgar a filosofia de Descartes, construindo e veiculando, entretanto, a imagem mais ortodoxa possível do filósofo. Essa imagem de Cleserlier « vulgarizador » da filosofia de Descartes, que sempre o fez o fiel discípulo que se esforça para não se distanciar do mestre cujos méritos celebra, merece em nossa opinião um aprofundamento. Uma análise atenta do Prefácio a’O homem mostra incontestavelmente que Clerselier não se limita a difundir e defender a filosofia cartesiana, mas também que dela é um intérprete escrupuloso. A passagem desse Prefácio no qual Clerserlier discute certos temas, centrais, da metafísica cartesiana, nos parece, com efeito, sugerir uma abordagem completamente diferente daquela de seu mestre. Palavras-chave: Descartes. Clerserlier. Correspondência. O homem e O mundo. Claude Clerselier, reader of the doubt of René Descartes Abstract: Claude Clerselier was a friend, correspondent, translator, and editor of René Descartes. He published three volumes of correspondence of Descartes (The Correspondence of René Descartes), Treatise of Man, and The World. His activity as editor and translator was always inspired by a dual purpose: disseminate the philosophy of Descartes, though through building and conveying the most orthodox image possible of the philosopher. This image of Clerselier as “popularizer” of Descartes’ philosophy, that always portrayed him as the faithful disciple who strives to never distance himself from the master whose merits he honors, is, in our opinion, worthy of deeper analysis. Close attention to the Preface of the Treatise of Man undeniably shows that Clerselier did not limit himself to disseminating and defending Cartesian philosophy but that he is also its scrupulous interpreter. The passage of this Preface in which Clerselier discusses determined themes central to Cartesian metaphysics effectively appears to suggest a completely different approach to that of his master. Keywords: Descartes, Clerselier, correspondence, Treatise of Man, The World Claude Clerselier lecteur du doute de René Descartes Résumé: Claude Clerselier fut ami, correspondant, traducteur et éditeur de René Descartes, dont il publia les trois volumes de la correspondance (Lettres de Monsieur Descartes), l’Homme et le Monde. Son activité d’éditeur et traducteur fut toujours animée d’un double dessein : divulguer la philosophie de Descartes tout en construisant et véhiculant, du philosophe, l’image la plus orthodoxe possible. Cette image de Clerselier ‘vulgarisateur’ de la philosophie de Descartes, qui a toujours fait de Clerselier le fidèle disciple qui se garde de s’éloigner de la doctrine du maître dont il célèbre les mérites, mérite à notre avis d’un approfondissem*nt. Une analyse attentive de la Préface à l’Homme montre incontestablement que Clerselier ne se limite pas à diffuser et à défendre la philosophie cartésienne mais qu’il en est aussi un interprète scrupuleux. Le passage de cette Préface dans lequel Clerselier discute certains thèmes, centraux, de la métaphysique cartésienne, nous semble en effet suggérer une approche complètement différente de celle de son maître. Mots-clé: Descartes. Clerserlier. Correspondance. L'homme et Le Monde. Data de registro: 17/11/2020 Data de aceite: 30/12/2020

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Mosselaer, Nele Van de. "How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive Fiction." Journal of Literary Theory 12, no.2 (September3, 2018): 279–99. http://dx.doi.org/10.1515/jlt-2018-0016.

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Abstract How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist (1975). A puzzling element of these emotions that always resurfaced within discussions on the paradox is the fact that, although these emotions feel real to the people who have them, their difference from ›real‹ emotions is that they cannot motivate us to perform any actions. The idea that actions towards fictional particulars are impossible still underlies recent work within the philosophy of fiction (cf. Matravers 2014, 26 sqq.; Friend 2017, 220; Stock 2017, 168). In the past decennia, however, the medium of interactive fiction has challenged this crystallized idea. Videogames, especially augmented and virtual reality games, offer us agency in their fictional worlds: players of computer games can interact with fictional objects, save characters that are invented, and kill monsters that are clearly non-existent within worlds that are mere representations on a screen. In a parallel to Radford’s original question, we might ask: how can we be moved to shoot zombies, when we know they aren’t real? The purpose of this article is to examine the new paradox of interactive fiction, which questions how we can be moved to act on objects we know to be fictional, its possible solutions, and its connection to the traditional paradox of fictional emotions. Videogames differ from traditional fictional media in that they let their appreciators enter their fictional worlds in the guise of a fictional proxy, and grant their players agency within this world. As interactive fictions, videogames reveal new elements of the relationship between fiction, emotions, and actions that have been previously neglected because of the focus on non-interactive fiction such as literature, theatre, and film. They show us that fictional objects can not only cause actions, but can also be the intentional object of these actions. Moreover, they show us that emotions towards fictions can motivate us to act, and that conversely, the possibility of undertaking actions within the fictional world makes a wider array of emotions towards fictional objects possible. Since the player is involved in the fictional world and responsible for his actions therein, self-reflexive emotions such as guilt and shame are common reactions to the interactive fiction experience. As such, videogames point out a very close connection between emotions and actions towards fictions and introduce the paradox of interactive fiction: a paradox of fictional actions. This paradox of fictional actions that is connected to our experiences of interactive fiction consists of three premises that cannot be true at the same time, as this would result in a contradiction: 1. Players act on videogame objects. 2. Videogame objects are fictional. 3. It is impossible to act on fictional objects. The first premise seems to be obviously true: gamers manipulate game objects when playing. The second one is true for at least some videogame objects we act upon, such as zombies. The third premise is a consequence of the ontological gap between the real world and fictional worlds. So which one needs to be rejected? Although the paradox of interactive fiction is never discussed as such within videogame philosophy, there seem to be two strategies at hand to solve this paradox, both of which are examined in this article. The first strategy is to deny that the game objects we can act on are fictional at all. Espen Aarseth, for example, argues that they are virtual objects (cf. 2007), while other philosophers argue that players interact with real, computer-generated graphical representations (cf. Juul 2005; Sageng 2012). However, Aarseth’s concept of the virtual seems to be ad hoc and unhelpful, and describing videogame objects and characters as real, computer-generated graphical representations does not account for the emotional way in which we often relate to them. The second solution is based on Kendall Walton’s make-believe theory, and, similar to Walton’s solution to the original paradox of fictional emotions, says that the actions we perform towards fictional game objects are not real actions, but fictional actions. A Waltonian description of fictional actions can explain our paradoxical actions on fictional objects in videogames, although it does raise questions about the validity of Walton’s concept of quasi-emotions. Indeed, the way players’ emotions can motivate them to act in a certain manner seems to be a strong argument against the concept of quasi-emotions, which Walton introduced to explain the alleged non-motivationality of emotions towards fiction (cf. 1990, 201 sq.). Although both strategies to solve the paradox of interactive fiction might ultimately not be entirely satisfactory, the presentation of these strategies in this paper not only introduces a starting point for discussing this paradox, but also usefully supplements and clarifies existing discussions on the paradoxical emotions we feel towards fictions. I argue that if we wish to solve the paradox of actions towards (interactive) fiction, we should treat it in close conjunction with the traditional paradox of emotional responses to fiction.

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Hansen, Mascha. "“Acorns and berries afford me sufficient nourishment”: an ecocritical reading of the monstrous in Mary Shelley’s Frankenstein and Patrick Ness’s A Monster Calls." Palgrave Communications 5, no.1 (November19, 2019). http://dx.doi.org/10.1057/s41599-019-0353-3.

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AbstractMonster stories, however old they may be, still prove to be very fruitful when read in an ecocritical context. Monsters can be saviours, too: they have not yet lost their warning powers, and they still sneak around in modern retellings of the myths that prove how dire the consequences of wasting resources have long been in our story-telling traditions. Thus, the monstrous clearly offers powerful, anxiety-inducing images that must be of interest in contemporary attempts to revise our story-telling to a more eco-friendly mode. Indeed, Frankenstein’s monster, a vegetarian proud to be able to live without consuming animal food, a being torn between wanting to do good but committing evil instead, may be said to embody contemporary environmental concerns. If we read the monster as a natural “Being” (to use Percy Shelley’s term), however unnaturally created, he takes on a different role, one that ties him to the myth of Prometheus in ways that have not yet been explored. Moreover, he does have overtones of the Green Man, too, and in that shape, he can be connected to a more recent monster, that employed by Patrick Ness in A Monster Calls. Monsters, no doubt about it, are scary creatures when they make us face the truth about who we are, and what we do to the earth. This paper considers some of the tensions raised by the paradox of the monstrous ‘saviour’ from an ecocritical perspective.

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Aaltola, Elisa. "Animal Monsters and the Fear of the Wild." M/C Journal 5, no.1 (March1, 2002). http://dx.doi.org/10.5204/mcj.1944.

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The concept of the “other” is starting to get a little worn out, as it has been used extensively. Despite this it still is a clarifying term to be used when we talk of things that we tend to marginalize. The concept is largely built on fear, for it is that which we find distant, different and threatening that we name the “other”. We construct others because of fear and then fear them because of their otherness. (Cohen 1996). One forgotten group of “others” are animals. Of course, we don’t always see the animals as others, and maybe are heading more into the direction of seeing similarities instead of differences between them and ourselves. Still, the animals are often seen as our opposites. It is through the animal that anthropocentric cultures have defined “humanity”: we are what animals are not (see Clarke & Linzey 1990). One differentiating thing is their “wildness”, and it is often the cause of fear. Unlike us supposedly “cultural” creatures, we like to see (biased as ever) the animals as irrational and instinctual beings that threaten our control. Together with wildness also the “unknown” nature of animals makes us fearful, for the silent animals (especially when lurking in the waters or forests) remain beyond our reach. This fear has given birth to animal monsters that have been meddling with our imagination for centuries: the folklores tell about wear wolves, hell hounds and dragons that brave nights have to kill so that human cultures can flourish, the Bible suggests that the fallen angle is a dragon and the anti-christ a “beast”. Especially in the Middle Ages animals were often seen as demonic beings not to be messed with. (Salisbury 1997; Serpell 1986, 46). It does not seem like a big leap to claim that sometimes we see the animal as the silent, immoral, instinctual, material and even evil enemy that needs to be destroyed so that human rationality, morality and spirituality can prevail. The animal monster has not gone anywhere. They still live in the media, in the horror films and in the urban stories. Natural nasties The animal monsters became increasingly popular in the 70’s horror film. Andrew Tudor has called the genre “eco-doom” and refers to the animal monsters as “natural nasties” (Tudor 1989, 48-62). In his opinion the increased number of animal monsters can be tied to the fear of ecological catastrophe. I’d like to add the growing attention to animal rights issues and animal welfare. All of a sudden the superior status of humans was being critically examined, and animal monsters were one way to deal with the fear of loosing the old safe position. Tudor points out that at the same time also paranoia and helplessness were being emphasised: it was in the presumably safe environment that monsters all of a sudden emerged from, and the heroes were no longer quite as strong in protecting the society against them. This could be linked to the awareness of environmental and animal welfare issues: it was the supposedly controlled area that was attacking humanity. The most famous example of “zoohorror” (perhaps a better term for specifically animal monster horror) is of course Jaws (Spielberg, USA 1975). In the film an idyllic small town with happy holiday enjoyers is attacked by a seemingly psychopathic shark. Through out the film the difference and otherness of the shark are emphasised, and it is described as an instinctual “eating machine”. The humans trying to fight it are morally upright people who care for the community, the shark on the other hand is an aggressive killer who’s only motive seems to be to eat as many people as possible. The otherness is underlined with the way the shark is constructed. He remains out of sight for the majority of the film, neither the swimmers or the viewers get to see it. When it is seen for brief few seconds it is shown as a bodily spectacle of a fin, grey glittering body and – of course – huge jaws. Tudor calls these kinds of monsters “alien”, but I think a better term in this case would be “physical”. The monster lacks all personality and its motives are nonexistent. It becomes known only through its body and aggressive actions: it is constructed as an acting body. Otherwise it remains hidden, causing fear with its invisibility and absence. This goes well together with the idea that the animal is the opposite of humans – where as the humans in the films are intentional, rational and moral heroes the animal remains an instinctually acting violent body that is unseen, unknown – and frightning. Pets gone bad As said, it is the wildness and uncontrollability of animals that often causes us to view them as “others” and make us fear them. This is most evident with wild animals, but also present when it comes to domesticated animals. Domestication has often been understood as a process of improvement, of bringing animals from the natural state into culture that is supposed to be somehow “higher” (Thomas 1980; Harris 1996). Domestication also makes it possible to take control over animals (Passariello 1999). The threatening wildness disappears, and animals are made tame creatures that follow our control (of course, this is not always the motive behind domestication). Still, the wildness never completely disappears. As Steve Baker (1993) has claimed, it seems that there always is a fear of our control breaking and the animal going back to its natural stage. A nice little puppy can turn into a hellhound over night and kill the mailman. These stories make the headlines regularly causing even hysteria. The feared others can be domesticated and tamed, but they can still any time break free. The most famous example of an animal monster that causes fear because of “dedomestication” is Cujo (Teague, USA 1983). In the film a friendly family dog turns into a killer after being bit by a bat, and goes after the local villagers with amazing determination to kill everyone in sight. Another example is Man’s Best Friend (Lafia, USA 1993), where a genetically engineered Rottweiler kills all the people he considers rivals in respect to the owner. These (and many more) films construct animal monsters on the basis of our fear that something might go wrong with the domestication. The differences to the “natural nasties” are interesting. Where as wild animals are often physical monsters, domesticated animals are closer to the “anthropomorphic” (the term from Tudor 1989, 115) or “individual” monsters, for unlike wild animals, we are familiar with them. They are not hidden away like the wild animals, but remain in the viewers’ sight. They are also not as instinctual, and we can even understand their motives. Still, they are monsters that cause fear, for they have fought our cultural control and gone back into being “wild”. Psychopathic primates Where as wild animals are far away and domesticated animals close to us, primates are understood to be like us. Their cognitive skills and DNA’s have made it difficult to categorise them, and we feel a little embarrassed of how much they are like us. Still, and perhaps even because of this, they also cause fear. Planet of the Apes (Schaffner USA 1968) plays with the idea of roles being turned upside down, Link (Franklin 1985) and Congo (Marshall 1995) on the other hand show us primates as monsters. In these films the main motive seems to be to find a difference between humans and primates. Eventually it is claimed to be (when all else fails) morality. In Link a domesticated chimpanzee, who can use language, dresses in clothes and even works as a butler for a scientist, turns into a psychopathic killer when he discovers he might be replaced. In the film the scientist keeps saying humans should never forget that they are “the dominant species” and that primates “lack morality”. In Congo there is both a well behaving domesticated gorilla, and a pack of wild gorillas. The scientist, who owns the domesticated one decides to bring her back to the jungle (where she supposedly “belongs”) and has to fight back a group of monstrous wild gorillas. In the course of the film he becomes to understand that not all primates are as nice as the one he’s had, and that some are “killer apes”. The lesson seems to be quite clear: primates can resemble us, but because they lack morality they can ultimately become viscious monsters. Where as wild animals are physical and domesticated animals somewhat closer to individual monsters, primates are completely individuated – after all, they are “closest” to us. In the films the primate monsters are portrayed much like traditional human villains: we understand their motives and they remain visible to us most of the time. Monstrosity is built on individuality that lacks a crucial feature. Conclusion The existence of animal monsters depends on our understanding of what animals are. When we want to emphasise their difference, we create dualisms and classify animals under the one headline “animal”. Through this “generic animal” we can distance ourselves from animality and nature: we are individuals, they are all part of the class of “animals”, who are determined by animality and attributes that go with it (Birke & Parisi 1999). Cultural studies generally ignore the animal others. Nature and animals are mentioned as the opposites to culture and human beings (Haraway 1991), but they usually remain just that – a mention. Certain understandings of their meaning still make us tend to believe that the analyses of animals is somehow disinteresting (Baker 1993; Steeves 1999; Simons 1997). Paradoxically animals are made the opposite of human beings, and then marginalized even in cultural studies as the disinteresting “other”. Analysing what we understand “animality” to be and why we make it our opposition is crucial in seeking to find new ways to relate to animals. Maybe if this was done, the next time the wolf from the national park or the dog that bit the mailman would not cause fear, panic, and hatred. References Baker, Steve. Picturing the beast. Animals, identity and representation. Manchester: Manchester University Press, 1993. Birke, Lynda and Parisi, Luciana. “Animals, Becoming.” Animal Others: On Ethics, Ontology and Animal Life. Ed. Peter Steeves. Albany: State University of New York Press, 1999. 55-75. Clarke, Paul & Linzey, Andrew. Political Theory and Animals Rights. London: Pluto Press, 1990. Cohen, Jeffrey. ”Monster Culture: Seven Theses.” Monster Theory: Reading Culture. Ed. Jeffrey Cohen. Minneapolis: UMP, 1996. Haraway, Donna. Simians, Cyborgs and Women: The Reinvention of Nature. New York: Routledge, 1991. Harris, David. “Domesticatory Relationships of People, Plants and Animals.” Redefining Nature: Ecology, Culture and Domestication. Eds. Roy Ellen, Katruyoshi f*ckui. Berg: Oxford International Publishers, 1996. Passariello, Phylis. “Me and my totem: cross-cultural attitudes toward animals.” Attitudes to Animals: View to Animal Welfare. Ed. Francine Dolins. Cambridge: CUP, 1999. 12-26. Salisbury, Joyce. “Human Beasts and Bestial Humans in the Middle Ages.” Animal Acts: Configuring the Human in Western History. Eds. Jennifer Ham and Matthew Senior. London: Routledge, 1997. 9-23. Serpell, James. In the Company of Animals. New York: Basil Blackwell, 1986. Simons, John. “The Longest Revolution: Cultural Studies after Speciesism.” Environmental Values vol. 6, no 4 (1997): 483-497. Steeves, Peter. Introduction. Animal Others: on Ethics, Ontology and Animal Life. Ed. Peter Steeves. Albany: State University of New York Press, 1999. 1-14. Thomas, Keith. Man and the Natural World: Changing Attitudes in England 1500-1800. London: Penguing Books, 1983. Tudor, Andrew. Monsters and Mad Scientists: A Cultural History of the Horror Movie. Oxford: Basil Blackwell, 1989. Citation reference for this article MLA Style Aaltola, Elisa. "Animal Monsters and the Fear of the Wild" M/C: A Journal of Media and Culture 5.1 (2002). [your date of access] < http://www.media-culture.org.au/0203/animals.php>. Chicago Style Aaltola, Elisa, "Animal Monsters and the Fear of the Wild" M/C: A Journal of Media and Culture 5, no. 1 (2002), < http://www.media-culture.org.au/0203/animals.php> ([your date of access]). APA Style Aaltola, Elisa. (2002) Animal Monsters and the Fear of the Wild. M/C: A Journal of Media and Culture 5(1). < http://www.media-culture.org.au/0203/animals.php> ([your date of access]).

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Blair, Chantelle. "Allie All Along by L. S. Reul." Deakin Review of Children's Literature 8, no.4 (May16, 2019). http://dx.doi.org/10.20361/dr29435.

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Reul, L. Sarah. Allie All Along. Sterling Publishing Co, 2018. This engaging and colourful picture book depicts the unpleasant feelings of anger in an accurate and child friendly way. The font, letter sizes, and colours of the text match the bright and exciting illustrations, bringing life to the words as they are read. The illustrations are appropriate reflections of how we might feel (a spiky, screaming little red monster) when going through the stages of difficult emotions like anger. The tone of this story is bright and exciting, and the language and storyline are simple, yet effective at getting the message across to young readers. Reul provides insight into the life of Allie, a young girl who gets ignited with anger due to a frustration she faces. Allie’s rage and subsequent phases of coping are described and depicted in a relatable and humorous way that children would find appealing and entertaining. Allie’s older brother helps her work through her robust and difficult feelings by providing her with various outlets for her anger, thus allowing her to shed layers of anger one at a time. Each new depiction of the monster shows the rage declining, eventually turning into sadness. This teaches readers that often hiding beneath one extreme emotion is another emotion that can be reached through coping and support. The concept of facing and working through difficult emotions is a challenging process that many people learn over time—or never at all. Coping with difficult emotions is a large part of caring for mental health and preventing the expression of emotions in unhealthy or violent ways. This makes this topic tremendously important for young readers today. This story explores this concept in a way that young readers can relate to and begin to understand. By the end of the story Allie has shed layers of anger by coping in various healthy ways with the support of her older brother. She finally becomes herself again and asks her brother for a hug. This book offers a lesson on anger and how to cope when emotions become too overwhelming. Allie All Along would be a great addition to any elementary school classroom as well as school and public libraries. Highly Recommended: 4 out of 4 stars Reviewer: Chantelle Blair Chantelle Blair is an undergraduate student in the University of Alberta’s Education program. She loves spending time with children of all ages and hopes to one day publish children’s books of her own.

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Robb, Kristin. "Island Born by J. Díaz." Deakin Review of Children's Literature 8, no.4 (May16, 2019). http://dx.doi.org/10.20361/dr29443.

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Díaz, Junot. Island Born. Illustrated by Leo Espinosa, Dial Books for Young Readers, 2018. Island Born by Junot Díaz tells the story of a young girl named Lola, who learns about her heritage from her friends and family. Island Born is the first children's book by Dominican-American author and Pulitzer Prize-winner Junot Díaz, with illustrations by Leo Espinosa. Díaz has said that the story was inspired by his own experience of growing up as a Dominican child in America. Díaz effectively captures both the joys and adversities of life in a diverse urban community. The book begins with a refreshing bout of diversity, “Every kid in Lola’s school was from somewhere else ... hers was the school of faraway places.” When Lola’s teacher, Miss Obi, asks her students to draw a picture of the place they are from, Lola realizes she does not have any memories of the island where she was born. Miss Obi reassures Lola that there are other ways she can remember. She suggests Lola ask her friends and family to share their memories of the island. In doing so, Lola quickly learns about her family’s past, and the joys and struggles that are familiar to immigrant families. The images in this book harmonize with the text in a playful way that fully engages the reader in the story about the island. Colombian-born illustrator Leo Espinosa’s images celebrate the vibrancy and diversity of the immigrant community through the depictions of Lola’s classmates, and neighbourhood friends on her journey through self-discovery. Espinosa colourfully, and vibrantly mirrors the island Lola comes from in a lively manner. The story, however, takes a somber twist when Lola learns about the dark history of her nation. Nonetheless, the serious messages continue to be presented in a cheerful kid friendly manner due to Diaz’s choice to depict a serious political leader as a legitimate monster who terrorized the people on the island. Multicultural representation in children’s literature is vital; however, it is something that is lacking in the majority of classrooms. Classrooms are rapidly becoming more diverse, and Island Born reaches to this. Children learn powerful lessons about who is valued or devalued in society through the literature they are exposed to. When children are unable to find reflections of themselves in classroom literature, they internalize that they are not a valued member of society. However, Island Born offers a glimpse, whether it be through a mirror or a window, into the life as an immigrant student. When students are able to see something of themselves represented in classroom literature, they are able to connect back to and value their identity, culture, and experiences. Highly Recommended: 4 out of 4 starsReviewer: Kristin Robb Kristin is an After-Degree student in the Bachelor of Education program at the University of Alberta. Kristin has a passion for reading, and when she is not preoccupied with her studies you can find her volunteering in elementary school classrooms.

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Caudwell, Catherine Barbara. "Cute and Monstrous Furbys in Online Fan Production." M/C Journal 17, no.2 (February28, 2014). http://dx.doi.org/10.5204/mcj.787.

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Image 1: Hasbro/Tiger Electronics 1998 Furby. (Photo credit: Author) Introduction Since the mid-1990s robotic and digital creatures designed to offer social interaction and companionship have been developed for commercial and research interests. Integral to encouraging positive experiences with these creatures has been the use of cute aesthetics that aim to endear companions to their human users. During this time there has also been a growth in online communities that engage in cultural production through fan fiction responses to existing cultural artefacts, including the widely recognised electronic companion, Hasbro’s Furby (image 1). These user stories and Furby’s online representation in general, demonstrate that contrary to the intentions of their designers and marketers, Furbys are not necessarily received as cute, or the embodiment of the helpless and harmless demeanour that goes along with it. Furbys’ large, lash-framed eyes, small, or non-existent limbs, and baby voice are typical markers of cuteness but can also evoke another side of cuteness—monstrosity, especially when the creature appears physically capable instead of helpless (Brzozowska-Brywczynska 217). Furbys are a particularly interesting manifestation of the cute aesthetic because it is used as tool for encouraging attachment to a socially interactive electronic object, and therefore intersects with existing ideas about technology and nonhuman companions, both of which often embody a sense of otherness. This paper will explore how cuteness intersects withand transitions into monstrosity through online representations of Furbys, troubling their existing design and marketing narrative by connecting and likening them to other creatures, myths, and anecdotes. Analysis of narrative in particular highlights the instability of cuteness, and cultural understandings of existing cute characters, such as the gremlins from the film Gremlins (Dante) reinforce the idea that cuteness should be treated with suspicion as it potentially masks a troubling undertone. Ultimately, this paper aims to interrogate the cultural complexities of designing electronic creatures through the stories that people tell about them online. Fan Production Authors of fan fiction are known to creatively express their responses to a variety of media by appropriating the characters, settings, and themes of an original work and sharing their cultural activity with others (Jenkins 88). On a personal level, Jenkins (103) argues that “[i]n embracing popular texts, the fans claim those works as their own, remaking them in their own image, forcing them to respond to their needs and to gratify their desires.” Fan fiction authors are motivated to write not for financial or professional gains but for personal enjoyment and fan recognition, however, their production does not necessarily come from favourable opinions of an existing text. The antifan is an individual who actively hates a text or cultural artefact and is mobilised in their dislike to contribute to a community of others who share their views (Gray 841). Gray suggests that both fan and antifan activity contribute to our understanding of the kinds of stories audiences want: Although fans may wish to bring a text into everyday life due to what they believe it represents, antifans fear or do not want what they believe it represents and so, as with fans, antifan practice is as important an indicator of interactions between the textual and public spheres. (855) Gray reminds that fans, nonfans, and antifans employ different interpretive strategies when interacting with a text. In particular, while fans intimate knowledge of a text reflects their overall appreciation, antifans more often focus on the “dimensions of the moral, the rational-realistic, [or] the aesthetic” (856) that they find most disagreeable. Additionally, antifans may not experience a text directly, but dislike what knowledge they do have of it from afar. As later examples will show, the treatment of Furbys in fan fiction arguably reflects an antifan perspective through a sense of distrust and aversion, and analysing it can provide insight into why interactions with, or indirect knowledge of, Furbys might inspire these reactions. Derecho argues that in part because of the potential copyright violation that is faced by most fandoms, “even the most socially conventional fan fiction is an act of defiance of corporate control…” (72). Additionally, because of the creative freedom it affords, “fan fiction and archontic literature open up possibilities – not just for opposition to institutions and social systems, but also for a different perspective on the institutional and the social” (76). Because of this criticality, and its subversive nature, fan fiction provides an interesting consumer perspective on objects that are designed and marketed to be received in particular ways. Further, because much of fan fiction draws on fictional content, stories about objects like Furby are not necessarily bound to reality and incorporate fantastical, speculative, and folkloric readings, providing diverse viewpoints of the object. Finally, if, as robotics commentators (cf. Levy; Breazeal) suggest, companionable robots and technologies are going to become increasingly present in everyday life, it is crucial to understand not only how they are received, but also where they fit within a wider cultural sphere. Furbys can be seen as a widespread, if technologically simple, example of these technologies and are often treated as a sign of things to come (Wilks 12). The Design of Electronic Companions To compete with the burgeoning market of digital and electronic pets, in 1998 Tiger Electronics released the Furby, a fur-covered, robotic creature that required the user to carry out certain nurturance duties. Furbys expected feeding and entertaining and could become sick and scared if neglected. Through a program that advanced slowly over time regardless of external stimulus, Furbys appeared to evolve from speaking entirely Furbish, their mother tongue, to speaking English. To the user, it appeared as though their interactions with the object were directly affecting its progress and maturation because their care duties of feeding and entertaining were happening parallel to the Furbish to English transition (Turkle, Breazeal, Daste, & Scassellati 314). The design of electronic companions like Furby is carefully considered to encourage positive emotional responses. For example, Breazeal (2002 230) argues that a robot will be treated like a baby, and nurtured, if it has a large head, big eyes, and pursed lips. Kinsella’s (1995) also emphasises cute things need for care as they are “soft, infantile, mammalian, round, without bodily appendages (e.g. arms), without bodily orifices (e.g. mouths), non-sexual, mute, insecure, helpless or bewildered” (226). From this perspective, Furbys’ physical design plays a role in encouraging nurturance. Such design decisions are reinforced by marketing strategies that encourage Furbys to be viewed in a particular way. As a marketing tool, Harris (1992) argues that: cuteness has become essential in the marketplace in that advertisers have learned that consumers will “adopt” products that create, often in their packaging alone, an aura of motherlessness, ostracism, and melancholy, the silent desperation of the lost puppy dog clamoring to be befriended - namely, to be bought. (179) Positioning Furbys as friendly was also important to encouraging a positive bond with a caregiver. The history, or back story, that Furbys were given in the instruction manual was designed to convey their kind, non-threatening nature. Although alive and unpredictable, it was crucial that Furbys were not frightening. As imaginary living creatures, the origin of Furbys required explaining: “some had suggested positioning Furby as an alien, but that seemed too foreign and frightening for little girls. By May, the thinking was that Furbies live in the clouds – more angelic, less threatening” (Kirsner). In creating this story, Furby’s producers both endeared the object to consumers by making it seem friendly and inquisitive, and avoided associations to its mass-produced, factory origins. Monstrous and Cute Furbys Across fan fiction, academic texts, and media coverage there is a tendency to describe what Furbys look like by stringing together several animals and objects. Furbys have been referred to as a “mechanized ball of synthetic hair that is part penguin, part owl and part kitten” (Steinberg), a “cross between a hamster and a bird…” (Lawson & Chesney 34), and “ “owl-like in appearance, with large bat-like ears and two large white eyes with small, reddish-pink pupils” (ChaosInsanity), to highlight only a few. The ambiguous appearance of electronic companions is often a strategic decision made by the designer to avoid biases towards specific animals or forms, making the companion easier to accept as “real” or “alive” (Shibata 1753). Furbys are arguably evidence of this strategy and appear to be deliberately unfamiliar. However, the assemblage, and exaggeration, of parts that describes Furbys also conjures much older associations: the world of monsters in gothic literature. Notice the similarities between the above attempts to describe what Furbys looks like, and a historical description of monsters: early monsters are frequently constructed out of ill-assorted parts, like the griffin, with the head and wings of an eagle combined with the body and paws of a lion. Alternatively, they are incomplete, lacking essential parts, or, like the mythological hydra with its many heads, grotesquely excessive. (Punter & Byron 263) Cohen (6) argues that, metaphorically, because of their strange visual assembly, monsters are displaced beings “whose externally incoherent bodies resist attempts to include them in any systematic structuration. And so the monster is dangerous, a form suspended between forms that threatens to smash distinctions.” Therefore, to call something a monster is also to call it confusing and unfamiliar. Notice in the following fan fiction example how comparing Furby to an owl makes it strange, and there seems to be uncertainty around what Furbys are, and where they fit in the natural order: The first thing Heero noticed was that a 'Furby' appeared to be a childes toy, shaped to resemble a mutated owl. With fur instead of feathers, no wings, two large ears and comical cat paws set at the bottom of its pudding like form. Its face was devoid of fuzz with a yellow plastic beak and too large eyes that gave it the appearance of it being addicted to speed [sic]. (Kontradiction) Here is a character unfamiliar with Furbys, describing its appearance by relating it to animal parts. Whether Furbys are cute or monstrous is contentious, particularly in fan fictions where they have been given additional capabilities like working limbs and extra appendages that make them less helpless. Furbys’ lack, or diminution of parts, and exaggeration of others, fits the description of cuteness, as well as their sole reliance on caregivers to be fed, entertained, and transported. If viewed as animals, Furbys appear physically limited. Kinsella (1995) finds that a sense of disability is important to the cute aesthetic: stubby arms, no fingers, no mouths, huge heads, massive eyes – which can hide no private thoughts from the viewer – nothing between their legs, pot bellies, swollen legs or pigeon feet – if they have feet at all. Cute things can’t walk, can’t talk, can’t in fact do anything at all for themselves because they are physically handicapped. (236) Exploring the line between cute and monstrous, Brzozowska-Brywczynska argues that it is this sense of physical disability that distinguishes the two similar aesthetics. “It is the disempowering feeling of pity and sympathy […] that deprives a monster of his monstrosity” (218). The descriptions of Furbys in fan fiction suggest that they transition between the two, contingent on how they are received by certain characters, and the abilities they are given by the author. In some cases it is the overwhelming threat the Furby poses that extinguishes feelings of care. In the following two excerpts that the revealing of threatening behaviour shifts the perception of Furby from cute to monstrous in ‘When Furbies Attack’ (Kellyofthemidnightdawn): “These guys are so cute,” she moved the Furby so that it was within inches of Elliot's face and positioned it so that what were apparently the Furby's lips came into contact with his cheek “See,” she smiled widely “He likes you.” […] Olivia's breath caught in her throat as she found herself backing up towards the door. She kept her eyes on the little yellow monster in front of her as her hand slowly reached for the door knob. This was just too freaky, she wanted away from this thing. The Furby that was originally called cute becomes a monster when it violently threatens the protagonist, Olivia. The shifting of Furbys between cute and monstrous is a topic of argument in ‘InuYasha vs the Demon Furbie’ (Lioness of Dreams). The character Kagome attempts to explain a Furby to Inuyasha, who views the object as a demon: That is a toy called a Furbie. It's a thing we humans call “CUTE”. See, it talks and says cute things and we give it hugs! (Lioness of Dreams) A recurrent theme in the Inuyasha (Takahashi) anime is the generational divide between Kagome and Inuyasha. Set in feudal-era Japan, Kagome is transported there from modern-day Tokyo after falling into a well. The above line of dialogue reinforces the relative newness, and cultural specificity, of cute aesthetics, which according to Kinsella (1995 220) became increasingly popular throughout the 1980s and 90s. In Inuyasha’s world, where demons and monsters are a fixture of everyday life, the Furby appearance shifts from cute to monstrous. Furbys as GremlinsDuring the height of the original 1998 Furby’s public exposure and popularity, several news articles referred to Furby as “the five-inch gremlin” (Steinberg) and “a furry, gremlin-looking creature” (Del Vecchio 88). More recently, in a review of the 2012 Furby release, one commenter exclaimed: “These things actually look scary! Like blue gremlins!” (KillaRizzay). Following the release of the original Furbys, Hasbro collaborated with the film’s merchandising team to release Interactive ‘Gizmo’ Furbys (image 2). Image 2: Hasbro 1999 Interactive Gizmo (photo credit: Author) Furbys’ likeness to gremlins offers another perspective on the tension between cute and monstrous aesthetics that is contingent on the creature’s behaviour. The connection between Furbys and gremlins embodies a sense of mistrust, because the film Gremlins focuses on the monsters that dwell within the seemingly harmless and endearing mogwai/gremlin creatures. Catastrophic events unfold after they are cared for improperly. Gremlins, and by association Furbys, may appear cute or harmless, but this story tells that there is something darker beneath the surface. The creatures in Gremlins are introduced as mogwai, and in Chinese folklore the mogwai or mogui is a demon (Zhang, 1999). The pop culture gremlin embodied in the film, then, is cute and demonic, depending on how it is treated. Like a gremlin, a Furby’s personality is supposed to be a reflection of the care it receives. Transformation is a common theme of Gremlins and also Furby, where it is central to the sense of “aliveness” the product works to create. Furbys become “wiser” as time goes on, transitioning through “life stages” as they “learn” about their surroundings. As we learn from their origin story, Furbys jumped from their home in the clouds in order to see and explore the world firsthand (Tiger Electronics 2). Because Furbys are susceptible to their environment, they come with rules on how they must be cared for, and the consequences if this is ignored. Without attention and “food”, a Furby will become unresponsive and even ill: “If you allow me to get sick, soon I will not want to play and will not respond to anything but feeding” (Tiger Electronics 6). In Gremlins, improper care manifests in an abrupt transition from cute to monstrous: Gizmo’s strokeable fur is transformed into a wet, scaly integument, while the vacant portholes of its eyes (the most important facial feature of the cute thing, giving us free access to its soul and ensuring its total structability, its incapacity to hold back anything in reserve) become diabolical slits hiding a lurking intelligence, just as its dainty paws metamorphose into talons and its pretty puckered lips into enormous Cheshire grimaces with full sets of sharp incisors. (Harris 185–186) In the Naruto (Kishimoto) fan fiction ‘Orochimaru's World Famous New Year's Eve Party’ (dead drifter), while there is no explicit mention of Gremlins, the Furby undergoes the physical transformation that appears in the films. The Furby, named Sasuke, presumably after the Naruto antagonist Sasuke, and hinting at its untrustworthy nature, undergoes a transformation that mimics that of Gremlins: when water is poured on the Furby, boils appear and fall from its back, each growing into another Furby. Also, after feeding the Furby, it lays eggs: Apparently, it's not a good idea to feed Furbies chips. Why? Because they make weird cocoon eggs and transform into… something. (ch. 5) This sequence of events follows the Gremlins movie structure, in which cute and furry Gizmo, after being exposed to water and fed after midnight, “begins to reproduce, laying eggs that enter a larval stage in repulsive cocoons covered in viscous membranes” (Harris 185). Harris also reminds that the appearance of gremlins comes with understandings of how they should be treated: Whereas cute things have clean, sensuous surfaces that remain intact and unpenetrated […] the anti-cute Gremlins are constantly being squished and disembowelled, their entrails spilling out into the open, as they explode in microwaves and run through paper shredders and blenders. (Harris 186) The Furbys in ‘Orochimaru's World Famous New Year's Eve Party’ meet a similar end: Kuro Furby whined as his brain was smashed in. One of its eyes popped out and rolled across the floor. (dead drifter ch. 6) A horde of mischievous Furbys are violently dispatched, including the original Furby that was lovingly cared for. Conclusion This paper has explored examples from online culture in which different cultural references clash and merge to explore artefacts such as Furby, and the complexities of design, such as the use of ambiguously mammalian, and cute, aesthetics in an effort to encourage positive attachment. Fan fiction, as a subversive practice, offers valuable critiques of Furby that are imaginative and speculative, providing creative responses to experiences with Furbys, but also opening up potential for what electronic companions could become. In particular, the use of narrative demonstrates that cuteness is an unstable aesthetic that is culturally contingent and very much tied to behaviour. As above examples demonstrate, Furbys can move between cute, friendly, helpless, threatening, monstrous, and strange in one story. Cute Furbys became monstrous when they were described as an assemblage of disparate parts, made physically capable and aggressive, and affected by their environment or external stimulus. Cultural associations, such as gremlins, also influence how an electronic animal is received and treated, often troubling the visions of designers and marketers who seek to present friendly, nonthreatening, and accommodating companions. These diverse readings are valuable in understanding how companionable technologies are received, especially if they continue to be developed and made commercially available, and if cuteness is to be used as means of encouraging positive attachment. References Breazeal, Cynthia. Designing Sociable Robots. Cambridge, MA: MIT Press, 2002. Brzozowska-Brywczynska, Maja. "Monstrous/Cute: Notes on the Ambivalent Nature of Cuteness." Monsters and the Monstrous: Myths and Metaphors of Enduring Evil. Ed. Niall Scott. Amsterdam/New York: Rodopi. 2007. 213 - 28. ChaosInsanity. “Attack of the Killer Furby.” Fanfiction.net, 2008. 20 July 2012. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses).” In Monster Theory: Reading Culture, ed. Jeffrey Jerome Cohen. Minneapolis, MN: University of Minnesota Press. 1996. 3 – 25. dead drifter. “Orochimaru's World Famous New Year's Eve Party.”Fanfiction.net, 2007. 4 Mar. 2013. Del Vecchio, Gene. The Blockbuster Toy! How to Invent the Next Big Thing. Gretna, LA: Pelican Publishing Company. 2003. Derecho, Abigail. “Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction.” In Fan Fiction and Fan Communities in the Age of the Internet, eds. Karen Hellekson and Kristina Busse. Jefferson, NC: McFarland & Company, 2006. 6—78. Gremlins. Dir. Joe Dante. Warner Brothers & Amblin Entertainment, 1984. Gray, Jonathan. “Antifandom and the Moral Text.” American Behavioral Scientist 48.7 (2005). 24 Mar. 2014 ‹http://abs.sagepub.com/content/48/7/840.abstract›. Harris, Daniel. “Cuteness.” Salmagundi 96 (1992). 20 Feb. 2014 ‹http://www.jstor.org/stable/40548402›. Inuyasha. Created by Rumiko Takahashi. Yomiuri Telecasting Corporation (YTV) & Sunrise, 1996. Jenkins, Henry. “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching.” Critical Studies in Mass Communication 5.2 (1988). 19 Feb. 2014 ‹http://www.tandfonline.com/doi/abs/10.1080/15295038809366691#.UwVmgGcdeIU›. Kellyofthemidnightdawn. “When Furbies Attack.” Fanfiction.net, 2006. 6 Oct. 2011. KillaRizzay. “Furby Gets a Reboot for 2012, We Go Hands-On (Video).” Engadget 10 July 2012. 11 Feb. 2014 ‹http://www.engadget.com/2012/07/06/furby-hands-on-video/›. Kinsella, Sharon. “Cuties in Japan.” In Women, Media and Consumption in Japan, eds. Lise Skov and Brian Moeran. Honolulu, HI: University of Hawai'i Press. 1995. 220–254. Kirsner, Scott. “Moody Furballs and the Developers Who Love Them.” Wired 6.09 (1998). 20 Feb. 2014 ‹http://www.wired.com/wired/archive/6.09/furby_pr.html›. Kontradiction. “Ehloh the Invincible.” Fanfiction.net, 2002. 20 July 2012. Lawson, Shaun, and Thomas Chesney. “Virtual Pets and Electronic Companions – An Agenda for Inter-Disciplinary Research.” Paper presented at AISB'07: Artificial and Ambient Intelligence. Newcastle upon Tyne: Newcastle University, 2-4 Apr. 2007. ‹http://homepages.cs.ncl.ac.uk/patrick.olivier/AISB07/catz-dogz.pdf›.Levy, David. Love and Sex with Robots: The Evolution of Human-Robot Relationships. New York, NY: HarperCollins, 2007. Lioness of Dreams. “InuYasha vs the Demon Furbie.” Fanfiction.net, 2003. 19 July 2012. Naruto. Created by Masashi Kishimoto. Shueisha. 1999. Punter, David, and Glennis Byron. The Gothic. Oxford: Blackwell Publishing, 2004. Shibata, Takanori. “An Overview of Human Interactive Robots for Psychological Enrichment.” Proceedings of the IEEE 92.11 (2004). 4 Mar. 2011 ‹http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1347456&tag=1›. Steinberg, Jacques. “Far from the Pleading Crowd: Furby's Dad.” The New York Times: Public Lives, 10 Dec. 1998. 20 Nov. 2013 ‹http://www.nytimes.com/1998/12/10/nyregion/public-lives-far-from-the-pleading-crowd-furby-s-dad.html?src=pm›. Tiger Electronics. Electronic Furby Instruction Manual. Vernon Hills, IL: Tiger Electronics, 1999. Turkle, Sherry, Cynthia Breazeal, Olivia Daste, and Brian Scassellati. “First Encounters with Kismit and Cog: Children Respond to Relational Artifacts.” In Digital Media: Transformations in Human Communication, eds. Paul Messaris and Lee Humphreys. New York, NY: Peter Lang, 2006. 313–330. Wilks, Yorick. Close Engagements with Artificial Companions: Key Social, Psychological and Ethical Design Issues. Amsterdam/Philadelphia, PA: John Benjamins Publishing Company, 2010. Zhang, Qiong. “About God, Demons, and Miracles: The Jesuit Discourse on the Supernatural in Late Ming China.” Early Science and Medicine 4.1 (1999). 15 Dec. 2013 ‹http://dx.doi.org/10.1163/157338299x00012›.

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Aitken, Leslie. "Melvis and Elvis BY d. Lee." Deakin Review of Children's Literature 5, no.4 (May4, 2016). http://dx.doi.org/10.20361/g2pc92.

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Lee, Dennis. Melvis and Elvis. Illus. Jeremy Tankard. Toronto: Harper Collins, 2015. Print.In this new anthology of poetry for children, the inimitable Dennis Lee lets us explore our moods: silly or serious, playful or pugnacious, riotous, rebellious and just plain rude. In typical Lee fashion, he eschews sentimentality: The dog got fat— His belly exploded And that was that. (“Cabbagetown,” p. 22)but he is also capable of stealing the heart with simple, lovely metaphor: Bobolink, bobolink, Take me along. I’ll be the silence And you be the song. (“Bobolink,” p. 21)He teases the tongue with creative wordplay (a Dennis Lee trademark): I thought I saw a potamus, Asleep upon a cotamus, But when I reached the spotamus, The potamus was notamus. (“The Notapotamus,” p. 29)Ever true to his audience, he does not flinch from the reality of childhood emotion, be it longing: If you could like me, Like me now, As deep as the dreams In your heart allow. (“The New Friend,” p. 30)or loathing: Doodle, doodle, poppyseed strudel, I’ve got a friend and he smells like a poodle. * * * Push him down a wishing well— Still can’t stop that awful smell. (“Stinkarama,” p. 26) The book is cleverly structured, beginning and ending with poems about Melvis the monster and Elvis the elf, the final selection subtly acknowledging both the “inner monster” and the “inner elf” of the child.Jeremy Tankard’s illustrations are highly suited to the text. He uses bold outline, vivid color, and complementary backgrounds to effect focus, clarity and mood. Preschoolers and beginning readers should have no trouble relating poem and picture.This is a book that could be shared repeatedly with children at bedtime or in storyhour. However, a parent, teacher, or librarian would want occasionally to interject, “Do we sometimes feel like that? Would we actually say that or do that?” That being understood, it is a good selection for home, school and public libraries.Recommended: 3 out of 4 starsReviewer: Leslie AitkenLeslie Aitken’s long career in librarianship involved selection of children’s literature for school, public, special, and university collections. She is a former Curriculum Librarian at the University of Alberta.

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Soboleva, Larisa, and Yevgeny Alekseev. "World-Famous Artist on Creative Freedom, Time, and Himself: The Last Conversation with Vitaly Volovich." Quaestio Rossica 8, no.2 (June23, 2020). http://dx.doi.org/10.15826/qr.2020.2.480.

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This conversation with Vitaly Volovich (3 August 1928 – 20 August 2018), a famous Ural artist, took place on 18 May 2018, and turned out to be the last extended interview given by the artist. The interview was aimed at discussing the newly published Women and Monsters album of Volovich’s works, as the editorial board of Quaestio Rossica was planning to collect and publish more materials on this topic in Russian culture (Quaestio Rossica, Vol. 7, 2019, Issue 2). The interview, however, became much more expansive and interesting as Vitaly Volovich, with his phenomenal memory and unprecedented skill as a narrator, recalled many pages of his difficult life navigating Soviet bureaucratic censorship, which was only braved by those who truly understood and loved art. An epic picture of the dramatic ups and downs in the artist’s life unfolds in this interview; the reader finds the artist’s personal search for meaning and his opinions on art, the freedom of creativity, life in Sverdlovsk, his friends and adversaries, and his achievements and failures. Volovich was attracted by the theatrical: he loved the circus, the spirit of acting and the carnival. Knights and monsters, selfless heroes and criminals, beautiful women, clowns and beasts reign in his books and graphic works. These images, initially associated with literary fantasies, manifested the artist’s thoughts on modernity, on the difficult path of the country and national culture. The interview was conducted by Professor Larisa Soboleva, editor-in-chief of Quaestio Rossica, and art critic Yevgeny Alekseev.

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Hague, Andrew Hague. "How to Get Ill, Stay Ill and Die." Journal of Neurology Research Reviews & Reports, June30, 2021, 1–7. http://dx.doi.org/10.47363/jnrrr/2021(3)131.

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This is your death plan. Choose the easy options. Go with the flow. Do what you want to do. This will get you off the endless conveyor. No more effort and it’s all downhill. Be advised by advertisers, doctors who know nothing about food or exercise, a government that wants to squeeze you and business intent on profit. If you are reading this thinking you can do the opposite, think again. You will be fighting powers you did not know exist. Perhaps you should be in a cave without money, friends or help. Survival in a civilised society is difficult. Only the brave can go against the grain. There are three sectors: food, exercise and lifestyle. All three are waiting for you like monsters of the deep to suck you in and kill you. You think you are being looked after. Beware!

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Giblett, Rod. "New Orleans: A Disaster Waiting to Happen?" M/C Journal 16, no.1 (March19, 2013). http://dx.doi.org/10.5204/mcj.588.

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IntroductionNew Orleans is one of a number of infamous swamp cities—cities built in swamps, near them or on land “reclaimed” from them, such as London, Paris, Venice, Boston, Chicago, Washington, Petersburg, and Perth. New Orleans seemed to be winning the battle against the swamps until Hurricane Katrina of 2005, or at least participating in an uneasy truce between its unviable location and the forces of the weather to the point that the former was forgotten until the latter intruded as a stark reminder of its history and geography. Around the name “Katrina” a whole series of events and images congregate, including those of photographer Robert Polidori in his monumental book, After the Flood. Katrina, and the exacerbating factors of global warming and drained wetlands, and their impacts, especially on the city of New Orleans (both its infrastructure and residents), point to the cultural construction and production of the disaster. This suite of occurrences is a salutary instance of the difficulties of trying to maintain a hard and fast divide between nature and culture (Hirst and Woolley 23; Giblett, Body 16–17) and the need to think and live them together (Giblett, People and Places). A hurricane is in some sense a natural event, but in the age of global warming it is also a cultural occurrence; a flood produced by a river breaking its banks is a natural event, but a flood caused by breeched levees and drained wetlands is a cultural occurrence; people dying is a natural event, but people dying by drowning in a large and iconic American city created by drainage of wetlands is a cultural disaster of urban planning and relief logistics; and a city set in a swamp is natural and cultural, with the cultural usually antithetical to the natural. “Katrina” is a salutary instance of the cultural and natural operating together in and as “one single catastrophe” of history, as Benjamin (392) put it, and of geography I would add in the will to fill, drain, or reclaim wetlands. Rather than a series of catastrophes proceeding one after the other through history, Benjamin's (392) “Angel of History” sees one single catastrophe of history. This single catastrophe, however, occurs not only in time, in history, but also in space, in a place, in geography. The “Angel of Geography” sees one single catastrophe of geography of wetlands dredged, filled, and reclaimed, cities set in them and cities being re-reclaimed by them in storms and floods. In the case of “Katrina,” the catastrophe of history and geography is tied up with the creation, destruction, and recreation of New Orleans in its swampy location on the Mississippi delta.New OrleansNew Orleans is not only “the nation’s quintessential river city” as Kelman (199) puts it, but also one of a number of infamous swamp cities. In his post-Katrina preface to his study of New Orleans as what he calls “an unnatural metropolis,” Colten notes:While other cities have occupied wetlands, few have the combination of poorly-drained and flood-susceptible territory of New Orleans. Portions of Washington, D.C. occupied wetlands, but there was ample solid ground above the reach of the Potomac [River’s] worst floods. Chicago’s founders platted their city on a wetland site, but the sluggish Chicago River did not drain the massive territory of the Mississippi. (5)“Occupied” is arguably a euphemism for dredging, draining, filling, and reclaiming wetlands. Occupation also conjures up visions of an occupying army, which may be appropriate in the case of New Orleans as the Army Corps of Engineers have spearheaded much of the militarisation by dredging and draining wetlands in New Orleans and elsewhere in the U.S.The location for the city was not propitious. Wilson describes how “the city itself was constructed on an uneven patch of relatively high ground in the midst of a vast swamp” (86). New Orleans for Kelman “is surrounded by a wet world composed of terrain that is not quite land” (22) with the Mississippi River delta on one side and Lake Pontchartrain and the “backswamps” on the other, though the latter were later drained. The Mississippi River for Kelman is “the continent’s most famed and largest watercourse” (199). Perhaps it is also the continent’s most tamed and leveed watercourse. Earlier Kelman related how a prominent local commentator in 1847 “personified the Mississippi as a nurturing mother” because the river “hugged New Orleans to its ‘broad bosom’” (79). Supposedly this mother was the benign, malign, and patriarchal Mother Nature of the leveed river and not the recalcitrant, matrifocal Great Goddess of the swamps that threatened to break the levees and flood the city (see Giblett, Postmodern Wetlands; People and Places, especially Chapter 1). The Mississippi as the mother of all American rivers gave birth to the city of New Orleans at her “mouth,” or more precisely at the other end of her anatomy with the wetland delta as womb. Because of its location at the “mouth” of the Mississippi River, New Orleans for Flint was “historically the most important port in the United States” (230). Yet by the late 1860s the river was seen by New Orleanians, Kelman argues, only as “an alimentary canal, filled with raw waste and decaying animal carcasses” (124). The “mouth” of the river had ceased to be womb and had become anus; the delta had ceased to be womb and had become bowel. The living body of the earth was dying. The river, Kelman concludes, was “not sublime” and had become “an interstate highway” (146). The Angel of Geography sees the single catastrophe of wetlands enacted in the ways in which the earth is figured in a politics of spaces and places. Ascribing the qualities of one place to another to valorise one place and denigrate another and to figure one pejoratively or euphemistically (as in this case) is “placist” (Giblett, Landscapes 8 and 36). Deconstructing and decolonising placism and its use of such figures can lead to a more eco-friendly figuration of spaces and places. New Orleans is one place to do so.What Colten calls “the swampy mire behind New Orleans” was drained in the first 40 years of the twentieth century (46). Colten concludes that, “by the 1930s, drainage and landfilling efforts had successfully reclaimed wetland between the city and the lake, and in the post-war years similar campaigns dewatered marshlands for tract housing eastward and westward from the city” (140–1). For Wilson “much of New Orleans’s history can be seen as a continuing battle with the swamp” (86). New Orleans was a frontline in the modern war against wetlands, the kind of war that Fascists such as Mussolini liked to fight because they were so easy to win (see Giblett, Postmodern Wetlands 115). Many campaigns were fought against wetlands using the modern weapons of monstrous dredgers. The city had struck what Kelman calls “a Faustian bargain with the levees-only policy” (168). In other words, it had sold its soul to the devil of modern industrial technology in exchange for temporary power. New Orleans tried to dominate wetlands with the ironic result that not only “efforts to drain the city dominate early New Orleans history into the present day” as Wilson (86) puts it, but also that these efforts occasionally failed with devastating results. The city became dominated by the waters it had sought to dominate in an irony of history and geography not lost on the student of wetlands. Katrina was the means that reversed the domination of wetlands by the city. Flint argues that “Katrina’s wake-up call made it unconscionable to keep building on fragile coastlines […] and in floodplains” (232–3). And in swamps, I would add. Colten “traces the public’s abandonment of the belief that the city is no place for a swamp” (163). The city is also no place for the artificial swamp of the aftermath of Katrina depicted by Polidori. As the history of New Orleans attests, the swamp is no place for a city in the first place when it is being built, and the city is no place for a swamp in the second place when it is being ravaged by a hurricane and storm surges. City is antithetical and inimical to swamp. They are mutually exclusive. New Orleans for Wilson is “a city on a swamp” (90 my emphasis). In the 1927 flood (Wilson 111), for Kelman “one of the worst flood years in history” (157), and in the 2005 hurricane, the worst flood year so far in its history, New Orleans was transformed into a city of a swamp. The 1927 flood was at the time, and as Kelman puts it, “the worst ‘natural’ disaster in U.S. history” (161), only to be surpassed by the 2005 flood in New Orleans and the 2012 floods in north-eastern U.S. in the wake of Superstorm Sandy in which the drained marshlands of New York and New Jersey returned with a vengeance. In all these cases the swamp outside the city, or before the city, came into the city, became now. The swamp in the past returned in the present; the absent swamp asserted its presence. The historical barriers between city and swamp were removed. KatrinaKatrina for Kelman (xviii) was not a natural disaster. Katrina produced “water […] out of place” (Kelman x). In other words, and in Mary Douglas’s terms for whom dirt is matter out of place (Douglas 2), this water was dirt. It was not merely that the water was dirty in colour or composition but that the water was in the wrong place, in the buildings and streets, and not behind levees, as Polidori graphically illustrates in his photographs. Bodies were also out of place with “corpses floating in dirty water” (Kelman x) (though Polidori does not photograph these, unlike Dean Sewell in Aceh in the aftermath of the Asian tsunami in what I call an Orientalist p*rnography of death (Giblett, Landscapes 158)). Dead bodies became dirt: visible, smelly, water-logged. Colten argues that “human actions […] make an extreme event into a disaster […]. The extreme event that became a disaster was not just the result of Katrina but the product of three centuries of urbanization in a precarious site” (xix). Yet Katrina was not only the product of three centuries of urbanisation of New Orleans’ precarious and precious watershed, but also the product of three centuries of American urbanisation of the precarious and precious airshed through pollution with greenhouse gases.The watery geographical location of New Orleans, its history of drainage and levee-building, the fossil-fuel dependence of modern industrial capitalist economies, poor relief efforts and the storm combined to produce the perfect disaster of Katrina. Land, water, and air were mixed in an artificial quaking zone of elements not in their normal places, a feral quaking zone of the elements of air, earth and water that had been in the native quaking zone of swamps now ran amok in a watery wasteland (see Giblett, Landscapes especially Chapter 1). Water was on the land and in the air. In the beginning God, when created the heavens and the earth, darkness and chaos moved over the face of the waters, and the earth was without form and void in the geographical location of a native quaking zone. In the ending, when humans are recreating the heavens and the earth, darkness and chaos move over the face of the waters, and the earth is without form and void in the the geographical location and catastrophe of a feral quaking zone. Humans were thrown into this maelstrom where they quaked in fear and survived or died. Humans are now recreating the city of New Orleans in the aftermath of “Katrina.” In the beginning of the history of the city, humans created the city; from the disastrous destruction of some cities, humans are recreating the city.It is difficult to make sense of “Katrina.” Smith relates that, “as well as killing some 1500 people, the bill for the devastation wrought by Hurricane Katrina on New Orleans […] was US$200 billion, making it the most costly disaster in American history,” more than “9/11” (303; see also Flint 230). A whole series of events and images congregate around the name “Katrina,” including those of photographer Robert Polidori in his book of photographs, After the Flood, with its overtones of divine punishment for human sin as with the biblical flood (Coogan et al. Genesis, Chapters 6–7). The flood returns the earth to the beginning when God created heaven and earth, when “the earth was without form and darkness moved […] upon the face of the waters” (Coogan et al. Genesis Chapter 1, Verse 2)—God's first, and arguably best, work (Giblett, Postmodern Wetlands 142–143; Canadian Wetlands “Preface”). The single catastrophe of history and geography begins here and now in the act of creation on the first day and in dividing land from water as God also did on the second day (Coogan et al. Genesis Chapter 1, Verse 7)—God’s second, and arguably second best, work. New Orleans began in the chaos of land and water. This chaos recurs in later disasters, such as “Katrina,” which merely repeat the creation and catastrophe of the beginning in the eternal recurrence of the same. New Orleans developed by dividing land from water and is periodically flooded by the division ceasing to be returning the city to its, and the, beginning but this time inflected as a human-made “swamp,” a feral quaking zone (Giblett, Landscapes Chapter 1). Catastrophe and creativity are locked together from the beginning. The creation of the world as wetland and the separation of land and water was a catastrophic action on God's part. Its repetition in the draining or filling of wetlands is a catastrophic event for the heavens and earth, and humans, as is the unseparation of land and water in floods. What Muecke calls the rhetoric of “natural disaster” (259, 263) looms large in accounts of “Katrina.” In an escalating scale of hyperbole, “Katrina” for Brinkley was a “natural disaster” (5, 60, 77), “the worst natural disaster in modern U.S. history” (62), “the biggest natural disaster in recent American history” (273), and “the worst natural disaster in modern American history” (331). Yet a hurricane in and by itself is not a disaster. It is a natural event. Perhaps all that could simply be said is that “Katrina was one of the most powerful storms ever recorded in U.S. history” (Brinkley 73). Yet to be recorded in U.S. history “Katrina” had to be more than just a storm. It had also to be more than merely what Muecke calls an “oceanic disaster” (259) out to sea. It had to have made land-fall, and it had to have had human impact. It was not merely an event in the history of weather patterns in the U.S. For Brinkley “the hurricane disaster was followed by the flood disaster, which was followed by human disasters” (249). These three disasters for Brinkley add up to “the overall disaster, the sinking of New Orleans, [which] was a man-made disaster, resulting from poorly designed and managed levees and floodwalls” (426). The result was that for Brinkley “the man-made misery was worse than the storm” (597). The flood and the misery amount to what Brinkley calls “the Great Deluge [which] was a disaster that the country brought on itself” (619). The storm could also be seen as a disaster that the country brought on itself through the use of fossil fuels. The overall disaster comprising the hurricane the flood, the sinking city and its drowning or displaced inhabitants was preceded and made possible by the disasters of dredging wetlands and of global warming. Brinkley cites the work of Kerry Emanuel and concludes that “global warming makes bad hurricanes worse” (74). Draining wetlands also makes bad hurricanes worse as “miles of coastal wetlands could reduce hurricane storm surges by over three or four feet” (Brinkley 10). Miles of coastal wetlands, however, had been destroyed. Brinkley relates that “nearly one million acres of buffering wetlands in southern Louisiana disappeared between 1990 and 2005” (9). They “disappeared” as the result, not of some sort of sleight of hand or mega-conjuring trick, nor of erosion from sea-intrusion (though that contributed), but of deliberate human practice. Brinkley relates how “too many Americans saw these swamps and coastal wetlands as wastelands” (9). Wastelands needed to be redeemed into enclave estates of condos and strip developments. In a historical irony that is not lost on students of wetlands and their history, destroying wetlands can create the wasteland of flooded cities and a single catastrophe of history and geography, such as New Orleans in the aftermath of Hurricane Katrina.In searching for a trope to explain these events Brinkley turns to the tried and true figure of the monster, usually feminised, and “Katrina” is no exception. For him, “Hurricane Katrina had been a palpable monster, an alien beast” (Brinkley xiv), “a monstrous hurricane” (72), “a monster hurricane” (115), and “the monster storm” (Brinkley 453 and Flint 230). A monster, according to The Concise Oxford Dictionary (Allen 768), is: (a) “an imaginary creature, usually large and frightening, composed of incongruous elements; or (b) a large or ugly or misshapen animal or thing.” Katrina was not imaginary, though it or she was and has been imagined in a number of ways, including as a monster. “She” was certainly large and frightening. “She” was composed of the elements of air and water. These may be incongruous elements in the normal course of events but not for a hurricane. “She” certainly caused ugliness and misshapenness to those caught in her wake of havoc, but aerial photographs show her to be a perfectly shaped hurricane, albeit with a deep and destructive throat imaginable as an orally sad*stic monster. ConclusionNew Orleans, as Kelman writes in his post-Katrina preface, “has a horrible disaster history” (xii) in the sense that it has a history of horrible disasters. It also has a horrible history of the single disaster of its swampy location. Rather than “a chain of events that appears before us,” “the Angel of History” for Benjamin “sees one single catastrophe which keeps piling wreckage upon wreckage” (392). Rather than a series of disasters of the founding, drainage, disease, death, floods, hurricanes, etc. that mark the history of New Orleans, the Angel of History sees a single, catastrophic history, not just of New Orleans but preceding and post-dating it. This catastrophic history and geography began in the beginning when God created the heavens and the earth, darkness and chaos moved over the face of the waters, the earth was without form and void, and when God divided the land from the water, and is ending in industrial capitalism and its technologies, weather, climate, cities, floods, rivers, and wetlands intertwining and inter-relating together as entities and agents. Rather than a series of acts and sites of creativity and destruction that appear before us, the Angel of Geography sees one single process and place which keeps (re)creating order out of chaos and chaos out of order. This geography and history began at the beginning when God created the heavens and the earth, and the wetland, and divided land from water, and continues when and as humans drain(ed) wetlands, create(d) cities, destroy(ed) cites, rebuilt/d cities and rehabilitate(d) wetlands. “Katrina” is a salutary instance of the cultural and natural operating together in the one single catastrophe and creativity of divine and human history and geography.ReferencesAllen, Robert. The Concise Oxford Dictionary. 8th ed. Oxford: Clarendon Press, 1990.Benjamin, Walter. “On the Concept of History.” Selected Writings Volume 4: 1938–1940. Eds. Howard Eiland and Michael W. Jennings. Cambridge, MA: The Belknap Press of Harvard UP, 2003. 389–400.Brinkley, Douglas. The Great Deluge: Hurricane Katrina, New Orleans and the Mississippi Gulf Coast. New York: William Morrow, 2006.Colten, Craig. An Unnatural Metropolis: Wresting New Orleans from Nature. Baton Rouge: Louisiana State UP, 2006.Coogan, Michael, Marc Brettler, Carol Newsom, and Pheme Perkins, eds. The New Oxford Annotated Bible, New Revised Standard Version with the Apocrypha. 4th ed. New York: Oxford UP, 2010.Douglas, Mary. Purity and Danger: An Analysis of the Concepts of Pollution and Taboo. London: Routledge, 1966.Flint, Anthony. This Land: The Battle over Sprawl and the Future of America. Baltimore: Johns Hopkins UP, 2006.Giblett, Rod. Postmodern Wetlands: Culture, History, Ecology. Edinburgh: Edinburgh UP, 1996.———. The Body of Nature and Culture. Houndmills: Palgrave Macmillan, 2008.———. Landscapes of Culture and Nature. Houndmills: Palgrave Macmillan, 2009.———. People and Places of Nature and Culture. Bristol: Intellect Books, 2011.———. Canadian Wetlands: Place and People. Bristol: Intellect Books, forthcoming 2014.Hirst, Paul, and Penny Woolley. “The Social Formation and Maintenance of Human Attributes.” Social Relations and Human Attributes. London: Tavistock, 1982. 23–31.Kelman, Ari. A River and its City: The Nature of Landscape in New Orleans. Berkeley: U of California P, 2006.Muecke, Stephen. “Hurricane Katrina and the Rhetoric of Natural Disasters.” Fresh Water: New Perspectives on Water in Australia. Eds. Emily Potter, Alison Mackinnon, Stephen McKenzie and Jennifer McKay. Carlton: Melbourne UP, 2005. 259–71.Polidori, Robert. After the Flood. Göttingen: Steidl, 2006.Smith, P.D. City: A Guidebook for the Urban Age. London: Bloomsbury, 2012.Wilson, Anthony. Shadow and Shelter: The Swamp in Southern Culture. Jackson: UP of Mississippi, 2006.

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Thompson, Jay Daniel, and Erin Reardon. "“Mommy Killed Him”: Gender, Family, and History in Wes Craven’s A Nightmare on Elm Street (1984)." M/C Journal 20, no.5 (October13, 2017). http://dx.doi.org/10.5204/mcj.1281.

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Introduction Nancy Thompson (Heather Langekamp) is one angry teenager. She’s just discovered that her mother Marge (Ronee Blakley) knows about Freddy Krueger (Robert Englund), the strange man with the burnt flesh and the switchblade fingers who’s been killing her friends in their dreams. Marge insists that there’s nothing to worry about. “He’s dead, honey,” Marge assures her daughter, “because mommy killed him.” This now-famous line neatly encapsulates the gender politics of Wes Craven’s A Nightmare on Elm Street (1984). We argue that in order to fully understand how gender operates in Nightmare, it is useful to read the film within the context of the historical period in which it was produced. Nightmare appeared during the early years of Ronald Reagan’s presidency. Reagan valorised the white, middle-class nuclear family. Reagan’s presidency coincided with (and contributed to) the rise of ‘family values’ and a corresponding anti-feminism. During this era, both ‘family values’ and anti-feminism were being endorsed (and contested) in Hollywood cinema. In this article, we suggest that the kind of patriarchal family structure endorsed by Reagan is thoroughly ridiculed in Nightmare. The families in Craven’s film are dysfunctional jokes, headed by incompetent adults who, in their historical attempts to rid their community of Freddy, instead fostered Freddy’s growth from sad*stic human to fully-fledged monster. Nancy does indeed slay the beast in order to save the children of Elm Street. In doing so, though, we suggest that she becomes both a maternal and paternal figure; and (at least symbolically) restores her fragmented nuclear family unit. Also, and tellingly, Nancy and her mother are punished for attempting to destroy Krueger. Nightmare in 1980s AmericaNightmare was released at the height of the popularity of the “slasher film” genre. Much scholarly attention has been given to Nightmare’s gender politics. Film theorist Carol Clover has called Nancy “the grittiest of the Final Girls” (202). Clover has used the term “Final Girl” to describe the female protagonist in slasher films who survives until the film’s ending, and who kills the monster. For Clover and other scholars, Nancy uses her physical and intellectual strength to combat Freddy; she is not the kind of passive heroine found in earlier slasher films such as 1974’s The Texas Chainsaw Massacre (see Christensen; Clover 202; Trencansky). We do not disagree entirely with this reading. Nevertheless, we suggest that it can be complicated by analysing Nightmare in the historical context in which it was produced. We agree with Rhonda Hammer and Douglas Kellner that “Hollywood films provide important insights into the psychological, socio-political, and ideological make-up of U.S. society at a given point in history” (109). This article adopts Hammer and Kellner’s analytic approach, which involves using “social realities and context to help situate and interpret key films” (109). By adopting this approach, we hope to suggest the importance of Craven’s film to the study of gender representations in 1980s Hollywood cinema. Nightmare is a 1980s film that has reached a particularly large audience; it was critically and commercially successful upon its release, and led to numerous sequels, a TV series, and a 2010 remake (Phillips 77).Significantly, Craven’s film was released three years after the Republican Ronald Reagan commenced his first term as President of the United States of America. Much has been written about the neoconservative policies and rhetoric issued by the Reagan administration (see, for example, Broussard; Tygiel). This neoconservatism encroached on all aspects of social life, including gender. According to Sara Evans: “Empowered by the Republican administration, conservatives relentlessly criticized women’s work outside the home, blocking most legislation designed to ameliorate the strains of work and family life while turning the blame for those very stresses back on feminism itself” (87). For Reagan, the nuclear family—and, more specifically, the white, middle-class nuclear family—was under threat; for example, divorce rates and single parent families had increased exponentially in the US between the 1960s and the 1980s (Popenoe 531-532). This was problematic because, as sociologist David Popenoe has argued, the nuclear family was “by far the best institution” in which to raise children (539). Popenoe approvingly cites the following passage from the National Commission on Children (1991): Substantial evidence suggests that the quality of life for many of America's children has declined. As the nation looks ahead to the twenty- first century, the fundamental challenge facing us is how to fashion responses that support and strengthen families as the once and future domain for raising children. (539)This emphasis on “family values” was shared by the Religious Right, which had been gaining political influence in North America since the late 1970s. The most famous early example of the Religious Right was the “Save Our Children” crusade. This crusade (which was led by Baptist singer Anita Bryant) protested a local gay rights ordinance in Dade County, Florida (Winner 184). Family values were also espoused by some commentators of a more liberal political persuasion. A prominent example is Tipper Gore, wife of Democrats senator Al Gore Jr., who (in 1985) became the chief spokesperson of the Parents’ Music Resource Center, an organisation that aimed “to inform parents about the p*rnographic content of some rock songs” (Chastagner 181). This organisation seemed to work on the assumption that parents know what is best for their children; and that it is parents’ moral duty to protect their children from social evils (in this case, sexually explicit popular culture). Perhaps unsurprisingly, the anti-feminism and the privileging of family values described above manifested in the Hollywood cinema of the 1980s. Susan Faludi has demonstrated how a selection of films released during that decade “struggle to make motherhood as alluring as possible,” and punish those female protagonists who are unwilling or unable to become mothers (163). Faludi does not mention slasher films, though it is telling that this genre —a genre that had its genesis in the early 1960s, with movies such as Alfred Hitchco*ck’s Psycho (1960)—enjoyed considerable popularity during the 1980s. The slasher genre has been characterised by its graphic depictions of violence, particularly violence against women (Welsh). Many of the female victims in these films are shown to be sexually active prior to their murders, thus making these murders seem like punishment for their behaviour (Welsh). For example, in Nightmare, the character Tina Gray (Amanda Wyss) is killed by Freddy shortly after she has sex with her boyfriend. Our aim is not to suggest that Nightmare is automatically anti-feminist because it is a slasher film or because of the decade in which it was released. Craven’s film is actually resistant to any single and definitive reading, with its blurring of the boundaries between reality and fantasy, its blend of horror and dark humour, and its overall air of ambiguity. Furthermore, it is worth noting that Hollywood films of the 1980s contested Reaganite politics as much as they endorsed those politics; the cinema of that decade was not entirely right-leaning (Hammer and Kellner 107). Thus, our aim is to explore the extent to which Craven’s film contests and endorses the family values and the conservative gender politics that are described above. In particular, we focus on Nightmare’s representation of the nuclear family. As Sara Harwood argues, in 1980s Hollywood cinema, the nuclear family was frequently represented as a “fragile, threatened entity” (5). Within this “threatened entity”, parents (and particularly fathers) were regularly represented as being “highly problematic”, and unable to adequately protect their children (Harwood 1-2). Harwood argues this point with reference to films such as the hugely popular thriller Fatal Attraction (1987). Sarah Trencansky has noted that a recurring theme of the 1980s slasher film is “youth subjugated to an adult community that produces monsters” (Trencansky 68). Harwood and Trencansky’s insights are particularly relevant to our reading of Craven’s film, and its representation of the heroine’s family. Bad Parents and Broken FamiliesNightmare is set in white, middle-class suburbia. The families within this suburbia are, however, a long way from the idealised, comfortable nuclear family. The parents are unfeeling and uncaring—not to mention unhelpful to their teenage children. Nancy’s family is a case in point. Her parents are separated. Her policeman father Donald (John Saxon) is almost laughably unemotional; when Nancy asks him whether her boyfriend has been killed [by Freddy], he replies flatly: “Yeah. Apparently, he’s dead.” Nancy’s mother Marge is an alcoholic who installs bars on the windows of the family home in a bid to keep Nancy safe. Marge is unaware (or maybe she does not want to know) that the real danger lies in the collective unconscious of teenagers such as her daughter. Ironically, it is parents such as Marge who created the monster. Late in the film, Marge informs Nancy that Freddy was a child murderer who avoided a jail sentence due to legal technicality. A group of parents tracked Freddy down and set fire to him. This represents a particularly extreme version of parental protectiveness. Marge tries to assure Nancy that Freddy “can’t get you now”, but the execution of her friends while they sleep—not to mention Nancy’s own nocturnal encounters with the monster—suggest otherwise.Indeed, it is easy to read Freddy as a kind of monstrous doppelganger for the parents who killed him. After all, he is (like those parents) a murderous adult. David Kingsley has argued that Freddy can be read as a doppelganger for Donald, and there is evidence in the film to support this argument. For example, the mention of Freddy’s name is the only thing that can transform Donald’s perpetual stoic facial expression into a look of genuine concern. Donald himself never mentions Freddy, or even acknowledges his existence—even when the monster is in front of him, in one of the film’s several climaxes. There is a sense, then, that Freddy represents a dark, sad*stic part of Donald that he is barely able to face—but also, that he is barely able to repress. Nancy as Final Girl and/or (Over-)Protective MotherIn her essay, Clover argues that to regard the Final Girl as a “feminist development” is “a particularly grotesque expression of wishful thinking. She is simply an agreed-upon fiction, and the male viewer's use of her as a vehicle for his own sadomasoch*stic fantasies” (214). This is too simplistic a reading, as is suggested by a close look at the character Nancy. As Clover herself puts it, Nancy has “the quality of the Final Girl's fight, and more generally to the qualities of character that enable her, of all the characters, to survive what has come to seem unsurvivable” (Clover 64). She possesses crucial knowledge about Freddy and his powers. Nancy is indeed subject to violence at Freddy’s hands, but she also takes responsibility for destroying him— and this is something that the male characters seem unable or unwilling to do. Those men who disregard her warnings to stay awake (her boyfriend Glen) or who are unable to hear them (her friend Rod, who is incarcerated for his girlfriend Tina’s murder) die violent deaths. Nightmare is shot largely from Nancy’s point-of-view. The viewer is thus encouraged to feel the fear and terror that she feels about the monster, and want her to succeed in killing him. Nevertheless, the character Nancy is not entirely pro-feminist. There is a sense in which she becomes “the proverbial parent she never had” (Christensen 37; emphasis in original). Nancy becomes the mother who warns the neighbourhood youngsters about the danger that they are facing, and comforts them (particularly Rod, whose cries of innocence go ignored). Nancy also becomes the tough upholder of justice who punishes the monster in a way her policeman father cannot (or will not). Thus, Nancy comes to embody both, distinctly gendered parental roles; the nuclear family is to some extent restored in her very being. She answers Anita Bryant’s call to ‘save our children’, only here the threat to children and families comes not from hom*osexuality (as Bryant had feared), but rather from a supernatural killer. In particular, parallels are drawn between Nancy and Marge. Marge admits that “a group of us parents” hunted out Freddy. Nevertheless, in saying that “mommy killed him”, she seems to take sole responsibility for his execution. Compare Marge’s behaviour with that of Donald, who never utters Freddy’s name. In one of the climaxes, Nancy herself sets fire to Freddy, before he can hurt any other youngsters. Thus, it is the mothers in Nightmare—both the “real” mother (Marge) and the symbolic mother (Nancy)—who are punished for killing the monster. In the film’s first climax, the burning Freddy races into Marge’s bedroom and kills her, before both monster and victim mysteriously vanish. In the second climax, Marge is yanked off the front porch and through the front door, by unseen hands that most likely belong to Krueger.In the film’s final climax, Nancy wakes to find that the whole film was just a dream; her friends and mother are alive. She remarks that the morning is ‘bright’; indeed, it appears a bit too bright, especially after the darkness and bloodshed of the night before. Nancy steps into a car with her friends, but the viewer notices something odd—the car’s colours (red, with green stripes) match the colours on Freddy’s shirt. The car drives off, against the will of its passengers, and presumably powered by the apparently dead (or is he dead? Was he ever truly dead? Was he just dreamed up? Is Nancy still dreaming now?) monster. Compare the fates of these women with that of Donald. In the first climax, he watches in horror as Freddy murders Marge, but does nothing to protect her. Donald does not appear in the final climax. The viewer is left to guess what happened to him. Most likely, Donald will continue to try and protect the local community as best (or as incompetently) he can, and turn a blind eye to the teenage and female suffering around him. Conclusion We have argued that a nuanced understanding of the gender politics at the heart of Wes Craven’s A Nightmare on Elm Street can be achieved by reading the film within the context of the historical period in which it was released. Nightmare is an example of a Hollywood film that manages (to some extent) to contest the anti-feminism and the emphasis on “family values” that characterised mid-1980s American political culture. In Nightmare, the nuclear family is reduced to a pathetic joke; the parents are hopeless, and the children are left to fend (sometimes unsuccessfully) for themselves. Nancy is genuinely assertive, and the young men around her pay the price for not heeding or hearing her warnings. Nonetheless, as we have also argued, Nancy becomes the mother and father she never had, and in doing so she (at least symbolically) restores her fractured nuclear family unit. In Craven’s film, the nuclear family might be down, but it’s not entirely out. Finally, while both Nancy and Marge might seem to destroy Freddy, the monster ultimately punishes these women for their crimes. References A Nightmare on Elm Street. Dir. Wes Craven. New Line Cinema, 1984.A Nightmare on Elm Street. Dir. Samuel Bayer. New Line Cinema, 2010. Broussard, James H. Ronald Reagan: Champion of Conservative America. Hoboken: Taylor and Francis, 2014. Christensen, Kyle. “The Final Girl versus Wes Craven’s A Nightmare on Elm Street: Proposing a Stronger Model of Feminism in Slasher Horror Cinema.” Studies in Popular Culture 34.1 (2011): 23-47. Chastagner, Claude. “The Parents’ Music Resource Center: From Information to Censorship”. Popular Music 1.2 (1999): 179-192.Clover, Carol. “Her Body, Himself: Gender in the Slasher Film”. Representations 20 (1987): 187-228. Evans, Sara. “Feminism in the 1980s: Surviving the Backlash.” Living in the Eighties. Eds. Gil Troy and Vincent J. Cannato. New York: Oxford University Press, 2009. 85-97. Faludi, Susan. Backlash: The Undeclared War against Women. London: Vintage, 1991. Fatal Attraction. Dir. Adrian Lyne. Paramount Pictures, 1987. Hammer, Rhonda, and Douglas Kellner. “1984: Movies and Battles over Reganite Conservatism”. American Cinema of the 1980s: Themes and Variations. Ed. Stephen Prince. New Jersey: Rutgers University Press, 2007. 107-125. Harwood, Sarah. Family Fictions: Representations of the Family in 1980s Hollywood Cinema. Hampshire and London: Macmillan Press, 1997. Kingsley, David. “Elm Street’s Gothic Roots: Unearthing Incest in Wes Craven’s 1984 Nightmare.” Journal of Popular Film and Television 41.3 (2013): 145-153. Phillips, Kendall R. Dark Directions: Romero, Craven, Carpenter, and the Modern Horror Film. Carbondale and Edwardsville: Southern Illinois University Press, 2012. Popenoe, David. “American Family Decline, 1960-1990: A Review and Appraisal.” Journal of Marriage and Family 55.3 (1993): 527-542.Psycho. Dir. Alfred Hitchco*ck. Paramount Pictures, 1960.The Texas Chainsaw Massacre. Dir. Tobe Hooper. Bryanston Pictures, 1974.Trencansky, Sarah. “Final Girls and Terrible Youth: Transgression in 1980s Slasher Horror”. Journal of Popular Film and Television 29.2 (2001): 63-73. Tygiel, Jules. Ronald Reagan and the Triumph of American Conservatism. New York: Pearson Longman, 2006. Welsh, Andrew. “On the Perils of Living Dangerously in the Slasher Horror Film: Gender Differences in the Association between Sexual Activity and Survival.” Sex Roles 62 (2010): 762-773.Winner, Lauren F. “Reaganizing Religion: Changing Political and Cultural Norms among Evangelicals in Ronald Reagan’s America.” Living in the Eighties. Eds. Gil Troy and Vincent J. Cannato. New York: Oxford University Press, 2009. 181-198.

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Piatti-Farnell, Lorna. "What’s Hidden in Gravity Falls: Strange Creatures and the Gothic Intertext." M/C Journal 17, no.4 (July24, 2014). http://dx.doi.org/10.5204/mcj.859.

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Discussing the interaction between representation and narrative structures, Anthony Mandal argues that the Gothic has always been “an intrinsically intertextual genre” (Mandal 350). From its inception, the intertextuality of the Gothic has taken many and varied incarnations, from simple references and allusions between texts—dates, locations, characters, and “creatures”—to intricate and evocative uses of style and plot organisation. And even though it would be unwise to reduce the Gothic “text” to a simple master narrative, one cannot deny that, in the midst of re-elaborations and re-interpretations, interconnections and interpolations also appear, a collective gathering of ideas and writing practices that construct what is known as “the Gothic intertext” (Mishra 235). As far as storytelling, characterisation, and symbolism are concerned, the Gothic finds strength in its ability to develop as well as negate expectation, re-moulding the culturally known and the aesthetically acceptable in order to present its audience with a multi-faceted and multi-layered narrative. Although the Gothic has traditionally found fertile ground in literary works—a connection that is now a legacy as much as an origin—other contemporary media, such as animation, have offered the Gothic a privileged chance for growth and adaptation. An evocative example of the mergence between the Gothic mode and the animated medium is Alex Hirsch’s Gravity Falls. This visual text provides an example of the reach of the Gothic within popular culture, where intersecting hideous creatures and interconnected narrative structures, although simple and “for children” on the surface, reveal the presence of a dense and intertextual Gothic network. Those interlacings are, of course, never disconnected from the wider cultural framework, and clearly occupy an important part in unravelling the insidious aspects of human nature, from the difficulties of finding “oneself” to the loneliness of the everyday. Gravity Falls is an animated television series created by Alex Hirsch. It premiered on the Disney Channel in the United States on 15 June 2012. Now scheduled for its second season of running, Gravity Falls follows the adventures of 12-year-old twin siblings Dipper and Mabel Pines while on their summer vacation in the small town of Gravity Falls, Oregon. The choice of “twins” as main characters reveals, even at such an embryonic level, a connection to Gothicised structures, as the mode itself, as Vijay Mishra suggests, finds an affinity with doublings and “specular identifications” that “confuse the norm” (63). The presence of twins makes the double nature of character, traditionally a metaphorical and implicit idea in the Gothic, a very obvious and explicit one. Dipper and Mabel are staying with their eccentric and money-grabbing Great Uncle Stan—often referred to as “Grunkle Stan”—who runs the local curiosity shop known as the Mystery Shack. It becomes very obvious from the very beginning that an air of mystery truly surrounds the Shack, which quickly lives up to its name, and the eponymous town. In an aptly Gothic manner, things are definitely not what they seem and the twins are caught in odd plots, eerily occurrences, and haunted/haunting experiences on a daily basis. The instigator for the twins’ interest in the odd manifestations is the finding of a mysterious journal, a manual the relays detailed descriptions of the creatures that inhabit the forest in the town of Gravity Falls. The author of the journal remains unknown, and is commonly known only as “3”, an unexplained number that marks the cover of the book itself. Although the connection between the Gothic and animation may be obscure, it is in fact possible to identify many common and intersecting elements—aesthetically, narratively, and conceptually—that highlight the two as being intrinsically connected. The successful relation that the Gothic holds with animation is based in the mode’s fundamental predilection for not only subversion, excess and the exploration of the realm of the “imagination”, but also humour and self-reflexivity. These aspects are shared with animation which, as a medium, is ideally placed for exploring and presenting the imaginative and the bizarre, while pushing the boundaries of the known and the proper. Julia Round suggests that the Gothic “has long been identified as containing a dual sense of play and fear” (7). The playfulness and destabilisation that are proper to the mode find a fertile territory in animation in view of not only its many genres, but also its style and usually sensational subject matter. This discourse becomes particularly relevant if one takes into consideration matters of audienceship, or, at least, receivership. Although not historically intended for younger viewers, the animation has evolved into a profoundly children-orientated medium. From cinema to television, animated features and series are the domain of children of various ages. Big production houses such as Disney and Warner Bros have capitalised on the potential of the medium, and established its place in broadcasting slots for young viewers. Not unlike comics—which is, in a way, its ancestral medium—animation is such a malleable and contextual form that it requires a far-reaching and inclusive approach, one that is often interdisciplinary in scope; within this, where the multi-faceted nature of the Gothic opens up the way for seeing animated narratives as the highly socio-historical mediums they are. And not unlike comics, animation shares a common ground with the Gothic in requiring a vast scope of analysis, one that is intrinsically based on the conceptual connections between “texts”. Round has also aptly argued that, like comics, animated series lend themselves to malleable and mouldable re-elaboration: “from the cultural to the aesthetic, the structural to the thematic”, graphic media always reflect the impact of “intertextual and historical references” (8). Animation’s ability to convey, connect, and revolutionise ideas is, therefore, well-matched to the aesthetic and conceptual idiosyncrasies of Gothic tropes. Dipper and Mabel’s vacation in the town of Gravity Falls is characterised by the appearance of numerous super- and preter-natural creatures. The list of “monsters” encountered by the twins is long and growing, from gnomes, goblins, mermaids and zombies, to ghosts, clones, and a wide and colourful variety of demons. And although, at first glance, this list would appear to be a simple and simplistic grouping of bizarre and creatively assembled creatures, it is made quickly apparent that these “monsters” are all inspired, often very directly, by “existing”—or, at least, well-known—Gothic creatures, and their respective contexts of development. Indeed, the links to the Gothic in contemporary popular culture are unavoidable. The creatures in Gravity Falls are presented with subtle references to Gothic literature and cinema, from John Carpenter’s Halloween (1978) and Joe Dante’s Gremlins (1984), to Stephen King’s The Shining (1977) and Needful Things (1991). Borrowing from these texts, the creatures in the series all have strange names that rely on play-on-words and re-inventions, and the rubric twists that they undertake are part of a system of both homage and conceptual interdependency. One can find, for instance, “Manotaurs”—creatures that are half-bull and half-man, and that value “manliness” in their society above all else—and the “Gremlobin” – a gigantic monster somewhere in between, we are told, a “gremlin” and a “goblin”, whose eyes can show “your worst nightmares”. But the range extends to other bizarre “creatures” that are clearly very spooky, such as the “Summewrween Trickster”—a large, shadowy, purple/orange monster with a “jack-o’-melon” mask – the living “mailbox”—a sentient and omniscient object—and the truly haunting Bill Cipher—a mind demon that can be summoned through an incantation and enter a person’s subconscious. The connection to the Gothic in popular culture is instrumental for the construction of the Gothic intertext in Gravity Falls. In episode One, “Tourist Trapped” (1.01), Mabel is kidnapped by a tribe of gnomes, who are set on making her their queen. The gnomes are incongruous creatures: on the one hand, they are vengeful and spiteful, recalling the horror monsters found in movies such as the questionable Blood Gnome (2004). On the other, however, they wear red pointy hats and white beards, and their friendly smiles recall the harmless appearance of actual garden gnomes. When the gnomes grow upset, they throw up rainbows; this strange fact destroys their potential as a Gothic horror icon, and makes them accessible and amusing. This subversion of iconography takes place with a number of other “creatures” in Gravity Falls, with the Summerween Trickster—subverting the “terror” of Hallowe’en—being another fitting example. When the gnomes are attempting to woe Mabel, they do not appear to her in their real form: they camouflage themselves into a teenage boy— one who is moody, brooding, and mysterious—and become Mabel’s boyfriend; the “boy’s” interest in her, however, is so intense, that Dipper suspects him to be a member of “The Undead”, a category of monster that is closely described in 3’s journal: due to their “pale skin” and “bad attitudes”, they are often mistaken for “teenagers”. Clues to Dipper’s doubts include the teenage boy’s hand “falling off” while he is hugging Mabel, a clear sign—it would seem—that the boy is obviously a decaying, zombie corpse. The intertextual connection to several horror visual narratives where limbs “fall off” the undead and the monstrous is clear here, with apt film examples being Dawn of the Dead (1978), The Fly (1986), horror comedy Army of Darkness (1992), and, more recently, television’s The Walking Dead (2010-). The references to well-known horror films are scattered throughout the series, and comprise the majority of the lampooned cultural context in which the creatures appear. In spite of Dipper’s suspicions, the situation is revealed to have a rather different outcome. When the boyfriend tells Mabel he has a big secret to reveal, her mind wanders into another direction, choosing a different type of undead, as she expectantly thinks: “Please be a vampire…please be a vampire”. It is not difficult to spot the conceptual connection here to narratives such as Stephenie Meyer’s Twilight saga (2005-2008), both in its literary and cinematic variations, where brooding and mysterious teenage boys find ideal incarnations as the undead creature. The romanticised nature of teenage fictional narratives such as the Twilight saga is also mirrored in Mabel’s distinctive love-centred interest in the potential vampire, revealing an intertextual and highly contextual association to seeing the creature as part of an amorous relationship, as opposed to a blood-thirsty murderer. Mabel’s dreams of vampric love are unfortunately shattered when the boyfriend is revealed to be several gnomes carefully assembled to operate a human-like body, rather than one immortal lover. Irrespective of its desire to parody the Gothic, however, Gravity Falls still maintains unavoidable links to the notion of terror. Clear evidence of this is to be found in the fact that all “creatures” in the series present a level of anthropomorphism about them, and this is interpreted by the characters—and the viewers—as one of their scariest aspects. Leigh Blackmore suggests that a special brand of terror can be found in “anthropomorphic beings” that are in fact not human (Blackmore 95). Most of the creatures in the series are humanoid in shape, and can speak like humans. From gnomes to mermaids, mailboxes and demons, the creatures act as humans, but they are in fact something “other”, something that only recalls the human itself. This idea of being “almost human”, but “not quite”, is disturbing in itself, and connects the presentation of the creatures to the Gothic via the notion of the uncanny: “a crisis of the natural, touching upon everything that one might have thought was ‘part of nature’ […] human nature, the nature of reality and the world” (Royle 1). The uncanny nature of the creatures in Gravity Falls is maintained through their profound inhumanity, and their simultaneous links to human ways of acting, speaking, and even thinking. Indeed, most of the creatures are presented as petty, bitter, and childish, and often seen as greedy and sulking. In a way, the creatures lampoon some of the most intrinsic qualities of the human species, what separates us from animals. The supernatural creatures operate here as a critique of the humans themselves, exposing, as the Gothic often does, the most disturbing parts of humanity. The creatures are presented initially as scary, recalling—albeit very briefly—notions of terror and horror, but that façade is quickly destroyed as their “real nature” is exposed. They are de-terrorised by not only making them common, but also ridiculing their habits and de-constructing their thinly-veiled Gothic personas. The creatures in Gravity Falls are a subversion of the subversion, a re-thinking of the Gothic through parody that allows their conceptual, and culturally relevant, function to be rapidly exposed. The impact of the Gothic intertext in Gravity Falls is not only visible in its representational forms—its monsters and “creatures”—but also extends to its structural organisation. Jerrold Hogle has argued that, although they maintain a heterogeneous construction of texts and contexts, there are certain qualities applicable to “Gothic texts”: an antiquated space (often decaying); a concealed secret from the historical past; a physical or psychological haunting; and an oscillation between “reality” and the “supernatural” (3). Although Hogle’s pinpointing of what he calls the “Gothic matrix” (3) is mainly focused on the literary world, a broader and more wide-reaching understanding of the Gothic text allows these qualities to be clearly identifiable in other narrative mediums, such as an animated series. Indeed, Gravity Falls presents the main elements of the “Gothic matrix”: the Mystery Shack is an old and isolated place, physically crumbling and in constant state of disrepair; it is made clear that the Shack harbours many secrets—filled as it is with hidden passageways and underground vaults—connected to the shady past of Grunkle Stan and its unresolved connections to mysticism and magic; there are plenty of hauntings to be found in the series: from physical ones—in the form of demons and ghosts—to psychological ones, condensed in Dipper and Mabel’s difficulties with their approaching puberties and “growing up”; finally, the line between reality and supernatural is constantly challenged by the appearance of multiple creatures that are clearly not of this world, and even though several characters doubt their existence within the story, their very presence challenges the stability of the boundaries between real and unreal. On the surface, the series is presented as a standard linear narrative, where the linear journey of each 20-minute episode culminates with the resolution of the main “haunting”, and the usual destruction or appeasing of the “creature”. And while the series’ use of cliff-hangers is, in true television style, a common presence, they also expose and recall the unresolved nature of the narrative. Indeed, the story’s structure in Gravity Falls is reliant on narrative undertellings and off-shoots that often lie underneath the logical “line” of the plot. Sub-plots reign supreme, and multiple motives for the characters’ actions are introduced but not expanded upon, leaving the series impregnated with an aura of uncertainty and chaos. The focus of the storytelling is also denied; one moment, it appears to be Dipper’s desire to discover the “secrets” of the forest; the other, it is Grunkle Stan’s long-time battle with his arch-nemesis Gideon over the ownership of the Shack. This plot confusion in Gravity Falls continues to expose its narrative debt to the Gothic intertext, since “structural multiplicity”, as Round suggests, is “a defining feature of the Gothic” (19). The series’ narrative structure is based on numerous multiplicities, an open denial of linear journeys that is dependant, paradoxically, on the illusion of resolution. The most evocative example of Gravity Falls’ denial of clear-cut structures is arguably to be found in the narrative underlayers added by 3’s monster manual. It is obvious from the beginning that 3’s stay in the town of Gravity Falls was riddled with strange experiences, and that his sojourn intersected, at one point or the other, with the lives and secrets of Grunkle Stan and his enemies. It is also made clear that 3’s journal is not a solitary presence in the narrative, but is in fact only one in a triad of mystical books—these books, it is suggested, have great power once put together, but the resolution to this mystery is yet to be revealed. As Grunkle Stan and Gideon fight (secretly) over the possession of the three books, it is openly suggested that several uncovered stories haunt the main narrative in the series and, unknown Dipper and Mabel, are responsible for many of the strange occurrences during their stay at the Shack. Jean-Jacques Lecercle has long argued that one of the defining characteristics of the Gothic, and its intertextual structure, is the presence of “embedded narratives” (72). In Gravity Falls, the use of 3’s manual as not only an initiator of the plot, but also as a continuous performative link to the “haunted” past, uncovers the series’ re-elaboration of the traditional structure of Gothic narratives. As a paratextual presence in the story—one that is, however, often responsible for the development of the main narrative—3’s manual draws attention to the importance of constructing layered stories in order to create the structures of terror, and subsequent horror, that are essential to the Gothic itself. Although it often provides Dipper with information for solving the mysteries of the Shack, and subduing the supernatural creatures that overtake it, 3’s manual is, in reality, a very disruptive presence in the story. It creates confusion as it begins storytelling without concluding it, and opens the way to narrative pathways that are never fully explored. This is of course in keeping with the traditional narrative structures of the Gothic mode, where ancient books and stories— belonging to “antiquity”—are used as a catalyst for the present narrative to take place, but are also strangely displaced from it. This notion recalls Victor Sage’s suggestion that, in Gothic narratives, ancient books and stories paradoxically “disrupt” the main narrative, starting a separate dialogue with a storytelling structure that is inevitably unexplored and left unanswered (86). Canonical examples such as Ann Radcliffe’s The Mysteries of Udolpho (1794) and Emily Brontë’s Wuthering Heights (1847) inevitably come to mind here, but also more recent cinematic examples such as the Evil Dead franchise (1978-), where ancient books and old storytellers uncover hoary secrets that instigate, as well as obscure, the main narrative. In Gravity Falls, the interaction with 3’s manual is inherently performative, and continuously intertextual, but it is also deeply confusing, adding to the feeling of strangeness and mystery that is the conceptual basis for the series itself. The intertextual connections that drive the narrative in Gravity Falls construct lampooned versions of both the traditional concepts of Gothic horror and Gothic terror. Hogle has suggested that Gothic terror is apparent in the construction of suspense, achieved through an exploration of psychological hauntings, human nature and its un/limitations, and that which is kept out sight, the expected “hidden secrets” (3). Gothic horror, on the other hand, is characterised by the consequences of these occurrences; the physical manifestation of the “haunting”, so to speak, is achieved through the presentation of something repulsive and horrific, the monstrous in its various incarnations (Hogle 3). In Gravity Falls, the connection to the traditional Gothic intertext is made clear through both elicitations of “terror”, and subsequent manifestations of “horror”. Indeed, the “hidden secrets” of the Shack, and to some extent, the fears and insecurities of the characters, are mediated through the appearance of horrific machinery and creatures. The Shack always conceals something hidden, a magical element of sort that is kept secret by intricate passageways. The shadowy nature of the building – evoking the psychological hauntings of Gothic terror – inevitably causes the appearance of something physically disturbing, finding its apogee in a Gothic horror experience. A clear example of this can be found in the episode “Double Dipper” (1.07). Desperate to impress his co-worker and secret love-interest Wendy, and “haunted” by his lack of self-worth, Dipper roams the rooms of the Shack and discovers a very old and enchanted photocopier machine; the machine copies “people”, making clones of the original. The “clones” themselves are a manifestation of horror, a presence that breaks the boundaries of propriety, and worries its viewers in view of its very existence. The cloning copy machine is strongly intertextual as it not only provides conceptual links to numerous cinematic and literary examples where a “haunted machine” threats to destroy humanity— in examples such as Stephen King’s Christine (1983) —but also evokes the threat of “doubles”, another powerfully Gothic conduit (Royle). As it is often the case in Gravity Falls, Dipper loses control of the situation, and the dozens of clones he unwittingly created take over his life and threaten to annihilate him. Dipper must destroy the “horror” —the clones—and confront the “terror”—his haunting insecurities and personal secrets—in order to restore the original balance. This intertextual dynamic validates Hogle’s contention that, in Gothic narratives, both the physical and the psychological “hauntings” rise from view “within the antiquated space” and “manifest unresolved conflicts that can no longer be successfully buried from view” (Hogle 2). The “hidden secrets” of Gravity Falls, and their manifestations through both Gothic horror and terror, are clearly connected to explorations of human nature and deeply existentialist crises that are put forward through humour and parody. These range from Grunkle Stan’ inability to commit to a relationship—and his feeling that life is slipping away in his old age—to the twins’ constant insecurities about pre-teen amorous encounters. Not to mention the knowledge that, in reality, Dipper and Mabel were “abandoned” by their mother in the care of Stan, as she had other plans for the summer. As Round has argued, the Gothic’s most significant development seems to have been the “transvaluation of moral issues”, as notions of “monsters have become less clear cut” (18). The series’ successful engagement with the wider “monstrous” intertext, and its connection to moral issues and “hidden” preoccupations, uncovers the ability of the Gothic, as Catherine Spooner puts it, to act as “commodity”, no longer a marginalised cultural presence, but a fully purchasable item in consumer-capitalist systems (Spooner 2007). The evocations of both horror and terror in Gravity Falls are, naturally, unavoidably diluted, a homage as much as a direct encounter. The use of the monstrous and the haunted in the series is domesticated, made accessible so that it can be presented to a younger and more commercial audience. The profound interlacings with the Gothic intertext remain, however, unchanged, as the series reconciles its subversive, uncanny elements with the inevitably conventional, Disney-fied context in which it is placed. References Blackmore, Leigh. “Marvels and Horrors: Terry Dowling’s Clowns at Midnight”. 21st Century Gothic: Great Gothic Novels Since 2000, ed. Danel Olson. Lanham: Rowman & Littlefield, 2011. 87-97. Gravity Falls. Disney Television. Disney Channel, Los Angeles. 2012-2014. Hogle, Jerrold. “Introduction: The Gothic in Western Culture”. The Cambridge Companion of Gothic Fiction, ed. Jerrold Hogle. Cambridge: Cambridge University Press, 2002. 1-20. Lecercle, Jean-Jacques. “The Kitten’s Nose: Dracula and Witchcraft”. The Gothic, ed. Fred Botting. D.S Brewer: Cambridge, 2001. 71-86. Mandal, Anthony. “Intertext”. The Encyclopaedia of the Gothic, ed. David Punter, Bill Hughes and Andrew Smith. Basingstoke: Wiley, 2013. 350-355. Mishra, Vijay. The Gothic Sublime. Albany: State University of New York Press, 1994. Round, Julia. Gothic in Comics and Graphic Novels. Jefferson: McFarland, 2014. Royle, Nicholas. The Uncanny. Manchester: Manchester University Press, 2003. Sage, Victor. “Irish Gothic: C.R. Maturin and J.S. LeFanu. A Companion to the Gothic, ed. David Punter. Oxford; Blackwell, 2001. 81-93. Spooner, Catherine. Contemporary Gothic. London: Reaktion, 2007.

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Hawley, Erin. "Re-imagining Horror in Children's Animated Film." M/C Journal 18, no.6 (March7, 2016). http://dx.doi.org/10.5204/mcj.1033.

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Introduction It is very common for children’s films to adapt, rework, or otherwise re-imagine existing cultural material. Such re-imaginings are potential candidates for fidelity criticism: a mode of analysis whereby an adaptation is judged according to its degree of faithfulness to the source text. Indeed, it is interesting that while fidelity criticism is now considered outdated and problematic by adaptation theorists (see Stam; Leitch; and Whelehan) the issue of fidelity has tended to linger in the discussions that form around material adapted for children. In particular, it is often assumed that the re-imagining of cultural material for children will involve a process of “dumbing down” that strips the original text of its complexity so that it is more easily consumed by young audiences (see sem*nza; Kellogg; Hastings; and Napolitano). This is especially the case when children’s films draw from texts—or genres—that are specifically associated with an adult readership. This paper explores such an interplay between children’s and adult’s culture with reference to the re-imagining of the horror genre in children’s animated film. Recent years have seen an inrush of animated films that play with horror tropes, conventions, and characters. These include Frankenweenie (2012), ParaNorman (2012), Hotel Transylvania (2012), Igor (2008), Monsters Inc. (2001), Monster House (2006), and Monsters vs Aliens (2009). Often diminishingly referred to as “kiddie horror” or “goth lite”, this re-imagining of the horror genre is connected to broader shifts in children’s culture, literature, and media. Anna Jackson, Karen Coats, and Roderick McGillis, for instance, have written about the mainstreaming of the Gothic in children’s literature after centuries of “suppression” (2); a glance at the titles in a children’s book store, they tell us, may suggest that “fear or the pretence of fear has become a dominant mode of enjoyment in literature for young people” (1). At the same time, as Lisa Hopkins has pointed out, media products with dark, supernatural, or Gothic elements are increasingly being marketed to children, either directly or through product tie-ins such as toys or branded food items (116-17). The re-imagining of horror for children demands our attention for a number of reasons. First, it raises questions about the commercialisation and repackaging of material that has traditionally been considered “high culture”, particularly when the films in question are seen to pilfer from sites of the literary Gothic such as Mary Shelley’s Frankenstein (1818) or Bram Stoker’s Dracula (1897). The classic horror films of the 1930s such as James Whale’s Frankenstein (1931) also have their own canonical status within the genre, and are objects of reverence for horror fans and film scholars alike. Moreover, aficionados of the genre have been known to object vehemently to any perceived simplification or dumbing down of horror conventions in order to address a non-horror audience. As Lisa Bode has demonstrated, such objections were articulated in many reviews of the film Twilight, in which the repackaging and simplifying of vampire mythology was seen to pander to a female, teenage or “tween” audience (710-11). Second, the re-imagining of horror for children raises questions about whether the genre is an appropriate source of pleasure and entertainment for young audiences. Horror has traditionally been understood as problematic and damaging even for adult viewers: Mark Jancovich, for instance, writes of the long-standing assumption that horror “is moronic, sick and worrying; that any person who derives pleasure from the genre is moronic, sick and potentially dangerous” and that both the genre and its fans are “deviant” (18). Consequently, discussions about the relationship between children and horror have tended to emphasise regulation, restriction, censorship, effect, and “the dangers of imitative violence” (Buckingham 95). As Paul Wells observes, there is a “consistent concern […] that horror films are harmful to children, but clearly these films are not made for children, and the responsibility for who views them lies with adult authority figures who determine how and when horror films are seen” (24). Previous academic work on the child as horror viewer has tended to focus on children as consumers of horror material designed for adults. Joanne Cantor’s extensive work in this area has indicated that fright reactions to horror media are commonly reported and can be long-lived (Cantor; and Cantor and Oliver). Elsewhere, the work of Sarah Smith (45-76) and David Buckingham (95-138) has indicated that children, like adults, can gain certain pleasures from the genre; it has also indicated that children can be quite media savvy when viewing horror, and can operate effectively as self-censors. However, little work has yet been conducted on whether (and how) the horror genre might be transformed for child viewers. With this in mind, I explore here the re-imagining of horror in two children’s animated films: Frankenweenie and ParaNorman. I will consider the way horror tropes, narratives, conventions, and characters have been reshaped in each film with a child’s perspective in mind. This, I argue, does not make them simplified texts or unsuitable objects of pleasure for adults; instead, the films demonstrate that the act of re-imagining horror for children calls into question long-held assumptions about pleasure, taste, and the boundaries between “adult” and “child”. Frankenweenie and ParaNorman: Rewriting the Myth of Childhood Innocence Frankenweenie is a stop-motion animation written by John August and directed by Tim Burton, based on a live-action short film made by Burton in 1984. As its name suggests, Frankenweenie re-imagines Shelley’s Frankenstein by transforming the relationship between creator and monster into that between child and pet. Burton’s Victor Frankenstein is a young boy living in a small American town, a creative loner who enjoys making monster movies. When his beloved dog Sparky is killed in a car accident, young Victor—like his predecessor in Shelley’s novel—is driven by the awfulness of this encounter with death to discover the “mysteries of creation” (Shelley 38): he digs up Sparky’s body, drags the corpse back to the family home, and reanimates him in the attic. This coming-to-life sequence is both a re-imagining of the famous animation scene in Whale’s film Frankenstein and a tender expression of the love between a boy and his dog. The re-imagined creation scene therefore becomes a site of negotiation between adult and child audiences: adult viewers familiar with Whale’s adaptation and its sense of electric spectacle are invited to rethink this scene from a child’s perspective, while child viewers are given access to a key moment from the horror canon. While this blurring of the lines between child and adult is a common theme in Burton’s work—many of his films exist in a liminal space where a certain childlike sensibility mingles with a more adult-centric dark humour—Frankenweenie is unique in that it actively re-imagines as “childlike” a film and/or work of literature that was previously populated by adult characters and associated with adult audiences. ParaNorman is the second major film from the animation studio Laika Entertainment. Following in the footsteps of the earlier Laika film Coraline (2009)—and paving the way for the studio’s 2014 release, Boxtrolls—ParaNorman features stop-motion animation, twisted storylines, and the exploration of dark themes and spaces by child characters. The film tells the story of Norman, an eleven year old boy who can see and communicate with the dead. This gift marks him as an outcast in the small town of Blithe Hollow, which has built its identity on the historic trial and hanging of an “evil” child witch. Norman must grapple with the town’s troubled past and calm the spirit of the vengeful witch; along the way, he and an odd assortment of children battle zombies and townsfolk alike, the latter appearing more monstrous than the former as the film progresses. Although ParaNorman does not position itself as an adaptation of a specific horror text, as does Frankenweenie, it shares with Burton’s film a playful intertextuality whereby references are constantly made to iconic films in the horror genre (including Halloween [1978], Friday the 13th [1980], and Day of the Dead [1985]). Both films were released in 2012 to critical acclaim. Interestingly, though, film critics seemed to disagree over who these texts were actually “for.” Some reviewers described the films as children’s texts, and warned that adults would likely find them “tame and compromised” (Scott), “toothless” (McCarthy) or “sentimental” (Bradshaw). These comments carry connotations of simplification: the suggestion is that the conventions and tropes of the horror genre have been weakened (or even contaminated) by the association with child audiences, and that consequently adults cannot (or should not) take pleasure in the films. Other reviewers of ParaNorman and Frankenweenie suggested that adults were more likely to enjoy the films than children (O’Connell; Berardinelli; and Wolgamott). Often, this suggestion came together with a warning about scary or dark content: the films were deemed to be too frightening for young children, and this exclusion of the child audience allowed the reviewer to acknowledge his or her own enjoyment of and investment in the film (and the potential enjoyment of other adult viewers). Lou Lumenick, for instance, peppers his review of ParaNorman with language that indicates his own pleasure (“probably the year’s most visually dazzling movie so far”; the climax is “too good to spoil”; the humour is “deliciously twisted”), while warning that children as old as eight should not be taken to see the film. Similarly, Christy Lemire warns that certain elements of Frankenweenie are scary and that “this is not really a movie for little kids”; she goes on to add that this scariness “is precisely what makes ‘Frankenweenie’ such a consistent wonder to watch for the rest of us” (emphasis added). In both these cases a line is drawn between child and adult viewers, and arguably it is the film’s straying into the illicit area of horror from the confines of a children’s text that renders it an object of pleasure for the adult viewer. The thrill of being scared is also interpreted here as a specifically adult pleasure. This need on the part of critics to establish boundaries between child and adult viewerships is interesting given that the films themselves strive to incorporate children (as characters and as viewers) into the horror space. In particular, both films work hard to dismantle the myths of childhood innocence—and associated ideas about pleasure and taste—that have previously seen children excluded from the culture of the horror film. Both the young protagonists, for instance, are depicted as media-literate consumers or makers of horror material. Victor is initially seen exhibiting one of his home-made monster movies to his bemused parents, and we first encounter Norman watching a zombie film with his (dead) grandmother; clearly a consummate horror viewer, Norman decodes the film for Grandma, explaining that the zombie is eating the woman’s head because, “that’s what they do.” In this way, the myth of childhood innocence is rewritten: the child’s mature engagement with the horror genre gives him agency, which is linked to his active position in the narrative (both Norman and Victor literally save their towns from destruction); the parents, meanwhile, are reduced to babbling stereotypes who worry that their sons will “turn out weird” (Frankenweenie) or wonder why they “can’t be like other kids” (ParaNorman). The films also rewrite the myth of childhood innocence by depicting Victor and Norman as children with dark, difficult lives. Importantly, each boy has encountered death and, for each, his parents have failed to effectively guide him through the experience. In Frankenweenie Victor is grief-stricken when Sparky dies, yet his parents can offer little more than platitudes to quell the pain of loss. “When you lose someone you love they never really leave you,” Victor’s mother intones, “they just move into a special place in your heart,” to which Victor replies “I don’t want him in my heart—I want him here with me!” The death of Norman’s grandmother is similarly dismissed by his mother in ParaNorman. “I know you and Grandma were very close,” she says, “but we all have to move on. Grandma’s in a better place now.” Norman objects: “No she’s not, she’s in the living room!” In both scenes, the literal-minded but intelligent child seems to understand death, loss, and grief while the parents are unable to speak about these “mature” concepts in a meaningful way. The films are also reminders that a child’s first experience of death can come very young, and often occurs via the loss of an elderly relative or a beloved pet. Death, Play, and the Monster In both films, therefore, the audience is invited to think about death. Consequently, there is a sense in each film that while the violent and sexual content of most horror texts has been stripped away, the dark centre of the horror genre remains. As Paul Wells reminds us, horror “is predominantly concerned with the fear of death, the multiple ways in which it can occur, and the untimely nature of its occurrence” (10). Certainly, the horror texts which Frankenweenie and ParaNorman re-imagine are specifically concerned with death and mortality. The various adaptations of Frankenstein that are referenced in Frankenweenie and the zombie films to which ParaNorman pays homage all deploy “the monster” as a figure who defies easy categorisation as living or dead. The othering of this figure in the traditional horror narrative allows him/her/it to both subvert and confirm cultural ideas about life, death, and human status: for monsters, as Elaine Graham notes, have long been deployed in popular culture as figures who “mark the fault-lines” and also “signal the fragility” of boundary structures, including the boundary between human and not human, and that between life and death (12). Frankenweenie’s Sparky, as an iteration of the Frankenstein monster, clearly fits this description: he is neither living nor dead, and his monstrosity emerges not from any act of violence or from physical deformity (he remains, throughout the film, a cute and lovable dog, albeit with bolts fixed to his neck) but from his boundary-crossing status. However, while most versions of the Frankenstein monster are deliberately positioned to confront ideas about the human/machine boundary and to perform notions of the posthuman, such concerns are sidelined in Frankenweenie. Instead, the emphasis is on concerns that are likely to resonate with children: Sparky is a reminder of the human preoccupation with death, loss, and the question of why (or whether, or when) we should abide by the laws of nature. Arguably, this indicates a re-imagining of the Frankenstein tale not only for child audiences but from a child’s perspective. In ParaNorman, similarly, the zombie–often read as an articulation of adult anxieties about war, apocalypse, terrorism, and the deterioration of social order (Platts 551-55)—is re-used and re-imagined in a childlike way. From a child’s perspective, the zombie may represent the horrific truth of mortality and/or the troublesome desire to live forever that emerges once this truth has been confronted. More specifically, the notion of dealing meaningfully with the past and of honouring rather than silencing the dead is a strong thematic undercurrent in ParaNorman, and in this sense the zombies are important figures who dramatise the connections between past and present. While this past/present connection is explored on many levels in ParaNorman—including the level of a town grappling with its dark history—it is Norman and his grandmother who take centre stage: the boundary-crossing figure of the zombie is re-realised here in terms of a negotiation with a presence that is now absent (the elderly relative who has died but is still remembered). Indeed, the zombies in this film are an implicit rebuke to Norman’s mother and her command that Norman “move on” after his grandmother’s death. The dead are still present, this film playfully reminds us, and therefore “moving on” is an overly simplistic and somewhat disrespectful response (especially when imposed on children by adult authority figures.) If the horror narrative is built around the notion that “normality is threatened by the Monster”, as Robin Wood has famously suggested, ParaNorman and Frankenweenie re-imagine this narrative of subversion from a child’s perspective (31). Both films open up a space within which the child is permitted to negotiate with the destabilising figure of the monster; the normality that is “threatened” here is the adult notion of the finality of death and, relatedly, the assumption that death is not a suitable subject for children to think or talk about. Breaking down such understandings, Frankenweenie and ParaNorman strive not so much to play with death (a phrase that implies a certain callousness, a problematic disregard for human life) but to explore death through the darkness of play. This is beautifully imaged in a scene from ParaNorman in which Norman and his friend Neil play with the ghost of Neil’s recently deceased dog. “We’re going to play with a dead dog in the garden,” Neil enthusiastically announces to his brother, “and we’re not even going to have to dig him up first!” Somewhat similarly, film critic Richard Corliss notes in his review of Frankenweenie that the film’s “message to the young” is that “children should play with dead things.” Through this intersection between “death” and “play”, both films propose a particularly child-like (although not necessarily child-ish) way of negotiating horror’s dark territory. Conclusion Animated film has always been an ambiguous space in terms of age, pleasure, and viewership. As film critic Margaret Pomeranz has observed, “there is this perception that if it’s an animated film then you can take the little littlies” (Pomeranz and Stratton). Animation itself is often a signifier of safety, fun, nostalgia, and childishness; it is a means of addressing families and young audiences. Yet at the same time, the fantastic and transformative aspects of animation can be powerful tools for telling stories that are dark, surprising, or somehow subversive. It is therefore interesting that the trend towards re-imagining horror for children that this paper has identified is unfolding within the animated space. It is beyond the scope of this paper to fully consider what animation as a medium brings to this re-imagining process. However, it is worth noting that the distinctive stop-motion style used in both films works to position them as alternatives to Disney products (for although Frankenweenie was released under the Disney banner, it is visually distinct from most of Disney’s animated ventures). The majority of Disney films are adaptations or re-imaginings of some sort, yet these re-imaginings look to fairytales or children’s literature for their source material. In contrast, as this paper has demonstrated, Frankenweenie and ParaNorman open up a space for boundary play: they give children access to tropes, narratives, and characters that are specifically associated with adult viewers, and they invite adults to see these tropes, narratives, and characters from a child’s perspective. Ultimately, it is difficult to determine the success of this re-imagining process: what, indeed, does a successful re-imagining of horror for children look like, and who might be permitted to take pleasure from it? Arguably, ParaNorman and Frankenweenie have succeeded in reshaping the genre without simplifying it, deploying tropes and characters from classic horror texts in a meaningful way within the complex space of children’s animated film. References Berardinelli, James. “Frankenweenie (Review).” Reelviews, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.reelviews.net/php_review_template.php?identifier=2530›. Bode, Lisa. “Transitional Tastes: Teen Girls and Genre in the Critical Reception of Twilight.” Continuum: Journal of Media & Cultural Studies 24.5 (2010): 707-19. Bradshaw, Peter. “Frankenweenie: First Look Review.” The Guardian, 11 Oct. 2012. 6 Aug. 2014 ‹http://www.theguardian.com/film/2012/oct/10/frankenweenie-review-london-film-festival-tim-burton›. Buckingham, David. Moving Images: Understanding Children’s Emotional Responses to Television. Manchester and New York: Manchester University Press, 1996. Cantor, Joanne. “‘I’ll Never Have a Clown in My House’ – Why Movie Horror Lives On.” Poetics Today 25.2 (2004): 283-304. Cantor, Joanne, and Mary Beth Oliver. “Developmental Differences in Responses to Horror”. The Horror Film. Ed. Stephen Prince. New Brunswick, NJ: Rutgers UP, 2004. 224-41. Corliss, Richard. “‘Frankenweenie’ Movie Review: A Re-Animated Delight”. Time, 4 Oct. 2012. 6 Aug. 2014 ‹http://entertainment.time.com/2012/10/04/tim-burtons-frankenweenie-a-re-animated-delight/›. Frankenweenie. Directed by Tim Burton. Walt Disney Pictures, 2012. Graham, Elaine L. Representations of the Post/Human: Monsters, Aliens and Others in Popular Culture. Manchester: Manchester UP, 2002. Hastings, A. Waller. “Moral Simplification in Disney’s The Little Mermaid.” The Lion and the Unicorn 17.1 (1993): 83-92. Hopkins, Lisa. Screening the Gothic. Austin: U of Texas P, 2005. Jackson, Anna, Karen Coats, and Roderick McGillis. “Introduction.” The Gothic in Children’s Literature: Haunting the Borders. Eds. Anna Jackson, Karen Coats, and Roderick McGillis. New York: Routledge, 2008. 1-14. Jancovich, Mark. “General Introduction.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 1-19. Kellogg, Judith L. “The Dynamics of Dumbing: The Case of Merlin.” The Lion and the Unicorn 17.1 (1993): 57-72. Leitch, Thomas. “Twelve Fallacies in Contemporary Adaptation Theory.” Criticism 45.2 (2003): 149-71. Lemire, Christy. “‘Frankenweenie’ Review: Tim Burton Reminds Us Why We Love Him.” The Huffington Post, 2 Oct. 2012. 6 Aug. 2014 ‹http://www.huffingtonpost.com/2012/10/03/frankenweenie-review-tim-burton_n_1935142.html›. Lumenick, Lou. “So Good, It’s Scary (ParaNorman Review)”. New York Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://nypost.com/2012/08/17/so-good-its-scary/›. McCarthy, Todd. “Frankenweenie: Film Review.” The Hollywood Reporter, 20 Sep. 2012. 6 Aug. 2014 ‹http://www.hollywoodreporter.com/movie/frankenweenie/review/372720›. Napolitano, Marc. “Disneyfying Dickens: Oliver & Company and The Muppet Christmas Carol as Dickensian Musicals.” Studies in Popular Culture 32.1 (2009): 79-102. O’Connell, Sean. “Middle School and Zombies? Awwwkward!” Washington Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://www.washingtonpost.com/gog/movies/paranorman,1208210.html›. ParaNorman. Directed by Chris Butler and Sam Fell. Focus Features/Laika Entertainment, 2012. Platts, Todd K. “Locating Zombies in the Sociology of Popular Culture”. Sociology Compass 7 (2013): 547-60. Pomeranz, Margaret, and David Stratton. “Igor (Review).” At the Movies, 14 Dec. 2008. 6 Aug. 2014 ‹http://www.abc.net.au/atthemovies/txt/s2426109.htm›. Scott, A.O. “It’s Aliiiive! And Wagging Its Tail: ‘Frankenweenie’, Tim Burton’s Homage to Horror Classics.” New York Times, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.nytimes.com/2012/10/05/movies/frankenweenie-tim-burtons-homage-to-horror-classics.html›. sem*nza, Gregory M. Colón. “Teens, Shakespeare, and the Dumbing Down Cliché: The Case of The Animated Tales.” Shakespeare Bulletin 26.2 (2008): 37-68. Shelley, Mary. Frankenstein, or, The Modern Prometheus. Hertfordshire: Wordsworth Editions, 1993 [1818]. Smith, Sarah J. Children, Cinema and Censorship: From Dracula to the Dead End Kids. London: I.B. Tauris, 2005. Stam, Robert. “Introduction: The Theory and Practice of Adaptation.” Literature and Film: A Guide to the Theory and Practice of Film Adaptation. Eds. Robert Stam and Alessandra Raengo. Oxford: Blackwell, 2005. 1-52. Wells, Paul. The Horror Genre: From Beelzebub to Blair Witch. London: Wallflower, 2000. Whelehan, Imelda. “Adaptations: the Contemporary Dilemmas.” Adaptations: From Text to Screen, Screen to Text. Eds. Deborah Cartmell and Imelda Whelehan. London: Routledge, 1999. 3-19. Wolgamott, L. Kent. “‘Frankenweenie’ A Box-Office Bomb, But Superior Film.” Lincoln Journal Star, 10 Oct. 2012. 18 Aug. 2014 ‹http://journalstar.com/entertainment/movies/l-kent-wolgamott-frankenweenie-a-box-office-bomb-but-superior/article_42409e82-89b9-5794-8082-7b5de3d469e2.html›. Wood, Robin. “The American Nightmare: Horror in the 70s.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 25-32.

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Campbell, Sandy. "Larf by A. Spires." Deakin Review of Children's Literature 3, no.1 (July8, 2013). http://dx.doi.org/10.20361/g2ts4j.

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Spires, Ashley. Larf. Toronto: Kids Can Press, 2012. Print. This book is a twist on the “lonely hearts” theme, with lots of humour. Larf is a sasquatch who feels “like nobody knows [he] even exist[s]. Author Ashley Spires has given him a lifestyle that somewhat mirrors her own – jogging, gardening, and walking his pet bunny, Eric. Larf is excited to hear that another sasquatch is going to make an appearance in a town nearby, so he decides to go meet him. When he gets there, he is disappointed to find out that it is a guy in a sasquatch suit who tells him that “Sasquatches aren’t real”. But he does meet another sasquatch, who has also been enticed into town by the sasquatch performance, a girl sasquatch named Shurl. She carries a handbag and wears a pink dress. And so a friendship begins. This story is of the same genera as E.T., Shrek and Monsters, Inc. that make scary, imaginary creatures less scary by making them look cuddly or childlike and showing them leading day-to-day lives similar to our own. Larf is both cuddly, looking a bit like a furry teddy bear and child-like in that his head is large for his body, like a baby’s. Larf does ordinary things. He eats at a table, rides a bus, does laundry on Wednesday and would like to have a friend to play teeter-totter with him. It is hard to be afraid of a furry creature who is lonely and wants to have friends. The drawings are all cartoon-like and presented in a variety of attractive ways. Some fill more than a page while others are overlapped like photographs. Sometimes there are four small panels on a page, each with its own caption. There are a few jokes in the book. For example, we are told that Larf “is a master of camouflage”, but even small children will see that his beret, scarf and grey pants are not enough to disguise a giant-sized sasquatch. This book is fun to read and would be an excellent for public and school libraries, particularly those in “sasquatch country”, where children might have been spooked by scary stories about sasquatches. Highly Recommended: 4 stars out of 4 Reviewer: Sandy Campbell Sandy is a Health Sciences Librarian at the University of Alberta, who has written hundreds of book reviews across many disciplines. Sandy thinks that sharing books with children is one of the greatest gifts anyone can give.

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Borle, Sean. "We’re All Wonders by R. Palacio." Deakin Review of Children's Literature 7, no.2 (October30, 2017). http://dx.doi.org/10.20361/g25h4w.

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Palacio, R.J. We’re All Wonders. Alfred A. Knopf, 2017This is one of several picture books which R.J. Palacio has spun off her bestselling novel, Wonder, which introduced Auggie, a boy missing his left eye. There are few picture books about children with facial deformities, so this is a welcome addition. In condensing the novel into a picture book, however, much of the positive content has been lost. This is a sad story. Auggie is not accepted by other children. When he feels sad he puts helmets on his dog and himself to isolate himself from people’s stares. However, a child and dog with helmets are likely to attract as many stares. Auggie’s other coping mechanisms include: an imaginary trip to Pluto, where his “old friends” are one-eyed creatures that look a bit like sheep with tentacles, and wishing that “other people can change the way they see”. Given that there is a long science fiction history of scary one-eyed space aliens and monsters, it seems strange that Palacio would associate her character with them. Wishing that the world was different does not make it different. We do not see the positive things that were in the novel such as people sticking up for Auggie or his intelligence and achievements.Palacio’s artwork is bright and easily accessible to small children. Strangely, though, the final image shows only the right half of Auggie’s face, with the earth replacing his eye, while the left half, that is the focus of the whole story, is missing.This book would be good for classrooms where there are children with physical differences, but it would be important for teachers to add a positive spin to the story. Recommended: 3 stars out of 4Reviewer: Sean BorleSean Borle is a University of Alberta undergraduate student who is an advocate for child health and safety.

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Walter, Lori. "Noni is Nervous by H. Hartt-Sussman (2nd review)." Deakin Review of Children's Literature 4, no.2 (October16, 2014). http://dx.doi.org/10.20361/g2tw2t.

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Hartt-Sussman, Heather. Noni is Nervous. Illus. Geneviève Côté. Toronto, ON: Tundra Books, 2013. Print.This picture book gently, but also deftly, captures what anxiety feels like for a child. Noni is Nervous opens with a humorous depiction of Noni’s anxiety about universal problems such as bossy friends and global warming--an overenthusiastic playmate has lassooed Noni and a polar bear sweats next to a penguin in a kiddie pool. But this gentle humour and lightness is also interspersed with images that show Noni as a lone, isolated figure on the page, worrying about her first day of school and all that could go wrong. In addition to capturing this sense of isolation that is a symptom of anxiety, Heather Hartt-Sussman’s book also explores other symptoms such as nail biting, hair twirling, non-stop talking, and catastrophizing, which all add up to form a compelling portrait of a nervous child. Geneviève Côté’s cartoonish, crayon and watercolour illustration that conveys Noni’s isolation also becomes a wash of colour and excitement as Noni’s anxiety lessens when she befriends an outgoing girl and begins to form friendships.Easy to read with simple, repetitive sentences and filled with visual jokes--Noni imagines she has ended up at school in her pyjamas and that her teacher is a mean monster with fangs and a lizard tail, this book will appeal to young children as it gently explores what it is like to have problems with anxiety. Parents could also use the book to raise anxiety issues with their children and children may be able to use the book to give voice to their emotions and fears.Noni is Nervous is an engaging, informative, and durable hardcover picture book for its target audience of two to five year olds.Highly recommended: 4 stars out of 4Reviewer: Lori WalterFor over two years, Lori Walter worked as an assistant to the Research Librarian in the Faculty of Nursing Research Office at the University of Alberta. She has recently graduated with her MLIS from the University of Alberta, and she is the new Scholarly Communications Librarian at the UBC Okanagan Library.

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Alishba Adnan, Chanchal Maheshwari, and Syed Muhammad Ashraf Jahangeer. "Rolling out COVID-19 vaccine: half the battle won." Journal of the Pakistan Medical Association, April17, 2021. http://dx.doi.org/10.47391/jpma.2432.

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According to the World Bank forecast COVID19 economic consequences have been estimated as the deepest recession since the Second World War. To date COVID19 has claimed 1.4 million lives, leaving millions in varying levels of morbidity and emerges as a bigger problem in the high income than in the low middle income countries. The only hope to put a stop to this monster and go back to the normal is the man's old friend, the vaccines. Extraordinary circ*mstances require extraordinary measures and we have seen that the development of vaccines which was usually thought as a years of business is being prepared and ready to be rolled out under ten months of concentric efforts. A certain percentage of adverse effects are expected from any medication and the same is true for vaccines. However even within the expected numbers of any untoward effects from vaccines, the same are highlighted and become under media limelight for no scientific reason. In this regard manageing mthe mass media is imperative. In the recent history of infections and vaccines, the world has seen both causal and spurious adverse relationships claimed to be associated with vaccines. Whatever the truth was, news of vaccines causing adverse reactions can not only affect the uptake of the very vaccine itself, but can also avert people to go for other routine vaccinations. In the low and middle income countries of the world this could prove as an impending community health disaster. In a country like the UK the Wakefield reports caused decline in the vaccine uptake and a surge in the infections, so what worse we can be expected in other parts of the world. Considering the tight rope of a newly developed vaccine administration in the first stage, ‘the first few thousands’ in the population would be a make or break situation, specially in the low middle income countries where rumors spread faster than anything. In the second stage, targeting a bigger population for vaccine delivery, diligent planning at both macro and micro levels would be required to avoid problems related to vaccine storage, safe delivery, administration and follow up of the vaccine receivers. This pandemic provided us with an opportunity to uncover our potential in a time constraint Global health crisis. The precious achievements of scientists and vaccine manufacturers in this regard must be capitalized upon and be secured from mishaps and mismanagement. Continuous...

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Baker, Sarah. "The Walking Dead and Gothic Excess: The Decaying Social Structures of Contagion." M/C Journal 17, no.4 (July24, 2014). http://dx.doi.org/10.5204/mcj.860.

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The Walking Dead is an American post-apocalyptic horror drama television series based on the comic book series of the same name. In the opening episode, Sheriff’s Deputy Rick Grimes awakens after months in a coma in an abandoned hospital to find a post-apocalyptic world dominated by flesh eating zombies. The cause of the apocalypse is unknown, and Grimes does not know what has happened to his family. The start of the programme is situated around his quest to find his family, and the encounters he has with the many other survivors along the way. The plot of The Walking Dead centres on the survivors of the apocalypse as they search for safe haven away from the “walkers”, or “biters”; the first series focuses on how they cope with the immediate realities of life in the post-apocalyptic world. From the outset, the programme finds its way through the upheaval and destruction of everyday American life. Decay is persistent and inevitable in the threat of death from the “walkers”; this familiar Gothic trope is ever-present throughout the series.This paper uses a Gothic focus to examine The Walking Dead and considers the disintegration of society and family after the zombie Apocalypse. It focuses primarily on the first series of The Walking Dead, and examines Gothic tropes through a discussion of the decay of the walkers, the decay of the family, and the decay of society.Zombie Gothic It is important to examine the zombie narrative within a Gothic framework. Kyle Bishop argues that “zombies and the narratives that surround them function as part of the larger Gothic literary tradition, even as they change that tradition as well” (31). In contrast to other Gothic traditions that began in literature, the zombie is unique as it began in folklore, cinema and drama. Similarities to other Gothic traditions exist, such as ghosts and vampires, and the zombie narrative serves as a vehicle to examine cultural anxieties and prevailing attitudes. In fact, Bishop suggests that the zombie narrative has now proven itself to be as interesting and complex as more established Gothic traditions (31). Just as earlier Gothic traditions allowed people to explore themselves in the mirror that Frankenstein (1818) or Dracula (1897) provided, the zombie allows for a more modern examination: a world that is increasingly complex with its technological and cybernetic advances yet a world where humanity has still not resolved the great differences that exist. Bishop argues that “during the latter half of the twentieth century, for example, zombie movies repeatedly reacted to social and political unrest, graphically representing the inescapable realities of an untimely death…” (11). The zombie narrative’s ability to adapt to cultural anxieties make it part of the Gothic tradition. Bishop also argues that, in a post–9/11 climate, the zombie film works as an important example of:the contemporary Gothic, readdressing “the central concerns of the classical Gothic,” such as “the dynamics of family, the limits of rationality and passion, the definition of statehood and citizenship, the cultural effects of technology.” In addition to exposing such repressed cultural anxieties, Fred Botting emphasizes how Gothic narratives “retain a double function in simultaneously assuaging and intensifying the anxieties with which they engage.” (26) The Gothic situates itself from the 18th century as writing of excess and this tendency permeates much of the genre’s narratives, characters and settings. The mutability in Gothic texts provides a platform for many social issues and anxieties to be addressed; its ability to shift and adapt in order to reflect contemporaneous social trends is partly what has enabled it to remain popular (Botting Gothic). The zombie forces a confrontation with the fears of life and death, freedom and enslavement, and the destruction of modern society. These include “the exploitation of the masses in capitalist society, the soullessness of modern-day life, our fear of global apocalypse, our revulsion at the reality of war, and the inevitability of death” (Graves 9). The rise of the zombie narrative plays on humanity’s fear for the future: that modern civilisation has many fundamental weaknesses that may ultimately collapse through one form of global disaster or another. The Gothic situates itself from the 18th century as writing of excess and this tendency permeates much of the genre’s narratives, characters and settings. The mutability in Gothic texts provides a platform for many social issues and anxieties to be addressed; its ability to shift and adapt in order to reflect contemporaneous social trends is partly what has enabled it to remain popular (Botting Gothic). The zombie forces a confrontation with the fears of life and death, freedom and enslavement, and the destruction of modern society. These include “the exploitation of the masses in capitalist society, the soullessness of modern-day life, our fear of global apocalypse, our revulsion at the reality of war, and the inevitability of death” (Graves 9). The rise of the zombie narrative plays on humanity’s fear for the future: that modern civilisation has many fundamental weaknesses that may ultimately collapse through one form of global disaster or another. I argue that the zombie is part of a new kind of Gothic with a new monster for a new age. This new monster facilitates the Gothic’s ability to remain relevant in a post-industrial, cyberspace era. Unnatural death is now more horrific, pervasive, and far-reaching than Walpole ever could have imagined when he wrote the now canonical Gothic novel The Castle of Otranto (1764), and the zombie works as a dramatic manifestation of this ever-present anxiety. The Gothic narratives of the zombie now represent a more modern reaction to the threats posed in the 21st-century, post-9/11 world which is potentially more traumatic than the threats posed in earlier Gothic novels of the 19th and 20th century. Global pandemics may manifest as a zombie apocalypse or disease that threaten complete annihilation of civilisation. Teresa Goddu emphasises how “the Gothic is not a trans-historical, static category but a dynamic mode that undergoes historical changes when specific agents adopt and transform its conventions” (32). Zombie narratives have updated Gothic conventions to then reflect modern day anxieties and fears. As Botting argues, “Gothic figures” represent anxieties associated with turning points in cultural historical progress (2002). Zombie narratives, then, serve to allow a confrontation with more modern terrors and threats that exist; the zombie narrative, it can be argued, confronts Gothic tropes and places them in a contemporary context. Cultural anxieties have been nurtured about the rise in terrorist activity around the world, witnessed with the collapse of the World Trade Centre towers, and the threats of pandemics that might eviscerate the human race in the form of SARS. The zombie narrative then represents a logical growth in Gothic monsters that have been used to explore modern day cultural anxieties. Post-Apocalyptic America and Gothic Zombies Apocalypse and zombie narratives represent the worst case scenario for both the people of USA and the world. Zombies, vampires and other apocalyptic monsters are used as faceless creatures to present either an unknown threat or pose them as social critique (Bo). The first signs of the Gothic are present from the start of The Walking Dead, where the familiar American suburban scene has altered into a mutilated disintegrating version of society. In the series, threat comes not just from the “walkers” but also from the fellow survivors who no longer obey the pre-apocalypse laws and way of life. Pre-apocalypse, Rick Grimes was a sheriff, and an upholder of the law. The series starts with Grimes in a police car having lunch with his best friend Shane Walsh while they discuss the differences between men and women. In a police shoot-out, Grimes is shot and awakens to find society as he knew it destroyed. After waking from his coma, he returns to his family home and meets two other survivors, Morgan Jones and his son Duane, who explain the implications of the zombie apocalypse to him. Grimes searches for his family and returns to the police station. He puts on his uniform which appears as a symbol of the normality he thinks he can return to. However, as he goes to get petrol, Grimes looks under a car and sees a young girl’s pink slippers. He calls to her saying “don’t worry little girl”, as the girl drags a pink rabbit. She turns around to face Grimes and runs at him: it is revealed she is a zombie. She is a grotesque parody of a little girl with her distorted and mutilated face; as Grimes draws out his gun and shoots her in the face, she is an uncanny reminder that humanity has permanently altered. The narrative of adults and police officers protecting innocent children is quickly subverted from the start of the series. From this moment, Rick Grimes is permanently fighting his own loss of morality and humanity in a society that has become a distortion of what it once was. The term “liminality” is employed by critics and theorists of the Gothic to refer to spaces or bodies situated:either on or at the recognized borders or boundaries of subjective existence. In eighteenth-century Gothic writing, these thresholds were mainly encountered through liminal spaces. These were often mountain ranges, secret rooms, and hidden passages. From the nineteenth century onward, the human body has increasingly become a liminal site where normative boundaries are challenged; the monster, vampire, and werewolf, are all liminal beings. (Hughes, Punter and Smith)The zombies continues the Gothic tradition of liminality and is perhaps more frightening as they represent the dissolution of death, yet are still in some form “alive”. In The Walking Dead, the survivors are also neither completely alive nor dead, as they are on the edge of losing life as they know it and becoming consumed by the undead. The “walkers” operate as terrifying prompts that what was once considered an incontrovertible fact—the difference between life and death—is not as final in the post-apocalyptic world of the series. The “walkers”, therefore, are walking manifestations of decay and liminality, a reminder that the fear of death has been transmuted into the fear if an even more dangerous entity, neither living nor dead. Gothic, Misha Kavka argues, is often about fear, localised in the shape of something monstrous that electrifies the collective mind (Kavka). In this case, the zombies are tangible displays of how a pandemic or global outbreak could alter humanity forever. Gothic is also about the paranoia around body manipulation, defined as a projection of the self on to the outside world where the boundaries blur between self and other (Kavka). In the zombie narrative of The Walking Dead, the boundaries between the living and dead collapse when decay reanimates into the liminal form of the “walkers”. Decay of the Family The death of the family unit as a recurring trope is raised early on in the series, and the initial problem for Rick Grimes is locating his missing family. Grimes teams up with Morgan Jones and his son Duane. Morgan has his own dilemma when faced with the thought of killing his wife who has turned into a “walker”. She returns to their family house, and seems caught between life and death as if she has some memory of the life she had before. Rick Grimes’s family dilemma is further exacerbated when he finds his wife and son with other survivors who have formed a group. Thinking that her husband Rick was dead, Lori Grimes has started a relationship with Grimes’ best friend, fellow police officer Shane Walsh; a growing tension grows between the two men as the series continues. Ultimately this leads to a fight between the two men as the jealousy grows and each have different ideas on how to best keep the survivors safe. Where the men were once allies and friends, the apocalypse has turned them into enemies. Though the zombies are the most manifest threat to the survivors, there are other threats that come to the fore in The Walking Dead. These threats are in the form of the changes that occur between the characters (Bo). What were once everyday events turns into dangerous events: getting water, petrol and food, for example, become life-threatening activities, and the survivors must trust people who they meet up with on their travels. Rick Grimes’ pre-apocalypse ethics and humanity are tested by the new society. For example, he allows his son Carl Grimes to carry a handgun which Carl later uses to save Rick’s life. In contrast to the Grimes family that is at the centre of the narrative, another group of survivors live at a farm and are led by Hershel Greene, a farmer and religious leader. Their treatment of the “walkers” represents a different approach to the zombie apocalypse. Hershel keeps zombies in a barn and sees them as sick people, while Rick sees them as monsters. Many in the barn are Hershel’s family members; it is only later in the series that Hershel comes to see the zombie family as monsters intent on killing all human survivors. With the connections to family and love, the zombies act as a mirror to the human survivors of what they may potentially become. Societal Decay From the start The Walking Dead Rick Grimes needs to grapple with a world profoundly altered by the zombie apocalypse. The hospital is abandoned except for stray zombie corpses, and it is clear that the once secure place of the hospital is no longer a haven for the sick. One of the most obvious signs of decay is the streets littered with abandoned vehicles, and there are outward markers of chaos and apocalypse. There is much that is Gothic and uncanny in The Walking Dead, where cognitive dissonance is opened up when the familiar becomes strange. The world ostensibly looks the same but will never be normal again for Rick Grimes and the survivors. Here the “true horror lies in that which is most immediately at hand that the most proximal bears the capacity to contain the utterly unfamiliar” (Chopra). The decay of society is made both manifest and melancholic as it evokes the anxiety of being simultaneously normal and abnormal. The once known, or normal, world has become strange and unfamiliar. For example, in the first series of The Walking Dead there is a reference to the classic zombie horror film Dawn of the Dead (1978), where the survivors find themselves trapped in a department store, a famous scene commented upon by Bishop:This instinctual “drive to shop,” as it were, is repeatedly emphasized by Romero, who shows the mindless creatures pressed up against glass doors and windows, clamouring to get inside the shops, in a gross parody of early-morning-sale shoppers, to resume their earthly activities of gluttonous consumption—indeed, as Kim Paffenroth points out, their addiction for the place exists beyond death. (Bishop 41) As the maniacal governor in The Walking Dead later observes about the zombies: “The thing you have to realize is that they’re just us—they’re no different. They want what they want, they take what they want and after they get what they want—they’re only content for the briefest span of time. Then they want more” (Bishop 140). The zombies then serve as a mirror for the worst of humanity. Zombies further mirror other aspects of humanity that are hidden and ignored. Barbara Creed suggests that the popular horror film brings about a confrontation with the abject (the corpse, bodily wastes, and the monstrous-feminine), and by doing so re-draws the boundaries between the human and non-human (Creed). She argues:Firstly, the horror film abounds in images of abjection, foremost of which is the corpse, whole and mutilated, followed by an array of bodily wastes such as blood, vomit, saliva, tears and putrefying flesh. (Creed 253)The zombies/”walkers” in The Walking Dead are abject, mutilated walking corpses. Creed argues that the blurred boundaries between life and death, and the antinomies that humans like to ignore or pretend do not exist, are seen in creatures like zombies. Abjection is usually represented by bodily fluids such as pus or blood or a kind of in-betweenness, such as the zombies’ state between life and death. Mark Bould and Sherryl Vint argue that apocalyptic fiction uses the scenario of the end of the world as a way to rebuild and reorganise society (23). The very question of possible futures and society in a post-apocalyptic world is raised and questioned in The Walking Dead when everyday survival is at stake. This alters, however, when Rick Grimes has to focus on the long-term survival of the group and his family when his wife becomes pregnant. Lori Grimes argues that the world they find themselves in is no place to raise a child and to establish new lives. Rick does not agree with Lori and her pessimistic view of society as it stands. In an uncanny twist, the survivors do not know what has caused the apocalypse, but they later learn that everyone is infected and will re-animate when dead: they are the “walking dead”.Conclusion The Walking Dead is a modern Gothic text that uses many of the tropes of the Gothic to explore cultural anxieties present today. One such area is that of decay, chaos and lawlessness in the post-apocalyptic world of the zombie. This is a key area of the Gothic tradition played out in the modern afflicted world. At the start of The Walking Dead, society is seen as “normal”, two police officers are eating lunch in their vehicle and talking about life. After Rick Grimes awakens after his coma what was once “normal” has transformed into a site of uncanny horror, suspense and terror. Much of the first series is spent with Grimes and his survivors trying to contain and combat the zombie threat. Botting argues that early Gothic fiction articulated a shift from a feudal economy to a capitalistic one (2008). In similar vein, in The Walking Dead the future is one where capitalist society has totally collapsed. This could be a critique of the 2008 financial crash, or a fear of what could happen if a pandemic were to occur that ended consumer life and society as it is known (Bishop 41). It also demonstrates that what is seen as established norms quickly disintegrate in the new post-apocalyptic society. Social structures in the post-apocalyptic world no longer function as they once did. The normality of a pregnancy which should, under “normal” circ*mstances, herald hope for the future, sets off ambivalence in the Grimes family about the life circ*mstances the survivors find themselves in, and the future that is available to them or their offspring. Core institutions and structures have fallen; the hospital at the start of the series no longer functions and the police are no longer upholders of the law. Chaos and anarchy are now the everyday life that confronts the survivors. The survivors are frequently left with questions about what is the point is of their lives. At the centre of the chaos is the change in family and society. The structures of modern society are seen as flimsy and easily disturbed in the post-apocalyptic zombie future. As Botting says, “uncertainties about the nature of power, law, society, family and sexuality dominate Gothic fiction” (Gothic 3). The modern day Gothic then questions these key areas of society. The death in the Gothic post-apocalyptic zombie future is that of society as well as individuals. References Bishop, Kyle William. American Zombie Gothic: The Rise and Fall (and Rise) of the Walking Dead in Popular Culture. Jefferson: McFarland Company, 2010. Bo, Kristian. Surviving the End. Thesis. University of Tromso, 2013. Botting, Fred. “Aftergothic: Consumption,Machines, and Black Holes.” In Hogle, The Cambridge Companion to Gothic Fiction. ———. The Gothic. London: Routledge. 1995. ———. Limits of Horror: Technology, Bodies, Gothic. New York: Manchester University Press, 2008. ———. “Science Fiction and Film in Gothic.” London: Routledge. 2005. Bould, Mark, and Sherryl Vint. The Routledge Concise History of Science Fiction. New York: Routledge, 2011. Creed, Barbara. “Horror and the Monstrous-Feminine: An Imaginary Abjection.” Feminist Film Theory: A Reader. Ed. Sue Thornham. New York: New York University Press, 1999. Chopra, Samir. “American Horror Story, The Walking Dead, and the American Gothic”. samirchopra.com, 2014. Goddu, Teresa A. Gothic America: Narrative, History, and Nation. New York: Columbia University Press, 1997. Hughes, William, David Punter and Andrew Smith. The Encyclopaedia of the Gothic. London: Wiley, 2014. Kavka, M. “The Gothic on Screen.” The Cambridge Companion to Gothic Fiction, ed. C. Jerold Hogle. Cambridge: Cambridge University Press, 2002. Overbey, Erin. “The Walking Dead Returns”. The New Yorker, 2012. The Walking Dead, Frank Darabont. AMC, 2010. DVD.

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King, Ben. "It's a Scream." M/C Journal 1, no.5 (December1, 1998). http://dx.doi.org/10.5204/mcj.1733.

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Why do so many horror films feature the young, pretty and prosperous at the business end of a carving knife? A few examples include Scream 2 (1998), I Know What You Did Last Summer (1997), Scream (1997), and The Hand That Rocks The Cradle (1992). In fact, the propensity for Hollywood to portray the narcissistic bourgeoisie being deprived of their pretensions has been around since Murnau sent a real estate agent to a vampire's house in 1922. But there are fundamental differences between horror films like Nosferatu (1922) or Psycho (1961) and the films mentioned above. The purpose of this essay is to suggest that in recent years Hollywood horror narratives have moved away from the tradition of legitimising violence for the viewer who wishes to participate in a world of aggression without feelings of remorse or guilt (Tudor), in favour of attending to the fears associated with a struggling middle class and dwindling American Puritanism. This feature of the modern horror narrative involves identical characterisation of both the victims and the stalkers: they are young, affluent, attractive, and completely desensitised to trauma though hyper-sensitive to materialism and mass media flippancy. In a modern sub-genre of the horror film, defined by Barry Keith Grant as 'yuppie horror' (288), we are seeing narrative representations of economic success and physical beauty involved in the time honoured murderous passage from Order->Disorder->Order. Exaggerated portrayals of economic and physical superiority is a staple of the horror genre -- it helps to establish a veneer of safety which exists only to be shattered. The distinguishing feature of films such as Wes Craven's Scream is that the killers are not hideous misfits, they are in fact equal in beauty and social stature to their victims. The other quality which defines the yuppie horror is a visual and narrative attention to material wealth and contrived suburban perfection and the ineffectuality of this world at preventing the cathartic violent acts from occurring. In both Scream and Pacific Heights typical symbols of post-modern affluence such as cars, wide screen televisions and plush interior design get destroyed during the bloody process of re-establishing a tenuous order. Prior to the unfolding of this crucial aspect of the plot, important relations and similarities in lifestyle are established between the victims' way of life and that of the killer(s). This is a dramatic shift away from the old school tactic of gradually revealing a dark past which emphatically distances the heroes from the stalkers in a way that preserves the sanctity of the American suburban dream defined by films such as Halloween, Friday the 13th, or Nightmare on Elm Street. The modern horror relies on the audience's understanding that the killers occupy the same exaggeratedly cosy space that the victims do. In most cases the means through which films such as Scream 'address the anxieties of an affluent culture in a period of prolonged recession' (Grant 280) involves the young and beautiful being stripped of their material shelter not by blue collar hicks or monsters but by other yuppies turned playfully psychotic. This revamping of the horror genre plays on strong, new concerns about capitalist ideology and media culture, and informs the audience about what effect this ideology is having on contemporary Western emotional life. The 'playfulness' mentioned above operates on various levels in most films of the genre; typically the yuppie-killers simply make it obvious they are enjoying a kind of selfish revelry in a rare immaterial act. Scream, on the other hand, is the best example of a new movement in the yuppie horror sub-genre which maintains a discreet distance from traditional horror via an unnerving joviality which pervades the script, performances and look of the film. The film is simultaneously satirical and diegetically faithful to the genre it debunks. Scream involves well off high school students treating the advent of mass murder in their leafy town as an opportunity to playfully act out clichéd roles which they also fulfil as legitimate victims. One perky cynic remarks: 'I see myself as sort of a young Meg Ryan, but with my luck I'll get Tori Spelling'. The film makes continual references to other films of the genre including those made by Craven himself. Scream has a narrative quality akin to the grim pleasures pursued by Patrick Bateman in the notorious novel by Brett Easton Ellis, American Psycho (1991). In the same manner as Ellis's psycho fetishises his possessions to disavow (justify?) the horrifying brutality of his favourite pastime of indiscriminate slaying, so too do both the victims and the killers of Scream fetishise horror films and media representations of thrill killing. Make no mistake, Scream is a horror film and extremely gory. Its appeal depends on its self-referential and dichotomous relationship with the viewer who is encouraged to reject the conventions of horror via the playfulness of its tone, as well as be horrified by the frequent disembowelling of innocents. In this way, the film cheats us: there is something transcendental about the graphic violence which makes it impossible for Scream to detach itself from the conventions of the horror genre. The playful behaviour of both the protagonists and the director is a very dark message that illustrates the vanishing potential of film to resolve tensions between conscious and unconscious attitudes towards media saturation and trash culture. Extremely violent representations of affluent American society during a period of both economic and moral recession in Scream promote the notion that the sanctimonious, puritanical institutions of the middle class are at risk of being exposed due to the desensitising nature of television media, personified in the film by the aggressive and bloodthirsty reporter Courtney Cox. It is partially her jocular disavowal of the threat that makes Scream such an interesting film, much more so than similar representations of media in Oliver Stone's Natural Born Killers (1996) due to Cox's clever intertextual link to yuppie heaven in the huge television sit com, Friends. This idea of symbolising or disguising threats to the American Way has always been a driving force in Hollywood production. The Western is perhaps the most conspicuous, where staunchly defended pastoral values serve to undermine a perceived social threat posed by the industrial revolution (Wark 10). Other examples include the textualisation of a 'red menace' from Mars in SF films to reinforce Cold War paranoia, and the use of the musical during the thirties distracted audiences from the harsh realities of the Depression. Horror films have traditionally drawn on trauma from the stalker's childhood which is commemorated in the act of killing, and according to revisionist Freudian criticism this representation acts on the predominantly adolescent viewers' voyeuristic desires for psychosexual empowerment over childhood (Tudor 130). The advent of the yuppie horror has corrupted this crucial distinction between the killer and the victim, due to the killer's participation in the same affluent and material world which dominates their lives. This materialism includes the media and their dangerously superficial retelling of tragic events. The anxieties encoded in Scream and its spin-offs activate, through the violence adopted by psychologically identical characters, a new regression similar to the Freudian one mentioned above. The crucial difference is that the trauma stems from a desensitisation to media representation of real events, ultimately realised in the apparent emotional stability of the affluent and beautiful who playfully slaughter the inhabitants of their own, false world. References Grant, B. K. "Rich and Strange: The Yuppie Horror Film." Contemporary Hollywood Cinema. Eds. Steve Neale and Murray Smith. New York: Routledge, 1988. Tudor, A. Monsters and Mad Scientists: A Cultural History of the Monster Movie. Oxford: Basil Blackwell, 1989. Wark, M. "Technofear 2." 21·C 8 (1992): 10. Citation reference for this article MLA style: Ben King. "It's a Scream: Playful Murder and the Ideology of Yuppie Horror." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/scream.php>. Chicago style: Ben King, "It's a Scream: Playful Murder and the Ideology of Yuppie Horror," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/scream.php> ([your date of access]). APA style: Ben King. (1998) It's a scream: playful murder and the ideology of yuppie horror. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/scream.php> ([your date of access]).

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Hackett,LisaJ. "Addressing Rage: The Fast Fashion Revolt." M/C Journal 22, no.1 (March13, 2019). http://dx.doi.org/10.5204/mcj.1496.

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Wearing clothing from the past is all the rage now. Different styles and aesthetics of vintage and historical clothing, original or appropriated, are popular with fashion wearers and home sewers. Social media is rich with images of anachronistic clothing and the major pattern companies have a large range of historical sewing patterns available. Butterick McCall, for example, have a Making History range of patterns for sewers of clothing from a range of historical periods up to the 1950s. The 1950s styled fashion is particularly popular with pattern producers. Yet little research exists that explains why anachronistic clothing is all the rage. Drawing on 28 interviews conducted by the author with women who wear/make 1950s styles clothing and a survey of 229 people who wear/make historical clothing, this article outlines four key reasons that help explain the popularity of wearing/making anachronistic clothing: It argues that there exists rage against four ‘fast fashion’ practices: environmental disregard, labour breaches, poor quality, and poor fit. Ethical consumption practices such as home sewing quality clothes that fit, seeks to ameliorate this rage. That much of what is being made is anachronistic speaks to past sewing techniques that were ethical and produced quality fitting garments rather than fashion today that doesn’t fit, is of poor quality, and it unethical in its production. Fig. 1: Craftivist Collective Rage: Protesting Fast FashionRage against Fast Fashion Rage against fast fashion is not new. Controversies over Disney and Nike’s use of child labour in the 1990s, the anti-fur campaigns of the 1980s, the widespread condemnation of factory conditions in Bangladesh in the wake of the 2016 Rana Plaza collapse and Tess Holiday’s Eff Your Beauty Standards campaign, are evidence of this. Fast fashion is “cheap, trendy clothing, that samples ideas from the catwalk or celebrity culture and turns them into garments … at breakneck speed” (Rauturier). It is produced cheaply in short turnarounds, manufactured offshore by slave labour, with the industry hiding these exploitative practices behind, and in, complex supply chains. The clothing is made from poor quality material, meaning it doesn’t last, and the material is not environmentally sustainable. Because of this fast fashion is generally not recycled and ends up as waste in landfills. This for Rauturier is what fast fashion is: “cheap, low quality materials, where clothes degrade after just a few wears and get thrown away”. The fast fashion industry engages in two discrete forms of obsolescence; planned and perceived. Planned obsolescence is where clothes are designed to have a short life-span, thus coercing the consumer into buying a replacement item sooner than intended. Claims that clothes now last only a few washes before falling apart are common in the media (Dunbar). This is due to conscious manufacturing techniques that reduce the lifespan of the clothes including using mixed fibres, poor-quality interfacing, and using polyester threads, to name a few. Perceived obsolescence is where the consumer believes an otherwise functioning item of clothing to no longer to be valued. This is borne out in the idea that an item is deemed to be “in vogue” or “in fashion” and its value to the consumer is thus embedded in that quality. Once it falls out of fashion is deemed worthless. Laver’s “fashion cycle” elucidated this idea over eighty years ago. Since the 1980s the fashion industry has sped up, moving from the traditional twice annual fashion seasons to the fast fashion system of constantly manufacturing new styles, sometimes weekly. The technologies that have allowed the rapid manufacturing of fast fashion mean that the clothes are cheaper and more readily available. The average price of clothing has dropped accordingly. An item that cost US$100 in 1993 only cost US$59.10 in 2013, a drop of 41 per cent (Perry, Chart). The average person in 2014 bought 60 per cent more clothing that they did in 2000. Fast fashion is generally unsaleable in the second-hand market, due to its volume and poor design and manufacture. Green notes that many charity clothing stores bin a large percentage of the fast fashion items they receive. Environmental Rage Consumers are increasingly expressing rage about the environmental impact of fast fashion. The production of different textiles places different stresses on the environment. Cotton, for example, accounts for one third of the fibres found in all textiles, yet it requires high levels of water. A single cotton shirt needs 2,700 litres of water alone, the equivalent to “what one person drinks in two-and-a-half years” (Drew & Yehounme). Synthetics don’t represent an environmentally friendly alternative. While they may need less water, they are more carbon-intensive and polyester has twice the carbon footprint of cotton (Drew & Yehounme). Criticisms of fast fashion also include “water pollution, the use of toxic chemicals and increasing levels of textile waste”. Textile dyeing is the “second largest polluter of clean water globally.” The inclusion of chemical in the manufacturing of textiles is “disruptive to hormones and carcinogenic” (Perry, Cost). Naomi Klein’s exposure of the past problems of fast fashion, and revelations such as these, inform why consumers are enraged by the fast fashion system. The State of Fashion 2019 Report found many of the issues Klein interrogated remain of concern to consumers. Consumers continue to feel enraged at the industry’s disregard for the environment (Shaw et al.) any many are seeking alternative sources of sustainable fashion. For some consumers, the ethical dilemmas are overcome by purchasing second-hand or recycled clothing, or participate in Clothing Exchanges. Another alternative to ameliorating the rage is to stop buying new clothes and to make and wear their own clothes. A recent article in The Guardian, “’Don’t Feed the Monster!’ The People Who Have Stopped Buying New Clothes” highlights the “growing movement” of people seeking to make a “personal change” in response to the ethical dilemmas fast fashion poses to the environment. While political groups like Fashion of Tomorrow argue for collective legislative changes to ensure environmental sustainability in the industry, consumers are also finding their own individual ways of ameliorating their rage against fast fashion. Over recent decades Australians have consistently shown concern over environmental issues. A 2016 national survey found that 63 per cent of Australians considered themselves to be environmentalists and this is echoed in the ABC’s War on Waste programme which examined attitudes to and effects of clothing waste in Australia. In my interviews with women wearing 1950s style clothing, almost 65 per cent indicated a distinct dissatisfaction with mainstream fashion and frustration particularly with pernicious ‘fast fashion’. One participant offered, “seeing the War on Waste and all the fast fashion … I really like if I can get it second hand … you know I feel like I am helping a little bit” [Gabrielle]. Traid, a network of UK charity clothes shops diverts 3 000 tonnes of clothes from landfill to the second-hand market annually, reported for 2017-18 a 30 per cent increase in its second-hand clothes sales (Coccoza). The Internet has helped expand the second-hand clothing market. Two participants offered these insights: “I am completely addicted to the Review Buy Swap and Sell Page” [Anna] and “Instagram is huge for girls like us to communicate and get ideas” [Ashleigh]. Slave Rage The history of fashion is replete with examples of exploitation of workers. From the seamstresses of France in the eighteenth century who had to turn to prostitution to supplement their meagre wages (Jones 16) to the twenty-first century sweatshop workers earning less than a living wage in developing nations, poor work conditions have plagued the industry. For Karl Marx fashion represented a contradiction within capitalism where labour was exploited to create a mass-produced item. He lambasted the fashion industry and its “murderous caprices”, and despite his dream that the invention of the sewing machine would alleviate the stress placed on garment workers, technology has only served to intensify its demands on its poor workers (Sullivan 36-37). The 2013 Rena Plaza factory disaster shows just how far some sections of the industry are willing to go in their race to the bottom.In the absence of enforceable, global fair-trade initiatives, it is hard for consumers to purchase goods that reflect their ethos (Shaw et al. 428). While there is much more focus on better labour practices in the fashion industry, as the Baptist World Aid Australia’s annual Ethical Fashion Report shows, consumers are still critical of the industry and its labour practices.A significant number of participants in my research indicated that they actively sought to purchase products that were produced free from worker exploitation. For some participants, the purchasing of second-hand clothing allowed them to circumnavigate the fast fashion system. For others, mid-century reproduction fashion was sourced from markets with strong labour laws and “ethically made” without the use of sweat shop labour” [Emma]. Alternatively, another participant rejected buying new vintage fashion and instead purchased originally made fashion, in this case clothing made 50 to 60 years ago. This was one was of ensuring “some poor … person has [not] had to work really hard for very little money … [while the] shop is gaining all the profits” [Melissa]. Quality Rage Planned obsolescence in fashion has existed at least since the 1940s when Dupont ensured their nylon stockings were thin enough to ladder to ensure repeat custom (Meynen). Since then manufacturers have deliberately used poor techniques and poor material – blended fabrics, unfinished seams, unfixed dyes, for example – to ensure that clothes fail quickly. A 2015 UK Barnardo’s survey found clothes were worn an average of just seven times, which is not surprising given that clothes can last as little as two washes before being worn out (Dunbar). Extreme planned obsolescence in concert with perceived obsolescence can lead to clothes being discarded before their short lifespan had expired. The War on Waste interviewed young women who wore clothes sometimes only once before discarding them.Not all women are concerned with keeping up to date with fashion, instead wanting to create their own identify though clothes and are therefore looking for durability in their clothes. Many of the women interviewed for this research were aware of the declining quality of clothes, often referring to those made before the fast fashion era as evidence of quality clothing. For many in this study, manufacturing of classically styled clothing was of higher concern than mimicking the latest fashion trend. Some indicated their “disgust” at the poor quality of fast fashion [Gabrielle]. Others has specific outrage at the cost of poorly made fast fashion: “I don’t like spending a lot of money on clothing that I know may not necessarily be well made” [Skye] and “I got sick of dresses just being see through … you know, seeing my bras under things” [Becky]. For another: “I don’t like the whole mass-produced thing. I don’t think that they are particularly well made … Sometimes they are made with a tiny waist but big boobs, there’s no seams on them, they’re just overlocked together …” [Vicky]. For other participants in this research fast fashion produced items were considered inferior to original items. One put it is this way: “[On using vintage wares] If something broke, you fixed it. You didn’t throw it away and go down to [the shop] and buy a new one ... You look at stuff from these days … you could buy a handbag today and you are like “is this going to be here in two years? Or is it going to fall apart in my hands?” … there’s that strength and durability that I do like” [Ashleigh]. For another, “vintage reproduction stuff is so well made, it’s not like fast fashion, like Vivien of Holloway and Pin Up Girl Clothing, their pieces last forever, they don’t fall apart after five washes like fast fashion” [Emma]. The following encapsulates the rage felt in response to fast fashion. I think a lot of people are wearing true vintage clothing more often as a kind of backlash to the whole fast fashion scene … you could walk into any shop and you could see a lot of clothing that is very, very cheap, but it’s also very cheaply made. You are going to wear it and it’s going to fall apart in six months and that is not something that I want to invest in. [Melissa]Fit RageFit is a multi-faceted issue that affects consumers in several ways: body size; body shape; and height. Body size refers to the actual physical size of the body, whether one is underweight, slim, average, muscular or fat. Fast fashion body size labelling reflects what the industry considers to be of ‘normal sizes’, ranging from a size 8 through to a size 16 (Hackett & Rall). Body shape is a separate, if not entirely discrete issue. Women differ widely in the ratios between their hips, bust and waist. Body shape distribution varies widely within populations, for example, the ‘Size USA’ study identified 11 different female body shapes with wide variations between populations (Lee et al.). Even this doesn’t consider bodies with physical disabilities. Clothing is designed to fit women of ‘average’ height, thus bodies that are taller or shorter are often excluded from fast fashion (Valtonen). Even though Australian sizing practices are based on erroneous historical data (Hackett and Rall; Kennedy), the fast fashion system continues to manufacture for average body shapes and average body heights, to the exclusion of others. Discrimination through clothing sizes represents one way in which social norms are reinforced. Garments for larger women are generally regarded as less fashionable (Peters 48). Enraged consumers label some of the offerings ‘fat sacks’, ‘tents’ and ‘camouflage wear’ (Colls 591-592). Further, plus size is often more expensive and having been ‘sized up’ from smaller sizes, the result is poor fit. Larger body’s therefore have less autonomy in fashioning their identity (Peters 45). Size restrictions can lead to consumers having to choose between going without a desired item or wearing a size too small for them as no larger alternative is available (Laitala et al. 33-34).The ideology behind the thin aesthetic is that it is framed as aspirational (Barry) and thus consumers are motivated to purchase clothes based upon a desire to fit in with this beauty ideal. This is a false dichotomy (Halliwell and Dittmar 105; Bian and Wang). For participants in this research rage at fashion fashions persistance in producing for ‘average’ sized women was clearly evident. For a plus-size participant: “I don’t suit modern stuff. I’m a bigger girl and that’s not what style is these days. And so, I find it just doesn’t work for me” [Ashleigh]. For non-plus participants, sizing rage was also evident: I’m just like a praying mantis, a long string bean. I’m slim, tall … I do have the body shape … that fast fashion catered for, and I can still dress in fast fashion, but I think the idea that so many women feel excluded by that kind of fashion, I just want to distance myself from it. So, so many women have struggles in the change rooms in shopping centres because things don’t fit them nicely. [Emma] For this participant reproduction fashion wasn’t vanity sized. That is, a dress from the 1950s had the body measurements on the label rather than a number reflecting an arbitrary and erroneous sizing system. Some noted their disregard for standardised sizing systems used exclusively for fast fashion: “I have very non-standard measurements … I don’t buy dresses for that reason … My bust and my waist and my hips don’t fit a standard. You know I can’t go “ooh that’s a 12, that’s an 18”. You know, I don’t believe in standard sizing basically” [Skye]. Variations of sizing by brands adds to the frustration of fashion consumers: “if someone says 'I’m a size 16' that means absolutely nothing. If you go between brands … [shop A] XXL to a [shop B] to a [shop C] XXL to a [shop D] XXL, you know … they’re not the same. They won’t fit the same, they don’t have the same fit” [Skye]. These women recognise that their body shape, size and/or height is not catered for by fast fashion. This frees them to look for alternatives beyond the product offerings of the mainstream fashion industry. Although the rage against aspects of fast fashion discussed here – environmental, labour, quality and fit – is not seeing people in the streets protesting, people are actively choosing to find alternatives to the problem of sourcing clothes that fit their ethos. ReferencesABC Television. "Coffee Cups and Fast Fashion." War on Waste. 30 May 2017. Barnardo's. "Once Worn, Thrice Shy – British Women’s Wardrobe Habits Exposed!" 11 June 2015. 1 Mar. 2019 <http://www.barnardos.org.uk/news/press_releases.htm?ref=105244http://www.barnardos.org.uk/news/press_releases.htm?ref=105244>.Barry, Ben. "Selling Whose Dream? A Taxonomy of Aspiration in Fashion Imagery." Fashion, Style & Popular Culture 1.2 (2014): 175-92.Cocozza, Paula. “‘Don’t Feed The Monster!’ The People Who Have Stopped Buying New Clothes”. The Guardian 19 Feb. 2019. 20 Feb. 2019 <http://www.theguardian.com/fashion/2019/feb/19/dont-feed-monster-the-people-who-have-stopped-buying-new-clothes#comment-126048716>.Colls, Rachel. "‘Looking Alright, Feeling Alright’: Emotions, Sizing and the Geographies of Women's Experiences of Clothing Consumption." Social & Cultural Geography 5.4 (2004): 583-96.Drew, Deborah, and Genevieve Yehounme. "The Apparel Industry’s Environmental Impact in 6 Graphics." World Resources Institute July 2005. 24 Feb. 2018 <http://www.wri.org/blog/2017/07/apparel-industrys-environmental-impact-6-graphics>.Dunbar, Polly. "How Your Clothes Are Designed to Fall Apart: From Dodgy Stitching to Cheap Fabrics, Today's Fashions Are Made Not to Last – So You Have to Buy More." Daily Mail 18 Aug. 2016. 25 Feb. 2018 <http://www.dailymail.co.uk/femail/article-3746186/Are-clothes-fall-apart-dodgy-stitching-cheap-fabrics-today-s-fashions-designed-not-buy-more.htmlhttp://www.dailymail.co.uk/femail/article-3746186/Are-clothes-fall-apart-dodgy-stitching-cheap-fabrics-today-s-fashions-designed-not-buy-more.html>.Hackett, Lisa J., and Denise N. Rall. "The Size of the Problem with the Problem of Sizing: How Clothing Measurement Systems Have Misrepresented Women’s Bodies from the 1920s – Today." Clothing Cultures 5.2 (2018): 263-83.Kennedy, Kate. "What Size Am I? Decoding Women's Clothing Standards." Fashion Theory 13.4 (2009): 511-30.Klein, Naomi. No Logo, No Space, No Choice, No Jobs: Taking Aim at the Brand Bullies. London: Flamingo, 2000.Laitala, Kirsi, Ingun Grimstad Klepp, and Benedict Hauge. "Materialised Ideals Sizes and Beauty." Culture Unbound: Journal of Current Cultural Research 3 (2011): 19-41.Laver, James. Taste and Fashion. London: George G. Harrap, 1937.Lee, Jeong Yim, Cynthia L. Istook, Yun Ja Nam, Sun Mi Pak. "Comparison of Body Shape between USA and Korean Women." International Journal of Clothing Science and Technology 19.5 (2007): 374-91.Perry, Mark J. "Chart of the Day: The CPI for Clothing Has Fallen by 3.3% over the Last 20 Years, while Overall Prices Increased by 63.5%." AEIdeas 12 Oct. 2013. 4 Jan. 2019 <http://www.aei.org/publication/chart-of-the-day-the-cpi-for-clothing-has-fallen-by-3-3-over-the-last-20-years-while-overall-prices-increased-by-63-5/http://www.aei.org/publication/chart-of-the-day-the-cpi-for-clothing-has-fallen-by-3-3-over-the-last-20-years-while-overall-prices-increased-by-63-5/>. Perry, Patsy. “The Environmental Cost of Fast Fashion.” Independent 8 Jan. 2018. 1 Mar. 2019 <https://www.independent.co.uk/life-style/fashion/environment-costs-fast-fashion-pollution-waste-sustainability-a8139386.html>.Peters, Lauren Downing. "You Are What You Wear: How Plus-Size Fashion Figures in Fat Identity Formation." Fashion Theory 18.1 (2014): 45-71.Rauturier, Solene. “What Is Fast Fashion?” 1 Aug. 2010. 1 Mar. 2019 <https://goodonyou.eco/what-is-fast-fashion/>.Shaw, Deirdre, Gillian Hogg, Edward Shui, and Elaine Wilson. "Fashion Victim: The Impact of Fair Trade Concerns on Clothing Choice." Journal of Strategic Marketing 14.4 (2006): 427-40.Sullivan, Anthony. "Karl Marx: Fashion and Capitalism." Thinking through Fashion. Eds. Agnès Rocamora and Anneke Smelik. London: I.B. Tauris, 2016. 28-45. Valtonen, Anu. "Height Matters: Practicing Consumer Agency, Gender, and Body Politics." Consumption Markets & Culture 16.2 (2013): 196-221.

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Hookway, Nicholas. "Tasting the Ethical: Vegetarianism as Modern Re-Enchantment." M/C Journal 17, no.1 (March18, 2014). http://dx.doi.org/10.5204/mcj.759.

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Abstract:

Introduction There is, as Andrew Rowan dubs it, a “constant paradox” in the way we treat, relate to, and consume animals in our everyday lives (Arluke and Sanders 4). This paper examines this paradox in relation to the rise of vegetarianism as a new taste and consumer culture in the West. The first part of the paper, drawing upon Bourdieu, argues that vegetarian “taste” is fundamentally a social practice linked to class and gender. It then offers a preliminary theoretical sketch of the sociological drivers and consequences of vegetarianism in late-modernity, drawing on social theory. Having established the theoretical framework, the second part of the paper turns to an empirical analysis of the moral motivations and experiences of a selection of Australian bloggers. The key argument is that the bloggers narrate vegetarianism as a taste practice that entangles self-care with a larger assemblage of non-human responsibility that works to re-enchant a demoralised consumer modernity. Vegetarianism as Taste Practice “Taste classifies, and it classifies the classifier”, Pierre Bourdieu famously claimed (xxix). Bourdieu demonstrated the classificatory power of taste not only in relation to music, home décor, and art but also in relation to food. Taste, for Bourdieu, is a social process by which people actively communicate social position through classification of the judgements and preferences of both themselves and others. For example, he highlighted how the working-class dislike for fish was part of a wider class system of dispositions where the middle-class favour “the light, the refined and the delicate” defined in negation of working-class taste for “the heavy, the fat and the coarse” (182–83). How then do we read vegetarianism as a taste practice? First, we need to take Bourdieu’s point that vegetarianism is not simply an expression of personal preference, but is a social practice that articulates identity, group membership, and systems of cultural distinction. Bourdieu, while not writing about vegetarianism, did link meat eating to masculine and working-class displays of embodied strength and power—“warrior food”, as Nietzsche called it (Bennett 141). Meat, Bourdieu wrote, was “nourishing food par excellence, strong and strong-making, giving vigour, blood, and health is the dish for men” (190). On this reading, meat avoidance can be located as part of a middle-class taste for the “light” and the “healthy” but also a rejection of working-class and masculine food taste practices. Vegetarianism, like buying fair-trade, organic, and eco-friendly, might be theorised as a symbolic device for enacting middle-class displays of cultural distinction based on claims to moral purity and virtue. On the gender front, female vegetarians conform to taste trends for middle-class women—light, not fattening, and healthy—whereas for men, vegetarianism is linked to the rejection of “hegemonic” masculinity and patriarchy (Bourdieu; Connell). Empirical research partially lends support to this depiction, showing that vegetarianism is predominantly practiced by female, middle-class, university-qualified professionals working in service-sector or white-collar occupations (RealEat; Keane and Willetts). This kind of Bourdieuian analysis is important in drawing attention to the social configurations of vegetarianism as a taste practice. It, however, misses the ethical substance of vegetarianism and the wider social and cultural changes that are driving its growth in the West. The following section addresses this gap. Theorising Vegetarianism Adrian Franklin explains the growth of vegetarianism in the last part of the 20th century as part of a process of “de-centring” human-animal relations in conditions of late-modernity. Franklin suggests that vegetarianism is part of a wider social and cultural shift where animals make new types of moral claims on humans as they form closer and more intimate emotional bonds. He argues that in the context of widespread feelings of moral decline and disorder, animals are constructed as morally pure and innocent, and humans morally blameworthy and destructive (Franklin 196). From this perspective, vegetarianism is less about an ethical regards for animals but more about what animals reveal about human moral worlds: the reflections are less about an ethical consideration of the “Other” and more about a moral consideration of “ourselves” (Franklin 196). A sticker plastered on the door of my local vegetarian café encapsulates this perspective: it reads, “humans are the real pests.” Unlike Bourdieu and Franklin, Tester is important in moving from a narrow focus on what humans “do” with animals as symbolic or communicative acts to the ethical significance of vegetarianism. Tester makes a critical distinction between the “ethical” and “lifestyle” vegetarian. In Tester’s terms, the “lifestyle” vegetarian avoids meat for health and well-being reasons while the “ethical” vegetarian is concerned for the ethical treatment of animals. The “lifestyle” vegetarian is problematic for Tester due to “the being of the ethical conduct of life” being substituted for “the doing of the consumer” (218). Vegetarianism becomes emptied of moral meaning as it turns into big business marked by the growth of a multi-billion dollar faux meat industry, trendy vegetarian restaurants, lifestyle converts, and celebrity endorsem*nts. In “lifestyle” mode, Tester argues, vegetarian concern for animal cruelty, slaughter, and death is colonised by a narcissistic concern for slimming, youth, and health—for the promotion of a contented consumer self (Humphery). Although Tester highlights the ethical substance of vegetarianism and the challenges it faces in a consumer world, like the rest of the accounts, it tends to be anthropocentric. Animals tend to speak solely to human worlds, ignoring the vitality and “distributed agency” (Bennett 38) of the non-human. The non-human animal tends to be construed as a passive and inert resource existing solely for human intentionality, rather than acknowledging their “vital power” and “liveliness” outside human agendas (133). Bennett claims that eating highlights the inseparability of humans and edible matter, and the capacity for both human and nonhuman bodies to effect social and political change. She proposes that through a greater sense of ourselves as entwined with, and part of, nature as physical entities, we can enchant the world and become energised as co-participants. Here vegetarianism can be understood as part of recognition of the “assemblage” of human and non-human actions, where self, body, nature and planet become mutually constituting and supportive. Vegetarian taste is not just about middle-class concerns for distinction, but an ethics of the non-human. What does vegetarianism as an ethical taste practice look like “on the ground”? What are the moral motivations for becoming vegetarian, and how is this understood and experienced? What roles do lifestyle and ethical motivations play in vegetarian eating behaviours? In the following section, I turn to a selection of Australian bloggers to make a modest contribution to understanding these questions in the contemporary Australian context. The bloggers are taken from a wider study that analysed 44 urban Australian blogs as part of a project on everyday Australian moralities. The blogs were sampled from the blog hosting website LiveJournal (LJ) between 2006 and 2007. Blog usernames used have been fictionalised to maintain anonymity. Specifically, I focus on a selection of three blog case studies: Universal_cloak, a 32-year-old female artistic designer from Melbourne, Starbright, a 28-year-old female student from Brisbane, and Snig, a 25-year-old male paramedic from Melbourne. The bloggers are a representative selection from a wider sample of blog writing on vegetarianism and human-animal relations. The blog narratives complicate Tester’s simplistic distinction between the “ethical” and “lifestyle” vegetarian, articulating vegetarianism as form of ethical practice that works to morally enchant the world in a dialogue between self-improvement, personal well-being, and ethical relationships with animals and the planet (Taylor). Vegetarianism in Practice: “Positive for Me, Positive for Others” Universal_cloak writes how “being hippy—wearing hippy clothes, eating healthy organic food and being full of positive energy” makes her “feel healthier […] like I’m doing a better thing for the world (society in particular) […] like I’m doing something good”. Being “authentic” to a “hippy” identity—“being true to herself”—is connected for Universal_cloak to a wider concern for the non-human—for animals, nature, and the planet. An important component of this link between self-fulfilment and “doing a better thing for the world” is not eating the “corpses of animals.” Universal_cloak describes this in detail, at the same time underlining the environmental dimensions of her vegetarianism: I feel sick to my stomach to think that an animal dies so I can eat. Why is it any different to feel the same way that people are abused, tortured and killed, that eco-systems are ravaged and torn up and irreversibly damaged, just so I can have the choice of four kinds of marinated tuna in a can? So I can have two newsagents to choose from? So I can have Alice Cooper iron-on patches, miniature plastic bowling pins, disposable cameras, instant oats, microwavable popcorn, extra-soft, quilted and f*cking fragranced toilet paper? McDonalds f*cking everywhere [...] ugh, I can't take it. I need to go to bed. No wonder depression is on the rise—we have a kingdom of putrid revulsion to look down upon. Vegetarianism figures for Universal_cloak as a form of ethical consumption that enables resistance to feelings of modern demoralisation, to the feeling of being “swallowed up by the great hulky polluted monster, with ads and consumer sh*t everywhere around you.” For Universal_cloak, vegetarianism works to both critique and re-enchant modernity: a way of saying “she doesn’t agree with the modern world” but also building a “better world around herself.” She writes that following her “ideal diet” of “fair-trade, veg-o, organic and local” and not “white bread and processed meat” gives her a strong sense of “staving off her fear that I’m f*cking up the planet”. Universal_cloak locates vegetarianism within an assemblage of self-interest, nutritional advantage, ecological sustainability, and anti-consumerism (Bennett). Universal_cloak, ­as Tester distinguishes, is neither a straightforward “lifestyle vegetarian” or “ethical vegetarian” (218), neither avoiding meat-eating solely because of reasons to do with health, well-being, and risk avoidance or due to an ethical regard for the being of animals. Universal_cloak shows up Tester’s critique on two fronts. First, she highlights how vegetarianism comes alive in an assemblage that includes not only the needs of the non-human animal but also the materiality of food production, marketing, consumerism, and issues of ecological unsustainability. Universal_Cloak’s practice reflects a wider “greening of the ‘vegetarian assemblage’.” As an advertisem*nt on the Australian Vegetarian Society’s website states: “reduce your eco footprint—GO VEGO.” Secondly, Universal_cloak underscores how Tester is bound to an overly pessimistic reading of contemporary lifestyle cultures of well-being or self-improvement. Tester reads the “lifestyle vegetarian,” focused on well-being and health, as morally inferior. In contrast, Universal_cloak reveals how vegetarianism built around a culture of self-improvement—being true to her “hippy” identity—connects her to a larger web of interacting material flows and forces constituted between self, body, non-human animals, and planetary concern. As Bennett argues, recognising the entanglement of self within a larger assemblage of the non-human means that self-interest is refashioned as ecological and interconnected ­(119). Starbright, a 28-year-old woman from Brisbane and newly practising Buddhist, further captures the expansion of self-interest within the larger aggregate of ecological and non-human concern. Picking up a copy of Peter Singer’s call to arms Animal Liberation in a second-hand bookshop while travelling in Laos, Starbright describes how she initially decided to make “a firm decision to stick to vegetarianism.” Now a devoted vegan, Starbright abstains from eating and using “anything that comes from an animal”, including clothing and footwear (e.g., wool, silk, and leather), food sources such as eggs, milk, honey or cochineal (red dye from beetles) and cosmetic products that may either contain animal derivatives or have been tested on animals. While requiring rigorous discipline and regulation of the self—a kind of secular version of Weber’s Protestant ascetic—Starbright depicts her decision to become vegan as being “one of the easiest and most rewarding changes I've made in my life.” In explaining this, Starbright, in a manner similar to that of Universal_cloak, invokes the interconnections between humans and ecological and animal life as the basis of her moral motivation. She writes: “I’m just another well-informed individual who has discovered the virtues of not eating meat, like being environmentally and ethically aware.” Starbright positions her choice not to eat meat as both an ethical and political act, which compounds to improve the lives of both human and non-human animals: If I don’t support the meat industry, I make a tiny dent in the consumption rate. Others around me take on vegetarianism, and the effect increases. Others eat less meat around me, and the dent gets slightly bigger [...] Less grazing land needed means less environmental destruction as well. Less crops to feed the animals as well. Veganism is a “rewarding change” not only because “its good to reduce suffering” but also because it is “positive to [her] health”, that she is “happier now” and she “get[s] a positive feeling out of it.” Starbright adds: “it just makes me happy, and it reduces the suffering in the world—that’s the main reason I do it.” Vegetarianism enables Starbright to engage in clearly defined morally “good works,” where there is mutual reinforcement of the “feel-good factor” (Franklin 36) between personal wellbeing and “care for the Other” (Bauman 8): “it just seems positive for me, and positive for others.” This is a form of care not perpetuating a human centred approach, which Bennett (88) warns against, but one that recognises the entanglement of human lives with non-human lives—where humans are called upon to recognise that the plight of animals and the environment is also our own plight. Snig similarly places his practice of vegetarianism within a dialectic of self-fulfilment and interconnection with the non-human world. For him, vegetarianism is about maintaining what he refers to as “internal balance,” enabling him to avoid “over-filling” his “physical needs” bucket at the expense of his “emotional bucket.” Snig believes that much of the “physical or psychic illness, unhappiness and dissatisfaction” experienced in the contemporary West is due to an “over-filling” or “over-satisfaction of one at the expense of another.” Accordingly, he advocates the “positive effects” of “filling the emotional bucket” by “doing good works” which downplay the negative psychological consequences of an “excess of sex but no romantic love” and an “excess of shallow entertainment but no deeper intellectual life.” Snig writes: If you put yourself in a position where you have a greater capacity to do good works, the path to do so becomes easier. But if you’re hopelessly mired in your own filth, any benefit you do to the world will be by accident. If you’re so locked up in your tiny little world of tv-fast-food-boring job, you can’t see what the big wide world has to offer, and what you have to offer it. Step outside and it can become much clearer. Similar to Universal_cloak, there is an emphasis in Snig’s blog on how “doing good works” (which includes vegetarianism, alongside working as a paramedic, living in small flat in the city, and volunteering on conservation projects) enables a kind of moral renewal in a perceived demoralised consumer modernity. Abstaining from eating meat—sometimes alone, but often in conjunction with a range of other eco-friendly acts—works as a way of distancing oneself, of “stepping outside,” from the excess and waste of modernity and a practical way of “doing good,” of “trying to make a better world.” Conclusion This paper has analysed vegetarianism as a contemporary taste and consumer practice. Drawing upon Bourdieu, the first part argued that it is important to recognise vegetarianism as a taste practice with distinct social configurations that are classed and gendered. Vegetarianism is linked to taste as a vehicle of distinction, making and reinforcing social divisions and distance. In such an analysis, Vegetarianism aligns with feminine and middle-class notions of food as “light, healthy and non-fattening” and for men can figure as a rejection of dominant forms of masculinity. It was argued that while Bourdieu is useful for highlighting the social dimensions of taste, this form of analysis underplays the ethical substance of vegetarianism and the wider drivers of change in contemporary human–animal relations. Here the paper drew upon the work of Franklin, Tester, and Bennett. The first two authors underline the tensions between ethics, consumerism, and lifestyle in late-modernity while Bennett highlights the distribution of agency across human/non-human “assemblages.” This theoretical background was used as a framework to investigate blogged accounts of vegetarianism. The bloggers highlight how vegetarianism works as a moral space for performing “good works” and re-enchanting a demoralised consumer modernity. In Universal_cloak’s words, vegetarianism serves as a way of saying “you don’t agree with the modern world”. Critiquing Tester’s distinction between the “lifestyle” and “ethical” vegetarian, the bloggers show how vegetarianism/veganism is constituted in a complex assemblage between health, personal well-being, animal, and environmental concerns. Drawing upon Bennett, it was suggested that vegetarianism emerges as part of a refashioning of self-interest where concerns for self and personal wellbeing are articulated within wider concerns for nature, animals and the planet. This paper raises bigger questions concerning how animals enter into human lives as “particular” Others in conditions of growing human–animal closeness. For example, to what extent will responsibility for and with the non-human grow and how will this impact upon meat eating in the West? Will vegetarianism flourish as part of contemporary middle-class taste trends toward “green,” “healthy,” and “organic” consumption? The question remains whether vegetarianism will primarily be an expression of middle-class distinction or part of a genuine ecological sensibility where the non-human—both animal and planetary—play a significant role in the working out of moral sensibilities. Perhaps Universal_cloak’s practice of vegetarianism provides an important model, where contemporary concern for self-fulfilment, health, and well-being are articulated within a large assemblage of interdependence and connection with animals, nature and the environment. The recent UN recommendation to either reduce meat-intake or adopt a plant-based diet to minimise carbon emissions (Steinfeld et al.) suggests that the nexus between human, animal, and environmental responsibility is, and will continue to be, central to everyday moral negotiation in late-modernity. References Arluke, Arnold, and Clinton R. Sanders. Regarding Animals. Philadelphia: Temple UP, 1996. Bauman, Zygmunt. Postmodern Ethics. Oxford: Blackwell, 1993. Bennett, Jane. Vibrant Matter: A Political Ecology of Things. Duke UP, 2010. Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Harvard UP, 1984. Franklin, Adrian. Animals and Modern Cultures: A Sociology of Human–Animal Relations in Modernity. London: Sage, 1999.Humphrey, Kim. Excess: Anti-Consumerism in the West. Cambridge: Polity, 2009. Keane, Anne, and Anna Willets. Concepts of Healthy Eating: An Anthropological Investigation in South-East London. London: Goldsmiths College, 1996. RealEat Survey Office. The RealEat Survey 1984–1993: Changing Attitudes to Meat Consumption. London: Vegetarian Society, 1995. Steinfeld, Henning, Pierre Gerber, Tom Wassenaar, Vincent Castel, Mauricio Rosales, M. and Cees de Haan. “LiveStock’s Long Shadow: Environmental Issues and Options”. Food and Agriculture Organisation of the United Nations (2006). 10 Jan. 2014 ‹http://www.fao.org/docrep/010/a0701e/a0701e00.HTM›. Taylor, Charles. The Ethics of Authenticity. Cambridge: Harvard UP, 1992. Tester, Keith. “The Moral Malaise of McDonaldization: The Values of Vegetarianism”. Resisting McDonaldization. Ed. Barry Smart. London: Sage, 1999. 207–222.

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Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no.2 (March1, 2004). http://dx.doi.org/10.5204/mcj.2346.

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Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general play environments in games of various genres and game play styles like Grand Theft Auto 3 (GTA3), Warcraft III, and Super Mario Brothers. Given the many video game genres, this article focuses on games that present some type of virtualized environments. Although video games that present play spaces or environments can be divided into walls, ceilings, and floor or ‘turf’ sections, turf sections prove the most pivotal of the in-game elements to game play. The game turf sections are any part of the game space that the player can use as a basis for spatial exploration. In games like Resident Evil where movement is restricted to walking and running across the floor, only the floors are turf areas. In games like Spiderman—where the player can climb the walls and ceilings with equal ease—the walls, ceilings, and floors all merge into a heterogeneous turf. These game turfs often employ codes such as green for safe and red for danger and create a basic gaming rhetoric for spatial representation and a method for reading video game spaces. In this way, video game turfs serve to mark boundaries and borders for methods of exploration and play. The internal game spaces and delimitations and the external delimitations of the play spaces constitute game turfs. This article also argues that debates over violence in video games misunderstand these turf boundaries and maintains that the violence in video games can be perceived not as random desensitising violence, but as violence within a specific space—that of game play. Media theorists like Dave Grossman and Gloria DeGaetano (Stop Teaching Our Kids to Kill ) and educators like Jeanne B. Funk (“Violent Video Games: Who's at Risk?”) both argue that violent video games can lead to an increase in violent behaviour or desensitization towards violence. These debates over violence in video games ignore the rhetoric of gaming created through markings like turf, and they ignore the physical turf on which video games are most often played. The arguments against violence in video games assume a simple causal relationship between people playing video games and actual violence. These arguments neglect the rhetoric of gaming, which establishes borders and spaces of acceptable action as well as setting the moral turf for actions. Similarly, players rely on the game turfs to indicate game play methods and spatial usage. When the turfs are incorrectly represented, video game players suffer frustration during game play; games also purposely complicate these turfs at times to increase game play difficulty, or to intentionally frustrate players. The internal game space of a video game cannot be examined outside of the space of play because the space of play dictates how the game is played and how the game space is to be read. This interrelationship of game to play space can be seen through the concept of cheating. Johan Huizinga notes that The player who trespasses against the rules or ignores them is a ‘spoil-sport.’ The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game... It is curious to note how much more lenient society is to the cheat than to the spoil-sport. This is because the spoil-sport shatters the play-world itself. (11) The significance of the play-world to the video game space still holds as true as with other games. While the games have internal rules for game play, the games are played within spaces of play which encompass more than just the rules within the game. The complex relationship of video game internal space as it exists within a field of play requires that any valid discussion of video games and violence must acknowledge the acts and functions within the game and within the play space. For constructing the internal game space, Mark Wolf notes in his article “Abstraction and the Video Game” that video game imagery can be discussed in terms of both appearance and function: “Since the substance of video games is both simultaneously imagery and events, their elements can be abstracted in both appearance and behavior” (49). Wolf’s comment illustrates the multiple levels of significance that accompany seemingly simple video game representations. The simplest level of video game representation is clearly illustrated with games like the Legend of Zelda series, which depicts roads and towns as safe (or safer), and wilderness areas, like forests, swamps, and mountains, as unsafe. The level of ‘safe’ for any area determines how many fights, also called random encounters, occur. The Final Fantasy game series also uses the same distinction with road areas as more secure than wild areas. In addition to security, the area types--desert, forest, swamp--indicate the type of monsters to be encountered. In similar ways, simulation and colonization games like SIMCITY and Warcraft III depict controlled and well developed areas in particular ways while depicting undeveloped areas with markings to indicate the resources or game space type for those areas. The game music also sets the score for the game space, with games like Resident Evil using one score only for the save rooms, a rare safe space in Resident Evil, where the player can save the game and store the items. These game space delimitations help players in reading the game spaces and how the game spaces will operate. These turf types also indicate the acceptable levels of play—that is, how to play appropriately in the game—which both children and adults learn in other types of organised play like sports, board games, card games, and other organised play activities – that is, how to play appropriately in the game. These turf types all indicate internal game space creation. Internal game space rules are also established through the game narrative. These space divisions are not always marked by the same visual language that marks the basic turfs of other games. Instead, these spaces are defined by the visual language as combined with the game narrative. In fact, the game that has sparked the most recent violence and video game controversy, Grand Theft Auto 3, has some of the most exacting narratively defined turfs. GTA3 presents an amoral world of gangsters, crooked cops, prostitutes, and others of similar character. GTA3 further delimits its game space by setting certain areas as turfs for the different criminal elements, including Chinatown for the Chinese gangs, Yakuza areas for the Japanese mafia, and a Mob area for the Italian mafia. Within these turfs, the violence–in-video-games controversy notes violence in terms of blood spilt, but it fails to recognise how the fighting is contextualised within the scope of the game narrative, a turf in itself. Fighting certainly constitutes violence, but in video games it primarily remains violence as self-defense and as violence against non-human creatures. The division between human and non-human may seem grossly arbitrary, but children’s cartoon regulations allow for violence against non-humans while violence against humans remains regulated. Violent turfs, then, also relate to the narrativised nature of the characters against whom the violence is directed. Game narratives also divide games into narrativised turfs with spaces of acceptable action. Within a game like Legend of Zelda or Diablo the player can interact with the villagers, but the player cannot hurt or kill the villagers. The village or town space is a safe place for the player and for the villagers, as are many areas outside of the towns and villages where villagers reside. This safe space also prevents the player from hurting the villagers when they demand inflated prices for goods that would help the player to save the town. This sort of enforced morality based on the game turf is neglected in the debate over violence in video games as with articles like Craig A. Anderson and Karen E. Gill’s, which seek to examine the game as divorced from the play space and from the game narrative even though it shows how video game violence is most often situated within a moral landscape (“Video Games and Aggressive Thoughts”). Distinctions within game spaces are evident in all games that present environments of play because games require borders of play to function. In addition to the visual and narrative turfs within them, video games are played within a physical play space. The game space is the space of the immersive game environment—the story space of Diablo II, for instance. The play space is the space in which the game is played – often a living room or bedroom in a home. The debate over violence in video games neglects the multiple landscapes over which they argue. Furthermore, although this debate focuses on the possibility of children playing video games and then becoming violent, it ignores the fact that the play space of video games is a physical and mental space of unreality and make-believe where players are most often heroes fighting against evil monsters. Arguments over violence in video games collapse these levels of game space and the play space within which the games are played. Although the internal game space may be filled with mobsters, blood, and killing, the play space is most often defined by patience, quiet attention, and sharing with other players as the games are played communally with siblings and friends. In confusing the game space by viewing it as solely defined by the narrative of the actual game, the debate over violence in video games also fails to recognise that the use of media varies with different play styles, which also influences the overall play space. While video games do often have violent narratives, video game spaces and play are composites of the actual game and the spaces in which the games are played, which are heavily controlled by how the players play. Video game spaces cannot be reduced to merely the game narratives or game spaces because video game play requires the interaction of play. Considering play requires considering both the internal game spaces and the exterior environment of where and how the players play. Thus, an awareness and examination of game turfs provides a different perspective on the debate over violence and video games that embraces the multiple spaces and multiple uses of space in video games. Works Cited Anderson, Craig A. and Karen E. Dill. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78:4 (April 2000): 772-790. Blizzard Entertainment. Warcraft III: Reign of Chaos. (PC). Irvine, CA: Blizzard Entertainment, 2002. Funk, Jeanne B. “Violent Video Games: Who's at Risk?” Kid Stuff : Marketing Sex and Violence to America's Children. Eds. Diane Ravitch and Joseph P. Viteritti. Baltimore: Johns Hopkins University Press, 2003. 168-192. Grossman, Dave and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown, 1999. Huizinga, Johan. hom*o Ludens: A Study of the Play Element in Culture. Boston: Beacon Press, 1955. Maxis (EA). SIMCITY 3000 Unlimited. (PC). Redwood City, CA: Maxis (EA), 2000. Nintendo. Super Mario Brothers. (Nintendo Entertainment System). Redmond, WA: Nintendo, 1985. Rockstar North. Grand Theft Auto 3 (GTA3). (Playstation2, PC) New York: Rockstar Games, 2001. Sucker Punch. Sly Cooper and the Thievius Raccoonus. (Playstation2). San Mateo, CA: SCEA, 2002. Wolf, Mark. “Abstraction and the Video Game.” Eds. Mark Wolf and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. 47-65. Citation reference for this article MLA Style Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/09-video.php>. APA Style Taylor, L. (2004, Mar17). Video Game Internal Turfs and Turfs of Play. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/09-video.php>

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Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no.5 (October14, 2015). http://dx.doi.org/10.5204/mcj.1026.

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Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medical and educational literature, largely removed from media studies approaches that seek to understand the everyday contexts of babies using media. Putting aside discourses of promise or peril familiar to researchers of children’s media (Buckingham; Postman), this paper draws on ongoing research in both domestic and social media settings exploring infants’ everyday encounters and entanglements with mobile media and communication technologies. The paper identifies the ways infants’ mobile communication is assembled and distributed through touchscreen interfaces, proxy parent users, and commercial software sorting. It argues that within these interfacial, intermediary, and interactive contexts, we can conceptualise infants’ communicative agency through an emerging repertoire of techniques: accidental, assisted and automated. This assemblage of infant communication recognises that children no longer live with but in media (Deuze), which underscores the impossibility of a path of media resistance found in medical discourses of ‘exposure’ and restriction, and instead points to the need for critical and ethical responses to these immanent conditions of infant media life. Background and Approach Infants, understandably, have largely been excluded from analyses of mobile mediality given their historically limited engagement with or capacity to use mobile media. Yet, this situation is undergoing change as mobile devices become increasingly prominent in children’s homes (OfCom; Rideout), and as touchscreen interfaces lower thresholds of usability (Buckleitner; Hourcade et al.). The dominant frameworks within research addressing infants and media continue to resonate with long running and widely circulated debates in the study of children and mass media (Wartella and Robb), responding in contradictory ways to what is seen as an ever-increasing ‘technologization of childhood’ (McPake, Plowman and Stephen). Education research centres on digital literacy, emphasising the potential of mobile computing for these future digital learners, labourers, and citizens (McPake, Plowman and Stephen). Alternatively, health research largely positions mobile media within the rubric of ‘screen time’ inherited from older broadcast models, with paediatric groups continuing to caution parents about the dangers of infants’ ‘exposure’ to electronic screens (Strasburger and Hogan), without differentiating between screen types or activities. In turn, a range of digital media channels seek to propel or profit from infant media culture, with a number of review sites, YouTube channels and tech blogs promoting or surveying the latest gadgets and apps for babies. Within media studies, research is beginning to analyse the practices, conceptions and implications of digital interfaces and content for younger children. Studies are, for example, quantifying the devices, activities, and time spent by young children with mobile devices (Ofcom; Rideout), reviewing the design and marketing of children’s mobile application software products (e.g. Shuler), analysing digital content shared about babies on social media platforms (Kumar & Schoenebeck; Morris), and exploring emerging interactive spaces and technologies shaping young children’s ‘postdigital’ play (Giddings; Jayemanne, Nansen and Apperley). This paper extends this growing area of research by focusing specifically on infants’ early encounters, contexts, and configurations of mobile mediality, offering some preliminary analysis of an emerging repertoire of mobile communication techniques: accidental, assisted, and automated. That is, through infants playing with devices and accidentally activating them; through others such as parents assisting use; and through software features in applications that help to automate interaction. This analysis draws from an ongoing research project exploring young children’s mobile and interactive media use in domestic settings, which is employing ethnographic techniques including household technology tours and interviews, as well as participant observation and demonstrations of infant media interaction. To date 19 families, with 31 children aged between 0 and 5, located in Melbourne, Australia have participated. These participating families are largely hom*ogeneous and privileged; though are a sample of relatively early and heavy adopters that reveal emerging qualities about young children’s changing media environments and encounters. This approach builds on established traditions of media and ethnographic research on technology consumption and use within domestic spaces (e.g. Mackay and Ivey; Silverstone and Hirsch), but turns to the digital media encountered by infants, the geographies and routines of these encounters, and how families mediate these encounters within the contexts of home life. This paper offers some preliminary findings from this research, drawing mostly from discussions with parents about their babies’ use of digital, mobile, and touchscreen media. In this larger project, the domestic and family research is accompanied by the collection of online data focused on the cultural context of, and content shared about, infants’ mobile media use. In this paper I report on social media analysis of publicly shared images tagged with #babyselfie queried from Instagram’s API. I viewed all publicly shared images on Instagram tagged with #babyselfie, and collected the associated captions, comments, hashtags, and metadata, over a period of 48 hours in October 2014, resulting in a dataset of 324 posts. Clearly, using this data for research purposes raises ethical issues about privacy and consent given the posts are being used in an unintended context from which they were originally shared; something that is further complicated by the research focus on young children. These issues, in which the ease of extracting online data using digital methods research (Rogers), needs to be both minimised and balanced against the value of the research aims and outcomes (Highfield and Leaver). To minimise risks, captions and comments cited in this paper have been de-identified; whist the value of this data lies in complementing and contextualising the more ethnographically informed research, despite perceptions of incompatibility, through analysis of the wider cultural and mediated networks in which babies’ digital lives are now shared and represented. This field of cultural production also includes analysis of examples of children’s software products from mobile app stores that support baby image capture and sharing, and in particular in this paper discussion of the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. The rationale for drawing on these multiple sources of data within the larger project is to locate young children’s digital entanglements within the diverse places, platforms and politics in which they unfold. This research scope is limited by the constraints of this short paper, however different sources of data are drawn upon here in order to identify, compare, and contextualise the emerging themes of accidental, assisted, and automated. Accidental Media Use The domestication and aggregation of mobile media in the home, principally laptops, mobile phones and tablet computers has established polymediated environments in which infants are increasingly surrounded by mobile media; in which they often observe their parents using mobile devices; and in which the flashing of screens unsurprisingly draws their attention. Living within these ambient media environments, then, infants often observe, find and reach for mobile devices: on the iPad or whatever, then what's actually happening in front of them, then naturally they'll gravitate towards it. These media encounters are animated by touchscreens interfaces that are responsive to the gestural actions of infants. Conversely, touchscreen interfaces drive attempts to swipe legacy media screens. Underscoring the nomenclature of ‘natural user interfaces’ within the design and manufacturer communities, screens lighting up through touch prompts interest, interaction, and even habituation through gestural interaction, especially swiping: It's funny because when she was younger she would go up the T.V. and she would try swiping to turn the channel.They can grab it and start playing with it. It just shows that it's so much part of their world … to swipe something. Despite demonstrable capacities of infants to interact with mobile screens, discussions with parents revealed that accidental forms of media engagement were a more regular consequence of these ambient contexts, interfacial affordances and early encounters with mobile media. It was not uncommon for infants to accidentally swipe and activate applications, to temporarily lock the screen, or even to dial contacts: He didn't know the password, and he just kept locking it … find it disabled for 15 minutes.If I've got that on YouTube, they can quite quickly get on to some you know [video] … by pressing … and they don't do it on purpose, they're just pushing random buttons.He does Skype calls! I think he recognizes their image, the icon. Then just taps it and … Similarly, in the analysis of publicly shared images on Instagram tagged with #babyselfie, there were instances in which it appeared infants had accidentally taken photos with the cameraphone based on the image content, photo framing or descriptions in the caption. Many of these photos showed a baby with an arm in view reaching towards the phone in a classic trope of a selfie image; others were poorly framed shots showing parts of baby faces too close to the camera lens suggesting they accidentally took the photograph; whilst most definitive was many instances in which the caption of the image posted by parents directly attributed the photographic production to an infant: Isabella's first #babyselfie She actually pushed the button herself! My little man loves taking selfies lol Whilst, then, the research identified many instances in which infants accidentally engaged in mobile media use, sometimes managing to communicate with an unsuspecting interlocutor, it is important to acknowledge such encounters could not have emerged without the enabling infrastructure of ambient media contexts and touchscreen interfaces, nor observed without studying this infrastructure utilising materially-oriented ethnographic perspectives (Star). Significantly, too, was the intermediary role played by parents. With parents acting as intermediaries in household environments or as proxy users in posting content on their behalf, multiple forms of assisted infant communication were identified. Assisted Media Use Assisted communication emerged from discussions with parents about the ways, routines, and rationale for making mobile media available to their children. These sometimes revolved around keeping their child engaged whilst they were travelling as a family – part of what has been described as the pass-back effect – but were more frequently discussed in terms of sharing and showing digital content, especially family photographs, and in facilitating infant mediated communication with relatives abroad: they love scrolling through my photos on my iPhone …We quite often just have them [on Skype] … have the computers in there while we're having dinner … the laptop will be there, opened up at one end of the table with the family here and there will be my sister having breakfast with her family in Ireland … These forms of parental mediated communication did not, however, simply situate or construct infants as passive recipients of their parents’ desires to make media content available or their efforts to establish communication with extended family members. Instead, the research revealed that infants were often active participants in these processes, pushing for access to devices, digital content, and mediated communication. These distributed relations of agency were expressed through infants verbal requests and gestural urging; through the ways parents initiated use by, for example, unlocking a device, preparing software, or loading an application, but then handed them over to infants to play, explore or communicate; and through wider networks of relations in which others including siblings, acted as proxies or had a say in the kinds of media infants used: she can do it, once I've unlocked … even, even with iView, once I'm on iView she can pick her own show and then go to the channel she wants to go to.We had my son’s birthday and there were some photos, some footage of us singing happy birthday and the little one just wants to watch it over and over again. She thinks it's fantastic watching herself.He [sibling] becomes like a proxy user … with the second one … they don't even need the agency because of their sibling. Similarly, the assisted communication emerging from the analysis of #babyselfie images on Instagram revealed that parents were not simply determining infant media use, but often acting as proxies on their behalf. #Selfie obsessed baby. Seriously though. He won't stop. Insists on pressing the button and everything. He sees my phone and points and says "Pic? Pic?" I've created a monster lol. In sharing this digital content on social networks, parents were acting as intermediaries in the communication of their children’s digital images. Clearly they were determining the platforms and networks where these images were published online, yet the production of these images was more uncertain, with accidental self-portraits taken by infants suggesting they played a key role in the circuits of digital photography distribution (van Dijck). Automated Media Use The production, archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito). Here, software automates process of sorting and shaping information, and in doing so both empowers and governs forms of infant media conduct. The final theme emerging from the research, then, is the identification of automated forms of infant mobile media use enabled through software applications and algorithmic operations. Automated techniques of interaction emerged as part of the repertoire of infant mobile mediality and communication through observations and discussions during the family research, and through surveying commercial software applications. Within family discussions, parents spoke about the ways digital databases and applications facilitated infant exploration and navigation. These included photo galleries stored on mobile devices, as well as children’s Internet television services such as the Australian Broadcasting Corporation’s catch-up online TV service, iView, which are visually organised and easily scrollable. In addition, algorithmic functions for sorting, recommending and autoplay on the video-sharing platform YouTube meant that infants were often automatically delivered an ongoing stream of content: They just keep watching it [YouTube]. So it leads on form the other thing. Which is pretty amazing, that's pretty interactive.Yeah, but the kids like, like if they've watched a YouTube clip now, they'll know to look down the next column to see what they want to play next … you get suggestions there so. Forms of automated communication specifically addressing infants was also located in examples of children’s software products from mobile app stores: the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. These applications are designed to support baby image capture and sharing, promising to “allow your baby to take a photo of him himself [sic]” (Giudicelli), based on automated software features that use sounds and images to capture a babies attention and touch sensors to activate image capture and storage. In one sense, these applications may appear to empower infants to participate in the production of digital content, namely selfies, yet they also clearly distribute this agency with and through mobile media and digital software. Moreover, they imply forms of conduct, expectations and imperatives around the possibilities of infant presence in a participatory digital culture. Immanent Ethic and Critique Digital participation typically assumes a degree of individual agency in deciding what to share, post, or communicate that is not typically available to infants. The emerging communicative practices of infants detailed above suggests that infants are increasingly connecting, however this communicative agency is distributed amongst a network of ambient devices, user-friendly interfaces, proxy users, and software sorting. Such distributions reflect conditions Deuze has noted, that we do not live with but in media. He argues this ubiquity, habituation, and embodiment of media and communication technologies pervade and constitute our lives becoming effectively invisible, negating the possibility of an outside from which resistance can be mounted. Whilst, resistance remains a solution promoted in medical discourses and paediatric advice proposing no ‘screen time’ for children aged below two (Strasburger and Hogan), Deuze’s thesis suggests this is ontologically futile and instead we should strive for a more immanent relation that seeks to modulate choices and actions from within our media life: finding “creative ways to wield the awesome communication power of media both ethically and aesthetically” ("Unseen" 367). An immanent ethics and a critical aesthetics of infant mediated life can be located in examples of cultural production and everyday parental practice addressing the arrangements of infant mobile media and communication discussed above. For example, an article in the Guardian, ‘Toddlers pose a serious risk to smartphones and tablets’ parodies moral panics around children’s exposure to media by noting that media devices are at greater risk of physical damage from children handling them, whilst a design project from the Eindhoven Academy – called New Born Fame – built from soft toys shaped like social media logos, motion and touch sensors that activate image capture (much like babyselfie apps), but with automated social media sharing, critically interrogates the ways infants are increasingly bound-up with the networked and algorithmic regimes of our computational culture. Finally, parents in this research revealed that they carefully considered the ethics of media in their children’s lives by organising everyday media practices that balanced dwelling with new, old, and non media forms, and by curating their digitally mediated interactions and archives with an awareness they were custodians of their children’s digital memories (Garde-Hansen et al.). I suggest these examples work from an immanent ethical and critical position in order to make visible and operate from within the conditions of infant media life. Rather than seeking to deny or avoid the diversity of encounters infants have with and through mobile media in their everyday lives, this analysis has explored the ways infants are increasingly configured as users of mobile media and communication technologies, identifying an emerging repertoire of infant mobile communication techniques. The emerging practices of infant mobile communication outlined here are intertwined with contemporary household media environments, and assembled through accidental, assisted, and automated relations of living with mobile media. Moreover, such entanglements of use are both represented and discursively reconfigured through multiple channels, contexts, and networks of public mediation. Together, these diverse contexts and forms of conduct have implications for both studying and understanding the ways babies are emerging as active participants and interpellated subjects within a continually expanding digital culture. Acknowledgments This research was supported with funding from the Australian Research Council (ARC) Discovery Early Career Researcher Award (DE130100735). I would like to express my appreciation to the children and families involved in this study for their generous contribution of time and experiences. References Buckingham, David. 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Gregson, Kimberly. "Bad Avatar!" M/C Journal 10, no.5 (October1, 2007). http://dx.doi.org/10.5204/mcj.2708.

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While exploring the virtual world Second Life one day, I received a group message across the in-world communication system – “there’s a griefer on the beach. Stay away from the beach till we catch him.” There was no need to explain; everyone receiving the message knew what a griefer was and had a general idea of the kinds of things that could be happening. We’d all seen griefers at work before – someone monopolising the chat channel so no one else can communicate, people being “caged” at random, or even weapons fire causing so much “overhead” that all activity in the area slows to a crawl. These kinds of attacks are not limited to virtual worlds. Most people have experienced griefing in their everyday lives, which might best be defined as having fun at someone else’s expense. More commonly seen examples of this in the real world include teasing, bullying, and harassment; playground bullies have long made other children’s free time miserable. More destructive griefing includes arson and theft. Griefing activities happen in all kinds of games and virtual worlds. Griefers who laugh at new users and “yell” (so that all players can hear) that they stink, have followed new users of Disney’s tween-popular ToonTown. Griefers pose as friendly, helpful players who offer to show new users a path through difficult parts of a game, but then who abandon the new user in a spot where he or she does not have the skills to proceed. In World of Warcraft, a popular massively multiplayer online role playing game (MMORPG) created by Blizzard with more than seven million registered, if not active, users, griefers engage in what is known as corpse camping; they sit by a corpse, killing it over and over every time the player tries to get back into the game. The griefer gets a small number of experience points; the player being killed gets aggravated and has to wait out the griefing to play the game again (Warner & Raiter). Griefing in World of Warcraft was featured in an award nominated episode of the television program South Park, in which one character killed every other player he met. This paper considers different types of griefing, both in online games and virtual worlds, and then looks at the actions other players, those being griefed, take against griefers. A variety of examples from Second Life are considered because of the open-structure of the world and its developing nature. Definitions and Types Griefing in online environments such as video games and virtual worlds has been defined as “purposefully engaging in activities to disrupt the gaming experience of other players” (Mulligan & Patrovsky 250). The “purposeful” part of the definition means that accidental bumping and pushing, behaviours often exhibited by new users, are not griefing (Warner & Raiter). Rossingol defines a griefer as, “a player of malign intentions. They will hurt, humiliate and dishevel the average gamer through bending and breaking the rules of online games. ...They want glory, gain or just to partake in a malignant joy at the misfortune of others.” Davis, who maintains a gaming blog, describes Second Life as being populated by “those who build things and those who like to tear them down,” with the latter being the griefers who may be drawn to the unstructured anything-goes nature of the virtual world (qtd. in Girard). Definitions of griefing differ based on context. For instance, griefing has been examined in a variety of multi-player online games. These games often feature missions where players have to kill other players (PvP), behaviour that in other contexts such as virtual worlds would be considered griefing. Putting a monster on the trail of a player considered rude or unskilled might be a way to teach a lesson, but also an example of griefing (Taylor). Foo and Koivisto define griefing in MMORPGs as “play styles that disrupt another player’s gaming experience, usually with specific intention. When the act is not specifically intended to disrupt and yet the actor is the sole beneficiary, it is greed play, a subtle form of grief play” (11). Greed play usually involves actions that disrupt the game play of others but without technically breaking any game rules. A different way of looking at griefing is that it is a sign that the player understands the game or virtual world deeply enough to take advantage of ambiguities in the rules by changing the game to something new (Koster). Many games have a follow option; griefers pick a victim, stand near them, get as naked as possible, and then just follow them around without talking or explaining their actions (Walker). Another example is the memorial service in World of Warcraft for a player who died in real life. The service was interrupted by an attack from another clan; everyone at the memorial service was killed. It is not clear cut who the griefers actually were in this case – the mourners who chose to have their peaceful service in an area marked for player combat or the attackers following the rules for that area and working to earn points and progress in the game. In the case of the mourners, they were changing the rules of the game to suit them, to create something unique – a shared space to mourn a common friend. But they were definitely not playing by the rules. The attackers, considered griefers by many both in and outside of the game, did nothing that broke any rules of the game, though perhaps they broke rules of common decency (“World”); what they did does not fit into the definition of griefing, as much as do the actions of the mourners (Kotaku). Reshaping the game can be done to embed a new, sometimes political, message into the game. A group named Velvet Strike formed to protest US military action. They went into Counter Strike to bring a “message of peace, love and happiness to online shooters by any means necessary” (King). They placed spray painted graphics containing anti-war messages into the game; when confronted with people from other teams the Velvet Strike members refused to shoot (King). The group website contains “recipes” for non-violent game play. One “recipe” involved the Velvet Strike member hiding at the beginning of a mission and not moving for the rest of the game. The other players would shoot each other and then be forced to spend the rest of the game looking for the last survivor in order to get credit for the win. Similar behaviour has been tried inside the game America’s Army. Beginning March, 2006, deLappe, an artist who opposes the U.S. government’s involvement in Iraq, engaged in griefing behaviour by filling (spamming) the in-game text channel with the names of the people killed in the war; no one else can communicate on that channel. Even his character name, dead-in-Iraq, is an anti-war protest (deLappe). “I do not participate in the proscribed mayhem. Rather, I stand in position and type until I am killed. After death, I hover over my dead avatar’s body and continue to type. Upon being re-incarnated in the next round, I continue the cycle” (deLappe n.p.). What about these games and virtual worlds might lead people to even consider griefing? For one thing, they seem anonymous, which can lead to irresponsible behaviour. Players use fake names. Characters on the screen do not seem real. Another reason may be that rules can be broken in videogames and virtual worlds with few consequences, and in fact the premise of the game often seems to encourage such rule breaking. The rules are not always clearly laid out. Each game or world has a Terms of Service agreement that set out basic acceptable behaviour. Second Life defines griefing in terms of the Terms of Service that all users agree to when opening accounts. Abuse is when someone consciously and with malicious intent violates those terms. On top of that limited set of guidelines, each landowner in a virtual world such as Second Life can also set rules for their own property, from dress code, to use of weapons, to allowable conversation topics. To better understand griefing, it is necessary to consider the motivations of the people involved. Early work on categorising player types was completed by Bartle, who studied users of virtual worlds, specifically MUDs, and identified four player types: killers, achievers, socialisers, and explorers. Killers and achievers seem most relevant in a discussion about griefing. Killers enjoy using other players to get ahead. They want to do things to other people (not for or with others), and they get the most pleasure if they can act without the consent of the other player. Knowing about a game or a virtual world gives no power unless that knowledge can be used to gain some advantage over others and to enhance your standing in the game. Achievers want power and dominance in a game so they can do things to the game and master it. Griefing could help them feel a sense of power if they got people to do their will to stop the griefing behavior. Yee studied the motivations of people who play MMORPGs. He found that people who engage in griefing actually scored high in being motivated to play by both achieving and competition (“Facets”). Griefers often want attention. They may want to show off their scripting skills in the hope of earning respect among other coders and possibly be hired to program for others. But many players are motivated by a desire to compete and to win; these categories do not seem to be adequate for understanding the different types of griefing (Yee, “Faces of Grief”). The research on griefing in games has also suggested ways to categorise griefers in virtual worlds. Suler divides griefers into two types (qtd. in Becker). The first is those who grief in order to make trouble for authority figures, including the people who create the worlds. A few of the more spectacular griefing incidents seem designed to cause trouble for Linden Lab, the creators of Second Life. Groups attacked the servers that run Second Life, known as the grid, in October of 2005; this became known as the “gray goo attack” (Second Life; Wallace). Servers were flooded with objects and Second Life had to be taken off line to be restored from backups. More organised groups, such as the W-hats, the SL Liberation Army, and Patriotic Nigas engage in more large scale and public griefing. Some groups hope to draw attention to the group’s goals. The SL Liberation Army wants Linden Lab to open up the governance of the virtual world so that users can vote on changes and policies being implemented and limit corporate movement into Second Life (MarketingVox). Patriotic Nigas, with about 35 active members, want to slow the entry of corporations into Second Life (Cabron, “Who are Second Life’s”). One often discussed griefer attack in Second Life included a flood of pink flying penises directed against land owner and the first person to have made a profit of more than one million United States dollars in a virtual world, Anshe Chung, during a well-publicised and attended interview in world with technology news outlet CNET (Walsh, “Second Life Millionaire” ). The second type proposed by Suler is the griefer who wants to hurt and victimise others (qtd. in Becker). Individual players often go naked into PG-rated areas to cause trouble. Weapons are used in areas where weapons are banned. Second Life publishes a police blotter, which lists examples of minor griefing and assigned punishment, including incidents of disturbing the peace and violating community standards for which warnings and short bans have been issued. These are the actions of individuals for the most part, as were the people who exploited security holes to enter the property uninvited during the grand opening of Endemol’s Big Brother island in Second Life; guests to the opening were firebombed and caged. One of the griefers explained her involvement: Well I’m from The Netherlands, and as you might know the tv concept of big brother was invented here, and it was in all the newspapers in Holland. So I thought It would be this huge event with lots of media. Then I kinda got the idea ‘hey I could ruin this and it might make the newspaper or tv. So that’s what set me off, lol. (qtd. in Sklar) Some groups do grief just to annoy. The Patriotic Nigas claim to have attacked the John Edwards headquarters inside SL wearing Bush ‘08 buttons (Cabron, “John Edwards Attackers”), but it was not a political attack. The group’s founder, Mudkips Acronym (the name of his avatar in SL) said, “I’m currently rooting for Obama, but that doesn’t mean we won’t raid him or anything. We’ll hit anyone if it’s funny, and if the guy I want to be president in 2008’s campaign provides the lulz, we’ll certainly not cross him off our list” (qtd. in Cabron, “John Edwards Attackers”). If they disrupt a high profile event or site, the attack will be covered by media that can amplify the thrill of the attack, enhance their reputation among other griefers, and add to their enjoyment of the griefing. Part of the definition of griefing is that the griefer enjoys causing other players pain and disrupting their game. One resident posted on the SL blog, “Griefers, for the most part, have no other agenda other than the thrill of sneaking one past and causing a big noise. Until a spokesperson comes forward with a manifesto, we can safely assume that this is the work of the “Jackass” generation, out to disrupt things to show that they can“ (Scarborough). Usually to have fun, griefers go after individuals, rather than the owners and administrators of the virtual world and so fit into Suler’s second type of griefing. These griefers enjoy seeing others get angry and frustrated. As one griefer said: Understanding the griefer mindset begins with this: We don’t take the game seriously at all. It continues with this: It’s fun because you react. Lastly: We do it because we’re jerks and like to laugh at you. I am the fly that kamikazes into your soup. I am the reason you can’t have nice things … . If I make you cry, you’ve made my day. (Drake) They have fun by making the other players mad. “Causing grief is the name of his game. His objective is simple: Make life hell for anyone unlucky enough to be playing with him. He’s a griefer. A griefer is a player bent on purposely frustrating others during a multiplayer game” (G4). “I’m a griefer. It’s what I do,” the griefer says. “And, man, people get so pissed off. It’s great” (G4). Taking Action against Griefers Understanding griefing from the griefer point of view leads us to examine the actions of those being griefed. Suler suggests several pairs of opposing actions that can be taken against griefers, based on his experience in an early social environment called Palace. Many of the steps still being used fit into these types. He first describes preventative versus remedial action. Preventative steps include design features to minimise griefing. The Second Life interface includes the ability to build 3D models and to create software; it also includes a menu for land owners to block those features at will, a design feature that helps prevent much griefing. Remedial actions are those taken by the administrators to deal with the effects of griefing; Linden Lab administrators can shut down whole islands to keep griefer activities from spreading to nearby islands. The second pair is interpersonal versus technical; interpersonal steps involve talking to the griefers to get them to stop ruining the game for others, while technical steps prevent griefers from re-entering the world. The elven community in Second Life strongly supports interpersonal steps; they have a category of members in their community known as guardians who receive special training in how to talk to people bent on destroying the peacefulness of the community or disturbing an event. The creators of Camp Darfur on Better World island also created a force of supporters to fend off griefer attacks after the island was destroyed twice in a week in 2006 (Kenzo). Linden Lab also makes use of technical methods; they cancel accounts so known griefers can not reenter. There were even reports that they had created a prison island where griefers whose antics were not bad enough to be totally banned would be sent via a one-way teleporter (Walsh, “Hidden Virtual World Prison”). Some users of Second Life favour technical steps; they believe that new users should be held a fixed amount of time on the Orientation island which would stop banned users from coming back into the world immediately. The third is to create tools for average users or super users (administrators); both involve software features, some of which are available to all users to help them make the game good for them while others are available only to people with administrator privileges. Average users who own land have a variety of tools available to limit griefing behaviour on their own property. In Second Life, the land owner is often blamed because he or she did not use the tools provided to landowners by Linden Lab; they can ban individual users, remove users from the land, mute their conversation, return items left on the property, and prevent people from building or running scripts. As one landowner said, “With the newbies coming in there, I’ve seen their properties just littered with crap because they don’t know protective measures you need to take as far as understanding land control and access rights” (qtd. in Girard). Super users, those who work for Linden Lab, can remove a player from the game for a various lengths of time based on their behaviour patterns. Responses to griefers can also be examined as either individual or joint actions. Individual actions include those that land owners can take against individual griefers. Individual users, regardless of account type, can file abuse reports against other individuals; Linden Lab investigates these reports and takes appropriate action. Quick and consistent reporting of all griefing, no matter how small, is advocated by most game companies and user groups as fairly successful. Strangely, some types of joint actions have been not so successful. Landowners have tried to form the Second Life Anti-Griefing Guild, but it folded because of lack of involvement. Groups providing security services have formed; many event organisers use this kind of service. (Hoffman). More successful efforts have included the creation of software, such as SLBanLink.com, Karma, and TrustNet that read lists of banned users into the banned list on all participating property. A last category of actions to be taken against griefers, and a category used by most residents of virtual worlds, is to leave them alone—to ignore them, to tolerate their actions. The thinking is that, as with many bullies in real life, griefers want attention; when deprived of that, they will move on to find other amusem*nts. Yelling and screaming at griefers just reinforces their bad behaviour. Users simply teleport to other locations or log off. They warn others of the griefing behaviour using the various in-world communication tools so they too can stay away from the griefers. Most of the actions described above are not useful against griefers for whom a bad reputation is part of their credibility in the griefer community. The users of Second Life who staged the Gray Goo denial of service attack in October, 2005 fit into that category. They did nothing to hide the fact that they wanted to cause massive trouble; they named the self-replicating object that they created Grief Spawn and discussed ways to bring down the world on griefer forums (Wallace) Conclusion The most effective griefing usually involves an individual or small group who are only looking to have fun at someone else’s expense. It’s a small goal, and as long as there are any other users, it is easy to obtain the desired effect. In fact, as word spreads of the griefing and users feel compelled to change their behaviour to stave off future griefer attacks, the griefers have fun and achieve their goal. The key point here is that everyone has the same goal – have fun. Unfortunately, for one group – the griefers – achieving their goal precludes other users from reaching theirs. Political griefers are less successful in achieving their goals. Political creative play as griefing, like other kinds of griefing, is not particularly effective, which is another aspect of griefing as error. Other players react with frustration and violence to the actions of griefers such as deLappe and Velvet-Strike. If griefing activity makes people upset, they are less open to considering the political or economic motives of the griefers. Some complaints are relatively mild; “I’m all for creative protest and what not, but this is stupid. It’s not meaningful art or speaking out or anything of the type, its just annoying people who are never going to change their minds about how awesome they think war is” (Borkingchikapa). Others are more negative: “Somebody really needs to go find where that asshole lives and beat the sh*t out of him. Yeah, it’s a free country and he can legally pull this crap, but that same freedom extends to some patriot kicking the living sh*t out of him” (Reynolds). In this type of griefing no one’s goals for using the game are satisfied. The regular users can not have fun, but neither do they seem to be open to or accepting of the political griefer’s message. This pattern of success and failure may explain why there are so many examples of griefing to disrupt rather then the politically motivated kind. It may also suggest why efforts to curb griefing have been so ineffective in the past. Griefers who seek to disrupt for fun would see it as a personal triumph if others organised against them. Even if they found themselves banned from one area, they could quickly move somewhere else to have their fun since whom or where they harass does not really matter. Perhaps not all griefing is in error, rather, only those griefing activities motivated by any other goal than have fun. People invest their time and energy in creating their characters and developing skills. The behaviour of people in these virtual environments has a definite bearing on the real world. And perhaps that explains why people in these virtual worlds react so strongly to the behaviour. So, remember, stay off the beach until they catch the griefers, and if you want to make up the game as you go along, be ready for the other players to point at you and say “Bad, Bad Avatar.” References Bartle, Richard. “Players Who Suit MUDs.” Journal of MUD Research 1.1 (June 1996). 10 Sep. 2007 http://www.mud.co.uk/richard/hcds.htm>. Becker, David. Inflicting Pain on “Griefers.” 13 Dec. 2004. 10 Oct. 2007 http://www.news.com/Inflicting-pain-on-griefers/2100-1043_3-5488403.html>. Borkingchikapa. Playing America’s Army. 30 May 2006. 10 Aug. 2007 http://www.metafilter.com/51938/playing-Americas-Army>. Cabron, Lou. John Edwards Attackers Unmasked. 5 Mar. 2007. 29 Apr. 2007 http://www.10zenmonkeys.com/2007/03/05/john-edwards-virtual-attackers-unmasked/>. Cabron, Lou. Who Are Second Life’s “Patriotic Nigas”? 8 Mar. 2007. 30 Apr. 2007 http://www.10zenmonkeys.com/2007/03/08/patriotic-nigras-interview-john-edwards-second-life/>. DeLappe, Joseph. Joseph deLappe. 2006. 10 Aug. 2007. http://www.unr.edu/art/DELAPPE/DeLappe%20Main%20Page/DeLappe%20Online%20MAIN.html>. Drake, Shannon. “Jerk on the Internet.” The Escapist Magazine 15 Nov. 2005: 31-32. 20 June 2007 http://www.escapistmagazine.com/issue/19/31>. Foo, Chek Yang. Redefining Grief Play. 2004. 10 Oct. 2007 http://64.233.167.104/search?q=cache:1mBYzWVqAsIJ:www.itu.dk/op/papers/ yang_foo.pdf+foo+koivisto&hl=en&ct=clnk&cd=7&gl=us&client=firefox-a>. Foo, Chek Yang, and Elina Koivisto. Grief Player Motivations. 2004. 15 Aug. 2007 http://www.itu.dk/op/papers/yang_foo_koivisto.pdf>. G4. Confessions of a Griefer. N.D. 21 June 2007 http://www.g4tv.com/xplay/features/42527/Confessions_of_a_Griefer.html>. Girard, Nicole. “Griefer Madness: Terrorizing Virtual Worlds.”_ Linux Insider_ 19 Sep. 2007. 3 Oct. 2007 http://www.linuxinsider.com/story/59401.html>. Hoffman, E. C. “Tip Sheet: When Griefers Attack.” Business Week. 2007. 21 June 2007 http://www.businessweek.com/playbook/07/0416_1.htm>. Kenzo, In. “Comment: Has Plastic Duck Migrated Back to SL?” Second Life Herald Apr. 2006. 10 Oct. 2007 http://www.secondlifeherald.com/slh/2006/04/has_plastic_duc.html>. King, Brad. “Make Love, Not War.” Wired June 2002. 10 Aug. 2007 http://www.wired.com/gaming/gamingreviews/news/2002/06/52894>. Koster, Raph. A Theory of Fun for Game Design. Scotsdale, AZ: Paraglyph, 2005. Kotaku. _WoW Funeral Party Gets Owned. _2006. 15 Aug. 2007 http://kotaku.com/gaming/wow/wow-funeral-party-gets-owned-167354.php>. MarketingVox. Second Life Liberation Army Targets Brands. 7. Dec. 2006. 10 Aug. 2007 http://www.marketingvox.com/archives/2006/12/07/second-life-liberation-army-targets-brands/>. Mulligan, Jessica, and Bridget Patrovsky. Developing Online Games: An Insider’s Guide. Indianapolis: New Riders, 2003. Reynolds, Ren. Terra Nova: dead-in-iraq. 7 May 2006. 15 Aug. 2007 http://terranova.blogs.com/terra_nova/2006/05/deadiniraq_.html>. Rossingnol, Jim. “A Deadly Dollar.” The Escapist Magazine 15 Nov. 2005: 23-27. 20 June 2007 http://www.escapistmagazine.com/issue/19/23>. Scarborough, Solivar. Mass Spam Issue Inworld Being Investigated. 13 Oct. 2006. 20 June 2007 http://blog.secondlife.com/2006/10/13/mass-spam-issue-inworld-being-investigated/>. Sklar, Urizenus. “Big Brother Opening Hypervent Griefed for 4 Hours.” Second Life Herald 12 Dec. 2006. 10 Aug. 2007 http://www.secondlifeherald.com/slh/2006/12/big_brother_ope.html>. Suler, John. The Bad Boys of Cyberspace. 1997. 10 Oct. 2007 http://www-usr.rider.edu/~suler/psycyber/badboys.html>. Taylor, T.L. Play between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT, 2006. Velvet Strike. Velvet-Strike. N.D. 10 Aug. 2007 http://www.opensorcery.net/velvet-strike/nonflame.html>. Walker, John. “How to Be a Complete Bastard.” PC Gamer 13 Mar. 2007. 10 Aug. 2007 http://www.computerandvideogames.com/article.php?id=159883&site=pcg>. Wallace, Mark. “The Day the Grid Disappeared.” Escapist Magazine 15 Nov. 2005: 11. 20 June 2007 http://www.escapistmagazine.com/issue/19/11>. Walsh, Tony. Hidden Virtual-World Prison Revealed. 3 Jan. 2006. 10 Oct. 2007 http://www.secretlair.com/index.php?/clickableculture/entry/hidden_virtual_world_prison_revealed/>. Walsh, Tony. Second Life Millionaire Interview Penis-Bombed. 20 Dec. 2006. 10 Oct. 2007 http://www.secretlair.com/index.php?/clickableculture/entry/second_life_millionaire_interview_penis_bombed/>. Warner, Dorothy, and Mike Raiter. _Social Context in Massively-Multiplayer Online Games. _2005. 20 Aug. 2007 http://www.i-r-i-e.net/inhalt/004/Warner-Raiter.pdf>. “World of Warcraft: Funeral Ambush.” 2006. YouTube. 15 Aug. 2007 http://www.youtube.com/watch?v=31MVOE2ak5w>. Yee, Nicholas. Facets: 5 Motivational Factors for Why People Play MMORPG’s. 2002. 10 Oct. 2007 http://www.nickyee.com/facets/home.html>. Yee, Nicholas. Faces of Grief. 2005. June 2007 http://www.nickyee.com/daedalus/archives/000893.php?page=1>. Citation reference for this article MLA Style Gregson, Kimberly. "Bad Avatar!: Griefing in Virtual Worlds." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/06-gregson.php>. APA Style Gregson, K. (Oct. 2007) "Bad Avatar!: Griefing in Virtual Worlds," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/06-gregson.php>.

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Lupton, Deborah, and GarethM.Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no.5 (October1, 2015). http://dx.doi.org/10.5204/mcj.1012.

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IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity were largely private, and few people beyond the pregnant women herself had access to the foetus growing within her (Duden). Now pregnant and foetal bodies have become open to public portrayal and display (Lupton The Social Worlds of the Unborn). A plethora of online materials – websites depicting the unborn entity from the moment of conception, amateur YouTube videos of births, social media postings of ultrasounds and self-taken photos (‘selfies’) showing changes in pregnant bellies, and so on – now ensure the documentation of pregnant and unborn bodies in extensive detail, rendering them open to other people’s scrutiny. Other recent digital technologies directed at pregnancy include mobile software applications, or ‘apps’. In this article, we draw on our study involving a critical discourse analysis of a corpus of pregnancy-related apps offered in the two major app stores. In so doing, we discuss the ways in which pregnancy-related apps portray pregnant and unborn bodies. We place a particular focus on the ludification and gamification strategies employed to position pregnancy as a playful, creative and fulfilling experience that is frequently focused on consumption. As we will demonstrate, these strategies have wider implications for concepts of pregnant and foetal embodiment and subjectivity.It is important here to make a distinction between ludification and gamification. Ludification is a broader term than gamification. It is used in the academic literature on gaming (sometimes referred to as ‘ludology’) to refer to elements of games reaching into other aspects of life beyond leisure pursuits (Frissen et al. Playful Identities: The Ludification of Digital Media Cultures; Raessens). Frissen et al. (Frissen et al. "hom*o Ludens 2.0: Play, Media and Identity") for example, claim that even serious pursuits such as work, politics, education and warfare have been subjected to ludification. They note that digital technologies in general tend to incorporate ludic dimensions. Gamification has been described as ‘the use of game design elements in non-game contexts’ (Deterding et al. 9). The term originated in the digital media industry to describe the incorporation of features into digital technologies that not explicitly designed as games, such as competition, badges, rewards and fun that engaged and motivated users to make them more enjoyable to use. Gamification is now often used in literatures on marketing strategies, persuasive computing or behaviour modification. It is an important element of ‘nudge’, an approach to behaviour change that involves persuasion over coercion (Jones, Pykett and Whitehead). Gamification thus differs from ludification in that the former involves applying ludic principles for reasons other than the pleasures of enjoying the game for their own sake, often to achieve objectives set by actors and agencies other than the gamer. Indeed, this is why gamification software has been described by Bogost (Bogost) as ‘exploitationware’. Analysing Pregnancy AppsMobile apps have become an important medium in contemporary digital technology use. As of May 2015, 1.5 million apps were available to download on Google Play while 1.4 million were available in the Apple App Store (Statista). Apps related to pregnancy are a popular item in app stores, frequently appearing on the Apple App Store’s list of most-downloaded apps. Google Play’s figures show that many apps directed at pregnant women have been downloaded hundreds of thousands, or even millions, of times. For example, ‘Pregnancy +’, ‘I’m Expecting - Pregnancy App’ and ‘What to Expect - Pregnancy Tracker’ have each been downloaded between one and five million times, while ‘My Pregnancy Today’ has received between five and ten million downloads. Pregnancy games for young girls are also popular. Google Play figures show that the ‘Pregnant Emergency Doctor’ game, for example, has received between one and five million downloads. Research has found that pregnant women commonly download pregnancy-related apps and find them useful sources of information and support (Hearn, Miller and Fletcher; Rodger et al.; Kraschnewski et al.; Declercq et al.; Derbyshire and Dancey; O'Higgins et al.). We conducted a comprehensive analysis of all pregnancy-related smartphone apps in the two major app stores, Apple App Store and Google Play, in late June 2015. Android and Apple’s iOS have a combined market share of 91 percent of apps installed on mobile phones (Seneviratne et al.). A search for all pregnancy-related apps offered in these stores used key terms such as pregnancy, childbirth, conception, foetus/fetus and baby. After eliminating apps listed in these searches that were clearly not human pregnancy-related, 665 apps on Google Play and 1,141 on the Apple App Store remained for inclusion in our study. (Many of these apps were shared across the stores.)We carried out a critical discourse analysis of these apps, looking closely at the app descriptions offered in the two stores. We adopted the perspective that sees apps, like any other form of media, as sociocultural artefacts that both draw on and reproduce shared norms, ideals, knowledges and beliefs (Lupton "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps"; Millington "Smartphone Apps and the Mobile Privatization of Health and Fitness"; Lupton "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps"). In undertaking our analysis of the app descriptions in our corpus, attention was paid to the title of each app, the textual accounts of its content and use and the images that were employed, such as the logo of the app and the screenshots that were used to illustrate its content and style. Our focus in this article is on the apps that we considered as including elements of entertainment. Pregnancy-related game apps were by far the largest category of the apps in our corpus. These included games for young girls and expectant fathers as well as apps for ultrasound manipulation, pregnancy pranks, foetal sex prediction, choosing baby names, and quizzes. Less obviously, many other apps included in our analysis offered some elements of gamification and ludification, and these were considered in our analysis. ‘Pregnant Adventures’: App Games for GirlsOne of the major genres of apps that we identified was games directed at young girls. These apps invited users to shop for clothes, dress up, give a new hair style, ‘make-over’ and otherwise beautify a pregnant woman. These activities were directed at the goal of improving the physical attractiveness and therefore (it was suggested) the confidence of the woman, who was presented as struggling with coming to terms with changes in her body during pregnancy. Other apps for this target group involved the player assuming the role of a doctor in conducting medical treatments for injured pregnant women or assisting the birth of her baby.Many of these games represented the pregnant woman visually as looking like an archetypal Barbie doll, with a wardrobe to match. One app (‘Barbara Pregnancy Shopping’) even uses the name ‘Barbara’ and the screenshots show a woman similar in appearance to the doll. Its description urges players to use the game to ‘cheer up’ an ‘unconfident’ Barbara by taking her on a ‘shopping spree’ for new, glamorous clothes ‘to make Barbara feel beautiful throughout her pregnancy’. Players may find ‘sparkly accessories’ as well for Barbara and help her find a new hairstyle so that she ‘can be her fashionable self again’ and ‘feel prepared to welcome her baby!’. Likewise, the game ‘Pregnant Mommy Makeover Spa’ involves players selecting clothes, applying beauty treatments and makeup and adding accessories to give a makeover to ‘Pregnant Princess’ Leila. The ‘Celebrity Mommy’s Newborn Baby Doctor’ game combines the drawcard of ‘celebrity’ with ‘mommy’. Players are invited to ‘join the celebrities in their pregnancy adventure!’ and ‘take care of Celebrity Mom during her pregnancy!’.An app by the same developer of ‘Barbara Pregnancy Shopping’ also offers ‘Barbara’s Caesarean Birth’. The app description claims that: ‘Of course her poor health doesn’t allow Barbara to give birth to her baby herself.’ It is up to players to ‘make everything perfect’ for Barbara’s caesarean birth. The screenshots show Barbara’s pregnant abdomen being slit open, retracted and a rosy, totally clean infant extracted from the incision, complete with blonde hair. Players then sew up the wound. A final screenshot displays an image of a smiling Barbara standing holding her sleeping, swaddled baby, with the words ‘You win’.Similar games involve princesses, mermaids, fairies and even monster and vampire pregnant women giving birth either vagin*lly or by caesarean. Despite their preternatural status, the monster and vampire women conform to the same aesthetic as the other pregnant women in these games: usually with long hair and pretty, made-up faces, wearing fashionable clothing even on the operating table. Their newborn infants are similarly uniform in their appearance as they emerge from the uterus. They are white-skinned, clean and cherubic (described in ‘Mommy’s Newborn Baby Princess’ as ‘the cutest baby you probably want’), a far cry from the squalling, squashed-faced infants smeared in birth fluids produced by the real birth process.In these pregnancy games for girls, the pain and intense bodily effort of birthing and the messiness produced by the blood and other body fluids inherent to the process of labour and birth are completely missing. The fact that caesarean birth is a major abdominal surgery requiring weeks of recovery is obviated in these games. Apart from the monsters and vampires, who may have green- or blue-hued skin, nearly all other pregnant women are portrayed as white-skinned, young, wearing makeup and slim, conforming to conventional stereotypical notions of female beauty. In these apps, the labouring women remain glamorous, usually smiling, calm and unsullied by the visceral nature of birth.‘Track Your Pregnancy Day by Day’: Self-Monitoring and Gamified PregnancyElements of gamification were evident in a large number of the apps in our corpus, including many apps that invite pregnant users to engage in self-tracking of their bodies and that of their foetuses. Users are asked to customise the apps to document their changing bodies and track their foetus’ development as part of reproducing the discourse of the miraculous nature of pregnancy and promoting the pleasures of self-tracking and self-transformation from pregnant woman to mother. When using the ‘Pregnancy+’ app, for example, users can choose to construct a ‘Personal Dashboard’ that includes details of their pregnancy. They can input their photograph, first name and their expected date of delivery so that that each daily update begins with ‘Hello [name of user], you are [ ] weeks and [ ] days pregnant’ with the users’ photograph attached to the message. The woman’s weight gain over time and a foetal kick counter are also included in this app. It provides various ways for users to mark the passage of time, observe the ways in which their foetuses change and move week by week and monitor changes in their bodies. According to the app description for ‘My Pregnancy Today’, using such features allows a pregnant woman to: ‘Track your pregnancy day by day.’ Other apps encourage women to track such aspects of physical activity, vitamin and fluid intake, diet, mood and symptoms. The capacity to visually document the pregnant user’s body is also a feature of several apps. The ‘Baby Bump Pregnancy’, ‘WebMD Pregnancy’, ‘I’m Expecting’,’iPregnant’ and ‘My Pregnancy Today’ apps, for example, all offer an album feature for pregnant bump photos taken by the user of herself (described as a ‘bumpie’ in the blurb for ‘My Pregnancy Today’). ‘Baby Buddy’ encourages women to create a pregnant avatar of themselves (looking glamorous, well-dressed and happy). Some apps even advise users on how they should feel. As a screenshot from ‘Pregnancy Tracker Week by Week’ claims: ‘Victoria, your baby is growing in your body. You should be the happiest woman in the world.’Just as pregnancy games for little girls portrayal pregnancy as a commodified and asetheticised experience, the apps directed at pregnant women themselves tend to shy away from discomforting fleshly realities of pregnant and birthing embodiment. Pregnancy is represented as an enjoyable and fashionable state of embodiment: albeit one that requires constant self-surveillance and vigilance.‘Hello Mommy!’: The Personalisation and Aestheticisation of the FoetusA dominant feature of pregnancy-related apps is the representation of the foetus as already a communicative person in its own right. For example, the ‘Pregnancy Tickers – Widget’ app features the image of a foetus (looking far more like an infant, with a full head of wavy hair and open eyes) holding a pencil and marking a tally on the walls of the uterus. The app is designed to provide various icons showing the progress of the user’s pregnancy each day on her mobile device. The ‘Hi Mommy’ app features a cartoon-like pink and cuddly foetus looking very baby-like addressing its mother from the womb, as in the following message that appears on the user’s smartphone: ‘Hi Mommy! When will I see you for the first time?’ Several pregnancy-tracking apps also allow women to input the name that they have chosen for their expected baby, to receive customised notifications of its progress (‘Justin is nine weeks and two days old today’).Many apps also incorporate images of foetuses that represent them as wondrous entities, adopting the visual style of 1960s foetal photography pioneer Lennart Nilsson, or what Stormer (Stormer) has referred to as ‘prenatal sublimity’. The ‘Pregnancy+’ app features such images. Users can choose to view foetal development week-by-week as a colourful computerised animation or 2D and 3D ultrasound scans that have been digitally manipulated to render them aesthetically appealing. These images replicate the softly pink, glowing portrayals of miraculous unborn life typical of Nilsson’s style.Other apps adopt a more contemporary aesthetic and allow parents to store and manipulate images of their foetal ultrasounds and then share them via social media. The ‘Pimp My Ultrasound’ app, for example, invites prospective parents to manipulate images of their foetal ultrasounds by adding in novelty features to the foetal image such as baseball caps, jewellery, credit cards and musical instruments. The ‘Hello Mom’ app creates a ‘fetal album’ of ultrasounds taken of the user’s foetus, while the ‘Ultrasound Viewer’ app lets users manipulate their 3/4 D foetal ultrasound images: ‘Have fun viewing it from every angle, rotating, panning and zooming to see your babies [sic] features and share with your family and friends via Facebook and Twitter! … Once uploaded, you can customise your scan with a background colour and skin colour of your choice’.DiscussionPregnancy, like any other form of embodiment, is performative. Pregnant women are expected to conform to norms and assumptions about their physical appearance and deportment of their bodies that expect them to remain well-groomed, fit and physically attractive without appearing overly sexual (Longhurst "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities"; Longhurst "'Corporeographies’ of Pregnancy: ‘Bikini Babes'"; Nash; Littler). Simultaneously they must negotiate the burden of bodily management in the interests of risk regulation. They are expected to protect their vulnerable unborn from potential dangers by stringently disciplining their bodies and policing to what substances they allow entry (Lupton The Social Worlds of the Unborn; Lupton "'Precious Cargo': Risk and Reproductive Citizenship"). Pregnancy self-tracking apps enact the soft politics of algorithmic authority, encouraging people to conform to expectations of self-responsibility and self-management by devoting attention to monitoring their bodies and acting on the data that they generate (Whitson; Millington "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games"; Lupton The Quantified Self: A Sociology of Self-Tracking).Many commentators have remarked on the sexism inherent in digital games (e.g. Dickerman, Christensen and Kerl-McClain; Thornham). Very little research has been conducted specifically on the gendered nature of app games. However our analysis suggests that, at least in relation to the pregnant woman, reductionist heteronormative, cisgendered, patronising and paternalistic stereotypes abound. In the games for girls, pregnant women are ideally young, heterosexual, partnered, attractive, slim and well-groomed, before, during and after birth. In self-tracking apps, pregnant women are portrayed as ideally self-responsible, enthused about their pregnancy and foetus to the point that they are counting the days until the birth and enthusiastic about collecting and sharing details about themselves and their unborn (often via social media).Ambivalence about pregnancy, the foetus or impending motherhood, and lack of interest in monitoring the pregnancy or sharing details of it with others are not accommodated, acknowledged or expected by these apps. Acknowledgement of the possibility of pregnant women who are not overtly positive about their pregnancy or lack interest in it or who identify as transgender or lesbian or who are sole mothers is distinctly absent.Common practices we noted in apps – such as giving foetuses names before birth and representing them as verbally communicating with their mothers from inside the womb – underpin a growing intensification around the notion of the unborn entity as already an infant and social actor in its own right. These practices have significant implications for political agendas around the treatment of pregnant women in terms of their protection or otherwise of their unborn, and for debates about women’s reproductive rights and access to abortion (Lupton The Social Worlds of the Unborn; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction). Further, the gamification and ludification of pregnancy serve to further commodify the experience of pregnancy and childbirth, contributing to an already highly commercialised environment in which expectant parents, and particularly mothers, are invited to purchase many goods and services related to pregnancy and early parenthood (Taylor "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption"; Kroløkke; Thomson et al.; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction; Thomas).In the games for girls we examined, the pregnant woman herself was a commodity, a selling point for the app. The foetus was also frequently commodified in its representation as an aestheticised entity and the employment of its image (either as an ultrasound or other visual representations) or identity to market apps such as the girls’ games, apps for manipulating ultrasound images, games for predicting the foetus’ sex and choosing its name, and prank apps using fake ultrasounds purporting to reveal a foetus inside a person’s body. As the pregnant user engages in apps, she becomes a commodity in yet another way: the generator of personal data that are marketable in themselves. In this era of the digital data knowledge economy, the personal information about people gathered from their online interactions and content creation has become highly profitable for third parties (Andrejevic; van Dijck). Given that pregnant women are usually in the market for many new goods and services, their personal data is a key target for data mining companies, who harvest it to sell to advertisers (Marwick).To conclude, our analysis suggests that gamification and ludification strategies directed at pregnancy and childbirth can serve to obfuscate the societal pressures that expect and seek to motivate pregnant women to maintain physical fitness and attractiveness, simultaneously ensuring that they protect their foetuses from all possible risks. In achieving both ends, women are encouraged to engage in intense self-monitoring and regulation of their bodies. These apps also reproduce concepts of the unborn entity as a precious and beautiful already-human. These types of portrayals have important implications for how young girls learn about pregnancy and childbirth, for pregnant women’s experiences and for concepts of foetal personhood that in turn may influence women’s reproductive rights and abortion politics.ReferencesAndrejevic, Mark. Infoglut: How Too Much Information Is Changing the Way We Think and Know. New York: Routledge, 2013. Print.Bogost, Ian. "Why Gamification Is Bullsh*t." The Gameful World: Approaches, Issues, Applications. Eds. Steffen Walz and Sebastian Deterding. Boston, MA: MIT Press, 2015. 65-80. Print.Declercq, E.R., et al. Listening to Mothers III: Pregnancy and Birth. New York: Childbirth Connection, 2013. Print.Derbyshire, Emma, and Darren Dancey. "Smartphone Medical Applications for Women's Health: What Is the Evidence-Base and Feedback?" International Journal of Telemedicine and Applications (2013).Deterding, Sebastian, et al. "From Game Design Elements to Gamefulness: Defining Gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 2011. Dickerman, Charles, Jeff Christensen, and Stella Beatríz Kerl-McClain. "Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games." Journal of Creativity in Mental Health 3.1 (2008): 20-29. Duden, Barbara. Disembodying Women: Perspectives on Pregnancy and the Unborn. Trans. Lee Hoinacki. Cambridge, MA: Harvard University Press, 1993. Frissen, Valerie, et al. "hom*o Ludens 2.0: Play, Media and Identity." Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam: University of Amsterdam Press, 2015. 9-50. ———, eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam: Amsterdam University Press, 2015. Hearn, Lydia, Margaret Miller, and Anna Fletcher. "Online Healthy Lifestyle Support in the Perinatal Period: What Do Women Want and Do They Use It?" Australian Journal of Primary Health 19.4 (2013): 313-18. Jones, Rhys, Jessica Pykett, and Mark Whitehead. "Big Society's Little Nudges: The Changing Politics of Health Care in an Age of Austerity." Political Insight 1.3 (2010): 85-87. Kraschnewski, L. Jennifer, et al. "Paging “Dr. Google”: Does Technology Fill the Gap Created by the Prenatal Care Visit Structure? Qualitative Focus Group Study with Pregnant Women." Journal of Medical Internet Research. 16.6 (2014): e147. Kroløkke, Charlotte. "On a Trip to the Womb: Biotourist Metaphors in Fetal Ultrasound Imaging." Women's Studies in Communication 33.2 (2010): 138-53. Littler, Jo. "The Rise of the 'Yummy Mummy': Popular Conservatism and the Neoliberal Maternal in Contemporary British Culture." Communication, Culture & Critique 6.2 (2013): 227-43. Longhurst, Robyn. "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities." Gender, Place & Culture 12.4 (2005): 433-46. ———. "'Corporeographies’ of Pregnancy: ‘Bikini Babes'." Environment and Planning D: Society and Space 18.4 (2000): 453-72. Lupton, Deborah. "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps." Societies 4.4 (2014): 606-22. ———. "'Precious Cargo': Risk and Reproductive Citizenship." Critical Public Health 22.3 (2012): 329-40. ———. The Quantified Self: A Sociology of Self-Tracking. Cambridge: Polity Press, 2016. ———. "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps." Culture, Health & Sexuality 17.4 (2015): 440-53. ———. The Social Worlds of the Unborn. Houndmills: Palgrave Macmillan, 2013. Marwick, Alice. "How Your Data Are Being Deeply Mined." The New York Review of Books (2014). Millington, Brad. "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games." Journal of Sport & Social Issues 38.6 (2014): 491-508. ———. "Smartphone Apps and the Mobile Privatization of Health and Fitness." Critical Studies in Media Communication 31.5 (2014): 479-93. Nash, Meredith. Making 'Postmodern' Mothers: Pregnant Embodiment, Baby Bumps and Body Image. Houndmills: Palgrave Macmillan, 2013. O'Higgins, A., et al. "The Use of Digital Media by Women Using the Maternity Services in a Developed Country." Irish Medical Journal 108.5 (2015). Raessens, Joost. "Playful Identities, or the Ludification of Culture." Games and Culture 1.1 (2006): 52-57. Rodger, D., et al. "Pregnant Women’s Use of Information and Communications Technologies to Access Pregnancy-Related Health Information in South Australia." Australian Journal of Primary Health 19.4 (2013): 308-12. Seneviratne, Suranga, et al. "Your Installed Apps Reveal Your Gender and More!" Mobile Computing and Communications Review 18.3 (2015): 55-61. Statista. "Number of Apps Available in Leading App Stores as of May 2015." 2015. Stormer, Nathan. "Looking in Wonder: Prenatal Sublimity and the Commonplace 'Life'." Signs 33.3 (2008): 647-73. Taylor, Janelle. "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption." Feminist Studies 26.2 (2000): 391-418. ———. The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction. New Brunswick, NJ: Rutgers University Press, 2008. Thomas, Gareth M. "Picture Perfect: ‘4d’ Ultrasound and the Commoditisation of the Private Prenatal Clinic." Journal of Consumer Culture. Online first, 2015. Thomson, Rachel, et al. Making Modern Mothers. Bristol: Policy Press, 2011. Thornham, Helen. “'It's a Boy Thing'.” Feminist Media Studies 8.2 (2008): 127-42. Van Dijck, José. "Datafication, Dataism and Dataveillance: Big Data between Scientific Paradigm and Ideology." Surveillance & Society 12.2 (2014): 197-208. Whitson, Jennifer. "Gaming the Quantified Self." Surveillance & Society 11.1/2 (2013): 163-76.

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Seaton, Beth. "Feeling the Heat." M/C Journal 8, no.6 (December1, 2005). http://dx.doi.org/10.5204/mcj.2457.

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Was it seven or eight summers ago, when the sun first became our enemy and set our skin on fire? We find it now in the normality of strange weather and the telescoping of the seasons; wherein it’s 27 degrees and there are no leaves yet on the trees, a hot August day in April. We watch the media spectacles of monster storms and mud slides that arrive with increasing force and frequency. And we despair over the death of the Polar bears, starving because the Arctic sea-ice upon which they catch seals can no longer bear their weight. Up there, we hear, the permafrost is melting, and the Inuit of Baffin Island are witnessing thunder and lightning for the first time in their lives. Down here, along the southern border of Canada, we are just beginning to feel the fear in our guts. The ambivalence and discomfort which we may feel about these changes – whose effects are as intimate as they are remote – speak to a more subtle perception that everything has now come undone: realigned and re-made by forces beyond our control, and yet, of our own making. That significant futurity which was once the sine qua non of a rational modernity – the self-confident assurance that things can only get better and never worse – has fallen to the wayside of our collective memory, useful now only for the purposes of Hallmark greeting cards. As usual, we suffer from a failure of imagination, wherein the only facts worth knowing become unspeakable, verboten vulgarities never to be uttered out-loud in polite company. What accounts for this silence? While we may increasingly feel that something is amiss in the world, this experience is not authorised or legitimated by the propositions of commercial media or conventional thought. What are the social consequences of this gap between the corporeal experience of global warming and its public representation? Can such affectual experience be mined as a means to advocate social change? In Canadian and American commercial media, discussion of “global warming” is still largely absent (Ungar; Weingart, Engels and Pansegrau). When the hurricanes Katrina and Rita whirled into Level 5 status across the very hot waters of the Gulf of Mexico this Fall, mention of global warming was quickly flicked away as a minor irritant. Such omissions are not surprising, given the political economy of American media. The automobile industry spends US$3 billion out of a total of US$9 billion annual expenditures of all advertising on network television. Not one of these ads is for hybrid cars. It is also our idea of nature that allows us to relegate matters of the environment to the periphery of our concerns. In its more piously Wordsworthian vestiges, nature is deemed as self-evident and unaltered by the ravages of time. It’s this temporal stasis attributed to nature that allows us to absolve ourselves from its fate. Nature, after all, is the non-human. And while the argument that only humans make history – that only humans transform and innovate themselves and their environment and manipulate the dimensions of time – can be recognised as a neat piece of social construction built in the interests of human conquest, we are still reticent to acknowledge nature on its own terms. Val Plumwood has argued that, “if the category of ‘nature’ is seen as phony, if it can only appear when suitably surrounded by scare quotes, [then] we are less likely to be inspired by appeals to nature’s integrity in [it’s defence]” (3). Somehow, believing in nature slides into an unseemly essentialism or a fetishistic form of love. Perhaps it’s not surprising then that so many people do not feel compelled to come to nature’s defense. Survey research from the United States, published in 2000 and 2003, shows that while 90% of Americans have now heard of global warming and believe it’s an important issue, a much smaller percentage are actually concerned about it (Stamm, Clark and Eblacas; Leiserowitz). Other matters such as employment, the economy and the rising costs of housing take priority over environmental issues. Furthermore, the research finds that while espousing environmental values, only a small percentage of respondents would self-identify as “environmentalist”. While being pro-environment is perceived as “having good character”, having too much of this good character is a bad thing. Still, can’t they feel what’s going on? Certainly here on the coast of British Columbia, where rainforests still run along the ocean’s edge, something has changed. Nothing is quite as ‘temperate’ as it once was. The weather shifts unexpectedly and dramatically, and the summers have become too hot and too dry. Global warming has brought a new atmosphere to the forests, as if under all this unfamiliar dryness and dust a latent extinction is beginning to stir. This current prospect – the death of not just a million species of plant and animal life (Kirby), but of countless human lives – may be redirecting our attention now to the interdependent relation, the fluid interchanges, between human and non-human worlds. This deadly probability may engender a new vitality, new ways of feeling life. “Nature”, as Michel Serres puts it, “is reminding us of its existence” (29). The challenge posed by this recognition prohibits the perception of nature in static terms, as a commodity or as handy oubliette for societal debris. In so doing, feeling the life of nature allows consideration of the ways in which nature and human culture have long been wedded to one another, not just in terms of the semiotic operations of a binarism, but as a complex and reciprocal project of interdependent life. Recognition of the interdependence of human and non-human life may also entail a particular affectual sensibility – a means of feeling life as it resonates against our skin and fills our senses. In this moment, “everything that is, resounds”. Here, “the sense and recognisability of things … do not lie in conceptual categories in which we mentally place them, but in their positions and orientations which our postures address” (Lingus 59). It’s not a question then of what nature means to us, but does nature do with us? How does it make us feel? Emotion has remained discursively submerged in discussions of climate change, not only because the stakes are such that only the scientists, with their particular authority and legitimacy, are afforded a voice, but also because it threatens the legitimacy of a formal rationalist representation of nature which excludes the non-human from the purview of ethical consideration. An affectual relationship to the natural world does have its difficulties. “Feeling nature” is based upon some sort of understanding with it, a form of competency, of ‘knowing your way around’. Such knowledges are often bound by class: the privileged remit of the romantic individual in search of an authentic experience, or the uncomfortable locale of hard and often violent labour. Still, it is in feeling the shrinking of life into the shadows of an uncommon heat that we may use this sentience to good effect. In his book The Natural Contract, Michel Serres argues that, “through exclusively social contracts, we have abandoned the bond that connects us to the world. … What language do the things of the world speak that we might come to an understanding of them contractually? … In fact, the Earth speaks to us in terms of forces, bonds and interactions … each of the partners in symbiosis thus owes … life to the other, on pain of death” (39). Long ago, when we were young, many of us made good money working in the coastal forest of British Columbia – either cutting it or milling it or planting it. I was alone there once for 6 weeks and was haunted daily by a raven who would track my movements through the trees, muttering incantations and clicks. By the time I walked out of the woods I was nearly speechless and it took me weeks to recover the easy cultural behaviour that came so naturally before. A friend of mine once had the job of getting rid of the young poplar and alder trees that colonise the logging slash. His task was to “cut and squirt”: to slash the trees with a machete and squirt poison inside the cut. Maybe it was a bad case of anthropomorphism, or maybe it was the drugs, but to this day, he swears he could hear the trees scream. References Kirby, Alex. “Climate Risk to Million Species.” BBC News Online, U.K. Edition, 7 Jan. 2004. Leiserowitz, A. American Opinions on Global Warming: Project Results. Eugene: U of Oregon, 2003. Lingus, Alphonso. The Imperitive. Bloomington: Indiana UP, 1998. Plumwood, Val. “Nature as Agency and the Prospects for a Progressive Naturalism.” Capitalism, Nature, Socialism 4 (2001): 3-32. Serres, Michel. The Natural Contract. (Trans. E. MacArthur and W. Paulson), Ann Arbor: Michigan UP, 1995. Stamm, K.R., F. Clark and P.R. Eblacas. “Mass Communication and Public Understanding of Environmental Problems: The Case of Global Warming.” Public Understanding of Science 9 (2000): 219-37. Ungar, S. “Is Strange Weather in the Air?: A Study of U.S. National News Coverage of Extreme Weather Events.” Climatic Change 41 (1999): 133-50. Weingart, P.A., A. Engels and P. Pansegrau. “Risks of Communication: Discourses on Climate Change in Science, Politics and the Mass Media.” Public Understanding of Science 9 (2000): 261-83. Citation reference for this article MLA Style Seaton, Beth. "Feeling the Heat." M/C Journal 8.6 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0512/08-seaton.php>. APA Style Seaton, B. (Dec. 2005) "Feeling the Heat," M/C Journal, 8(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0512/08-seaton.php>.

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Cruikshank, Lauren. "Articulating Alternatives: Moving Past a Plug-and-Play Prosthetic Media Model." M/C Journal 22, no.5 (October9, 2019). http://dx.doi.org/10.5204/mcj.1596.

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The first uncomfortable twinges started when I was a grad student, churning out my Master’s thesis on a laptop that I worked on at the library, in my bedroom, on the kitchen table, and at the coffee shop. By the last few months, typing was becoming uncomfortable for my arms, but as any thesis writer will tell you, your whole body is uncomfortable with the endless hours sitting, inputting, and revising. I didn’t think much of it until I moved on to a new city to start a PhD program. Now the burning that accompanied my essay-typing binges started to worry me more, especially since I noticed the twinges didn’t go away when I got up to chat with my roommate, or to go to bed. I finally mentioned the annoying arm to Sonja, a medical student friend of mine visiting me one afternoon. She asked me to pick up a chair in front of me, palms out. I did, and the attempt stabbed pain up my arm and through my elbow joint. The chair fell out of my hands. We looked at each other, eyebrows raised.Six months and much computer work later, I still hadn’t really addressed the issue. Who had time? Chasing mystery ailments around and more importantly, doing any less typing were not high on my likely list. But like the proverbial frog in slowly heated water, things had gotten much worse without my really acknowledging it. That is, until the day I got up from my laptop, stretched out and wandered into the kitchen to put some pasta on to boil. When the spaghetti was ready, I grabbed the pot to drain it and my right arm gave as if someone had just handed me a 200-pound weight. The pot, pasta and boiling water hit the floor with a scalding splash that nearly missed both me and the fleeing cat. Maybe there was a problem here.Both popular and critical understandings of the body have been in a great deal of flux over the past three or four decades as digital media technologies have become ever more pervasive and personal. Interfacing with the popular Internet, video games, mobile devices, wearable computing, and other new media technologies have prompted many to reflect on and reconsider what it means to be an embodied human being in an increasingly digitally determined era. As a result, the body, at various times in this recent history, has been theoretically disowned, disavowed, discarded, disdained, replaced, idealised, essentialised, hollowed out, re-occupied, dismembered, reconstituted, reclaimed and re-imagined in light of new media. Despite all of the angst over the relationships our embodied selves have had to digital media, of course, our embodied selves have endured. It remains true, that “even in the age of technosocial subjects, life is lived through bodies” (Stone 113).How we understand our embodiments and their entanglements with technologies matter deeply, moreover, for these understandings shape not only discourse around embodiment and media, but also the very bodies and media in question in very real ways. For example, a long-held tenet in both popular culture and academic work has been the notion that media technologies extend our bodies and our senses as technological prostheses. The idea here is that media technologies work like prostheses that extend the reach of our eyes, ears, voice, touch, and other bodily abilities through time and space, augmenting our abilities to experience and influence the world.Canadian media scholar Marshall McLuhan is one influential proponent of this notion, and claimed that, in fact, “the central purpose of all my work is to convey this message, that by understanding media as they extend man, we gain a measure of control over them” (McLuhan and Zingrone 265). Other more contemporary media scholars reflect on how “our prosthetic technological extensions enable us to amplify and extend ourselves in ways that profoundly affect the nature and scale of human communication” (Cleland 75), and suggest that a media technology such as one’s mobile device, can act “as a prosthesis that supports the individual in their interactions with the world” (Glitsos 161). Popular and commercial discourses also frequently make use of this idea, from the 1980’s AT&T ad campaign that nudged you to “Reach out and Touch Someone” via the telephone, to Texas Instruments’s claim in the 1990’s that their products were “Extending Your Reach”, to Nikon’s contemporary nudge to “See Much Further” with the prosthetic assistance of their cameras. The etymology of the term “prosthesis” reveals that the term evolves from Greek and Latin components that mean, roughly, “to add to”. The word was originally employed in the 16th century in a grammatical context to indicate “the addition of a letter or syllable to the beginning of a word”, and was adopted to describe “the replacement of defective or absent parts of the body by artificial substitutes” in the 1700’s. More recently the world “prosthesis” has come to be used to indicate more simply, “an artificial replacement for a part of the body” (OED Online). As we see in the use of the term over the past few decades, the meaning of the word continues to shift and is now often used to describe technological additions that don’t necessarily replace parts of the body, but augment and extend embodied capabilities in various ways. Technology as prosthesis is “a trope that has flourished in a recent and varied literature concerned with interrogating human-technology interfaces” (Jain 32), and now goes far beyond signifying the replacement of missing components. Although the prosthesis has “become somewhat of an all-purpose metaphor for interactions of body and technology” (Sun 16) and “a tempting theoretical gadget” (Jain 49), I contend that this metaphor is not often used particularly faithfully. Instead of invoking anything akin to the complex lived corporeal experiences and conundrums of prosthetic users, what we often get when it comes to metaphors of technology-as-prostheses is a fascination with the potential of technologies in seamlessly extending our bodies. This necessitates a fantasy version of both the body and its prostheses as interchangeable or extendable appendages to be unproblematically plugged and unplugged, modifying our capabilities and perceptions to our varying whims.Of course, a body seamlessly and infinitely extended by technological prostheses is really no body. This model forgoes actual lived bodies for a shiny but hollow amalgamation based on what I have termed the “disembodimyth” enabled by technological transcendence. By imagining our bodies as assemblages of optional appendages, it is not far of a leap to imagine opting out of our bodies altogether and using technological means to unfasten our consciousness from our corporeal parts. Alison Muri points out that this myth of imminent emancipation from our bodies via unity with technology is a view that has become “increasingly prominent in popular media and cultural studies” (74), despite or perhaps because of the fact that, due to global overpopulation and wasteful human environmental practices, “the human body has never before been so present, or so materially manifest at any time in the history of humanity”, rendering “contradictory, if not absurd, the extravagantly metaphorical claims over the past two decades of the human body’s disappearance or obsolescence due to technology” (75-76). In other words, it becomes increasingly difficult to speak seriously about the body being erased or escaped via technological prosthetics when those prosthetics, and our bodies themselves, continue to proliferate and contribute to the piling up of waste and pollution in the current Anthropocene. But whether they imply smooth couplings with alluring technologies, or uncoupling from the body altogether, these technology-as-prosthesis metaphors tell us very little about “prosthetic realities” (Sun 24). Actual prosthetic realities involve learning curves; pain, frustrations and triumphs; hard-earned remappings of mental models; and much experimentation and adaption on the part of both technology and user in order to function. In this vein, Vivian Sobchak has detailed the complex sensations and phenomenological effects that followed the amputation of her leg high above the knee, including the shifting presence of her “phantom limb” perceptions, the alignments, irritations, movements, and stabilities offered by her prosthetic leg, and her shifting senses of bodily integrity and body-image over time. An oversimplistic application of the prosthetic metaphor for our encounters with technology runs the risk of forgetting this wealth of experiences and instructive first-hand accounts from people who have been using therapeutic prosthetics as long as assistive devices have been conceived of, built, and used. Of course, prosthetics have long been employed not simply to aid function and mobility, but also to restore and prop up concepts of what a “whole,” “normal” body looks like, moves like, and includes as essential components. Prosthetics are employed, in many cases, to allow the user to “pass” as able-bodied in rendering their own technological presence invisible, in service of restoring an ableist notion of embodied normality. Scholars of Critical Disability Studies have pushed back against these ableist notions, in service of recognising the capacities of “the disabled body when it is understood not as a less than perfect form of the normative standard, but as figuring difference in a nonbinary sense” (Shildrick 14). Paralympian, actress, and model Aimee Mullins has lent her voice to this cause, publicly contesting the prioritisation of realistic, unobtrusive form in prosthetic design. In a TED talk entitled It’s Not Fair Having 12 Pairs of Legs, she showcases her collection of prosthetics, including “cheetah legs” designed for optimal running speed, transparent glass-like legs, ornately carved wooden legs, Barbie doll-inspired legs customised with high heel shoes, and beautiful, impractical jellyfish legs. In illustrating the functional, fashionable, and fantastical possibilities, she challenges prosthetic designers to embrace more poetry and whimsy, while urging us all to move “away from the need to replicate human-ness as the only aesthetic ideal” (Mullins). In this same light, Sarah S. Jain asks “how do body-prosthesis relays transform individual bodies as well as entire social notions about what a properly functioning physical body might be?” (39). In her exploration of how prostheses can be simultaneously wounding and enabling, Jain recounts Sigmund Freud’s struggle with his own palate replacement following surgery for throat cancer in 1923. His prosthesis allowed him to regain the ability to speak and eat, but also caused him significant pain. Nevertheless, his artificial palate had to be worn, or the tissue would shrink and necessitate additional painful procedures (Jain 31). Despite this fraught experience, Freud himself espoused the trope of technologically enhanced transcendence, pronouncing “Man has, as it were, become a prosthetic god. When he puts on all his auxiliary organs, he is truly magnificent.” However, he did add a qualification, perhaps reflective of his own experiences, by next noting, “but those organs have not grown on him and they still give him much trouble at times” (qtd. in Jain 31). This trouble is, I argue, important to remember and reclaim. It is also no less present in our interactions with our media prostheses. Many of our technological encounters with media come with unacknowledged discomforts, adjustments, lag, strain, ill-fitting defaults, and fatigue. From carpal tunnel syndrome to virtual reality vertigo, our interactions with media technologies are often marked by pain and “much trouble” in Freud’s sense. Computer Science and Cultural Studies scholar Phoebe Sengers opens a short piece titled Technological Prostheses: An Anecdote, by reflecting on how “we have reached the post-physical era. On the Internet, all that matters is our thoughts. The body is obsolete. At least, whoever designed my computer interface thought so.” She traces how concentrated interactions with computers during her graduate work led to intense tendonitis in her hands. Her doctor responded by handing her “a technological prosthesis, two black leather wrist braces” that allowed her to return to her keyboard to resume typing ten hours a day. Shortly after her assisted return to her computer, she developed severe tendonitis in her elbows and had to stop typing altogether. Her advisor also handed her a technological prosthesis, this time “a speech understanding system that would transcribe my words,” so that she could continue to work. Two days later she lost her voice. Ultimately she “learned that my body does not go away when I work. I learned to stop when it hurt […] and to refuse to behave as though my body was not there” (Sengers). My own experiences in grad school were similar in many ways to Sengers’s. Besides the pasta problem outlined above, my own computer interfacing injuries at that point in my career meant I could no longer turn keys in doors, use a screwdriver, lift weights, or play the guitar. I held a friend’s baby at Christmas that year and the pressure of the small body on my arm make me wince. My family doctor bent my arm around a little, then shrugging her shoulders, she signed me up for a nerve test. As a young neurologist proceeded to administer a series of electric shocks and stick pins into my arms in various places, I noticed she had an arm brace herself. She explained that she also had a repetitive strain injury aggravated by her work tasks. She pronounced mine an advanced repetitive strain injury involving both medial and lateral epicondylitis, and sent me home with recommendations for rest, ice and physiotherapy. Rest was a challenge: Like Sengers, I puzzled over how one might manage to be productive in academia without typing. I tried out some physiotherapy, with my arm connected to electrodes and currents coursing through my elbow until my arm contorted in bizarre ways involuntarily. I tried switching my mouse from my right side to my left, switching from typing to voice recognition software and switching from a laptop to a more ergonomic desktop setup. I tried herbal topical treatments, wearing an extremely ugly arm brace, doing yoga poses, and enduring chiropractic bone-cracking. I learned in talking with people around me at that time that repetitive strains of various kinds are surprisingly common conditions for academics and other computer-oriented occupations. I learned other things well worth learning in that painful process. In terms of my own writing and thinking about technology, I have even less tolerance for the idea of ephemeral, transcendent technological fusions between human and machine. Seductive slippages into a cyberspatial existence seem less sexy when bumping your body up against the very physical and unforgiving interface hurts more with each keystroke or mouse click. The experience has given me a chronic injury to manage carefully ever since, rationing my typing time and redoubling my commitment to practicing embodied theorising about technology, with attention to sensation, materiality, and the way joints (between bones or between computer and computant) can become points of inflammation. Although pain is rarely referenced in the myths of smooth human and technological incorporations, there is much to be learned in acknowledging and exploring the entry and exit wounds made when we interface with technology. The elbow, or wrist, or lower back, or mental health that gives out serves as an effective alarm, should it be ignored too long. If nothing else, like a crashed computer, a point of pain will break a flow of events typically taken for granted. Whether it is your screen or your pinky finger that unexpectedly freezes, a system collapse will prompt a step back to look with new perspective at the process you were engaged in. The lag, crash, break, gap, crack, or blister exposes the inherent imperfections in a system and offers up an invitation for reflection, critical engagement, and careful choice.One careful choice we could make would be a more critical engagement with technology-as-prosthesis by “re-membering” our jointedness with technologies. Of course, joints themselves are not distinct parts, but interesting articulated systems and relationships in the spaces in-between. Experiencing our jointedness with technologies involves recognising that this is not the smooth romantic union with technology that has so often been exalted. Instead, our technological articulations involve a range of pleasures and pain, flows and blockages, frictions and slippages, flexibilities and rigidities. I suggest that a new model for understanding technology and embodiment might employ “articulata” as a central figure, informed by the multiple meanings of articulation. At their simplest, articulata are hinged, jointed, plural beings, but they are also precarious things that move beyond a hollow collection of corporeal parts. The inspiration for an exploration of articulation as a metaphor in this way was planted by the work of Donna Haraway, and especially by her 1992 essay, “The Promises of Monsters: A Regenerative Politics for Inappropriate/d Others,” in which she touches briefly on articulation and its promise. Haraway suggests that “To articulate is to signify. It is to put things together, scary things, risky things, contingent things. I want to live in an articulate world. We articulate; therefore we are” (324). Following from Haraway’s work, this framework insists that bodies and technologies are not simply components cobbled together, but a set of relations that rework each other in complex and ongoing processes of articulation. The double-jointed meaning of articulation is particularly apt as inspiration for crafting a more nuanced understanding of embodiment, since articulation implies both physiology and communication. It is a term that can be used to explain physical jointedness and mobility, but also expressive specificities. We articulate a joint by exploring its range of motion and we articulate ideas by expressing them in words. In both senses we articulate and are articulated by our jointed nature. Instead of oversimplifying or idealising embodied relationships with prostheses and other technologies, we might conceive of them and experience them as part of a “joint project”, based on points of connexion that are not static, but dynamic, expressive, complex, contested, and sometimes uncomfortable. After all, as Shildrick reminds us, in addition to functioning as utilitarian material artifacts, “prostheses are rich in semiotic meaning and mark the site where the disordering ambiguity, and potential transgressions, of the interplay between the human, animal and machine cannot be occluded” (17). By encouraging the attentive embracing of these multiple meanings, disorderings, ambiguities, transgressions and interplays, my aim moving forward is to explore the ways in which we might all become more articulate about our articulations. After all, I too want to live in an articulate world.ReferencesAT&T. "AT&T Reach Out and Touch Someone Commercial – 1987." Advertisem*nt. 13 Mar. 2014. YouTube. <http://www.youtube.com/watch?v=OapWdclVqEY>.Cleland, Kathy. "Prosthetic Bodies and Virtual Cyborgs." Second Nature 3 (2010): 74–101.Glitsos, Laura. "Screen as Skin: The Somatechnics of Touchscreen Music Media." Somatechnics 7.1 (2017): 142–165.Haraway, Donna. "Promises of Monsters: A Regenerative Politics for Inappropriate/d Others." Cultural Studies. Eds. Lawrence Grossberg, Cary Nelson and Paula A. Treichler. New York: Routledge, 1992. 295–337.Jain, Sarah S. "The Prosthetic Imagination: Enabling and Disabling the Prosthetic Trope." Science, Technology, & Human Values 31.54 (1999): 31–54.McLuhan, Eric, and Frank Zingrone, eds. Essential McLuhan. Concord: Anansi P, 1995.Mullins, Aimee. Aimee Mullins: It’s Not Fair Having 12 Pairs of Legs. TED, 2009. <http://www.ted.com/talks/aimee_mullins_prosthetic_aesthetics.html>.Muri, Allison. "Of sh*t and the Soul: Tropes of Cybernetic Disembodiment in Contemporary Culture." Body & Society 9.3 (2003): 73–92.Nikon. "See Much Further! Nikon COOLPIX P1000." Advertisem*nt. 1 Nov. 2018. YouTube. <http://www.youtube.com/watch?v=UtABWZX0U8w>.OED Online. "prosthesis, n." Oxford UP. June 2019. 1 Aug. 2019 <https://www-oed-com.proxy.hil.unb.ca/view/Entry/153069?redirectedFrom=prosthesis#eid>.Sengers, Phoebe. "Technological Prostheses: An Anecdote." ZKP-4 Net Criticism Reader. Eds. Geert Lovink and Pit Schultz. 1997.Shildrick, Margrit. "Why Should Our Bodies End at the Skin?: Embodiment, Boundaries, and Somatechnics." Hypatia 30.1 (2015): 13–29.Sobchak, Vivian. "Living a ‘Phantom Limb’: On the Phenomenology of Bodily Integrity." Body & Society 16.3 (2010): 51–67.Stone, Allucquere Roseanne. "Will the Real Body Please Stand Up? Boundary Stories about Virtual Cultures." Cyberspace: First Steps. Ed. Michael Benedikt. Cambridge: MIT P, 1991. 81–113.Sun, Hsiao-yu. "Prosthetic Configurations and Imagination: Dis/ability, Body and Technology." Concentric: Literacy and Cultural Studies 44.1 (2018): 13–39.Texas Instruments. "We Wrote the Book on Classroom Calculators." Advertisem*nt. Teaching Children Mathematics 2.1 (1995): Back Matter. <http://www.jstor.org/stable/41196414>.

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Richardson, Nicholas. "Wandering a Metro: Actor-Network Theory Research and Rapid Rail Infrastructure Communication." M/C Journal 22, no.4 (August14, 2019). http://dx.doi.org/10.5204/mcj.1560.

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IntroductionI have been studying the creation of Metro style train travel in Sydney for over a decade. My focus has been on the impact that media has had on the process (see Richardson, “Curatorial”; “Upheaval”; “Making”). Through extensive expert, public, and media research, I have investigated the coalitions and alliances that have formed (and disintegrated) between political, bureaucratic, news media, and public actors and the influences at work within these actor-networks. As part of this project, I visited an underground Métro turning fifty in Montreal, Canada. After many years studying the development of a train that wasn’t yet tangible, I wanted to ask a functional train the simple ethnomethodological/Latourian style question, “what do you do for a city and its people?” (de Vries). Therefore, in addition to research conducted in Montreal, I spent ten days wandering through many of the entrances, tunnels, staircases, escalators, mezzanines, platforms, doorways, and carriages of which the Métro system consists. The purpose was to observe the train in situ in order to broaden potential conceptualisations of what a train does for a city such as Montreal, with a view of improving the ideas and messages that would be used to “sell” future rapid rail projects in other cities such as Sydney. This article outlines a selection of the pathways wandered, not only to illustrate the power of social research based on physical wandering, but also the potential power the metaphorical and conceptual wandering an Actor-Network Theory (ANT) assemblage affords social research for media communications.Context, Purpose, and ApproachANT is a hybrid theory/method for studying an arena of the social, such as the significance of a train to a city like Montreal. This type of study is undertaken by following the actors (Latour, Reassembling 12). In ANT, actors do something, as the term suggests. These actions have affects and effects. These might be contrived and deliberate influences or completely circ*mstantial and accidental impacts. Actors can be people as we are most commonly used to understanding them, and they can also be texts, technological devices, software programs, natural phenomena, or random occurrences. Most significantly though, actors are their “relations” (Harman 17). This means that they are only present if they are relating to others. These relations and the resulting influences and impacts are called networks. A network in the ANT sense is not as simple as the lines that connect train stations on a rail map. Without actions, relations, influences, and impacts, there are no actors. Hence the hyphen in actor-network; the actor and the network are symbiotic. The network, rendered visible through actor associations, consists of the tenuous connections that “shuttle back and forth” between actors even in spite of the fact their areas of knowledge and reality may be completely separate (Latour Modern 3). ANT, therefore, may be considered an empirical practice of tracing the actors and the network of influences and impacts that they both help to shape and are themselves shaped by. To do this, central ANT theorist Bruno Latour employs a simple research question: “what do you do?” This is because in the process of doing, somebody or something is observed to be affecting other people or things and an actor-network becomes identifiable. Latour later learned that his approach shared many parallels with ethnomethodology. This was a discovery that more concretely set the trajectory of his work away from a social science that sought explanations “about why something happens, to ontological ones, that is, questions about what is going on” (de Vries). So, in order to make sense of people’s actions and relations, the focus of research became asking the deceptively simple question while refraining as much as possible “from offering descriptions and explanations of actions in terms of schemes taught in social theory classes” (14).In answering this central ANT question, studies typically wander in a metaphorical sense through an array or assemblage (Law) of research methods such as formal and informal interviews, ethnographic style observation, as well as the content analysis of primary and secondary texts (see Latour, Aramis). These were the methods adopted for my Montreal research—in addition to fifteen in-depth expert and public interviews conducted in October 2017, ten days were spent physically wandering and observing the train in action. I hoped that in understanding what the train does for the city and its people, the actor-network within which the train is situated would be revealed. Of course, “what do you do?” is a very broad question. It requires context. In following the influence of news media in the circuitous development of rapid rail transit in Sydney, I have been struck by the limited tropes through which the potential for rapid rail is discussed. These tropes focus on technological, functional, and/or operational aspects (see Budd; Faruqi; Hasham), costs, funding and return on investment (see Martin and O’Sullivan; Saulwick), and the potential to alleviate peak hour congestion (see Clennell; West). As an expert respondent in my Sydney research, a leading Australian architect and planner, states, “How boring and unexciting […] I mean in Singapore it is the most exciting […] the trains are fantastic […] that wasn’t sold to the [Sydney] public.” So, the purpose of the Montreal research is to expand conceptualisations of the potential for rapid rail infrastructure to influence a city and improve communications used to sell projects in the future, as well as to test the role of both physical and metaphorical ANT style wanderings in doing so. Montreal was chosen for three reasons. First, the Métro had recently turned fifty, which made the comparison between the fledgling and mature systems topical. Second, the Métro was preceded by decades of media discussion (Gilbert and Poitras), which parallels the development of rapid transit in Sydney. Finally, a different architect designed each station and most stations feature art installations (Magder). Therefore, the Métro appeared to have transcended the aforementioned functional and numerically focused tropes used to justify the Sydney system. Could such a train be considered a long-term success?Wandering and PathwaysIn ten days I rode the Montreal Métro from end to end. I stopped at all the stations. I wandered around. I treated wandering not just as a physical research activity, but also as an illustrative metaphor for an assemblage of research practices. This assemblage culminates in testimony, anecdotes, stories, and descriptions through which an actor-network may be glimpsed. Of course, it is incomplete—what I have outlined below represents only a few pathways. However, to think that an actor-network can ever be traversed in its entirety is to miss the point. Completion is a fallacy. Wandering doesn’t end at a finish line. There are always pathways left untrodden. I have attempted not to overanalyse. I have left contradictions unresolved. I have avoided the temptation to link paths through tenuous byways. Some might consider that I have meandered, but an actor-network is never linear. I can only hope that my wanderings, as curtailed as they may be, prove nuanced, colourful, and rich—if not compelling. ANT encourages us to rethink social research (Latour, Reassembling). Central to this is acknowledging (and becoming comfortable with) our own role as researcher in the illumination of the actor-network itself.Here are some of the Montreal pathways wandered:First Impressions I arrive at Montreal airport late afternoon. The apartment I have rented is conveniently located between two Métro stations—Mont Royal and Sherbrooke. I use my phone and seek directions by public transport. To my surprise, the only option is the bus. Too tired to work out connections, I decide instead to follow the signs to the taxi rank. Here, I queue. We are underway twenty minutes later. Travelling around peak traffic, we move from one traffic jam to the next. The trip is slow. Finally ensconced in the apartment, I reflect on how different the trip into Montreal had been, from what I had envisaged. The Métro I had travelled to visit was conspicuous in its total absence.FloatingIt is a feeling of floating that first strikes me when riding the Métro. It runs on rubber tyres. The explanation for the choice of this technology differs. There are reports that it was the brainchild of strong-willed mayor, Jean Drapeau, who believed the new technology would showcase Montreal as a modern world-scale metropolis (Gilbert and Poitras). However, John Martins-Manteiga provides a less romantic account, stating that the decision was made because tyres were cheaper (47). I assume the rubber tyres create the floating sensation. Add to this the famous warmth of the system (Magder; Hazan, Hot) and it has a thoroughly calming, even lulling, effect.Originally, I am planning to spend two whole days riding the Métro in its entirety. I make handwritten notes. On the first day, at mid-morning, nausea develops. I am suffering motion sickness. This is a surprise. I have always been fine to read and write on trains, unlike in a car or bus. It causes a moment of realisation. I am effectively riding a bus. This is an unexpected side-effect. My research program changes—I ride for a maximum of two hours at a time and my note taking becomes more circ*mspect. The train as actor is influencing the research program and the data being recorded in unexpected ways. ArtThe stained-glass collage at Berri-Uquam, by Pierre Gaboriau and Pierre Osterrath, is grand in scale, intricately detailed and beautiful. It sits above the tunnel from which the trains enter and leave the platform. It somehow seems wholly connected to the train as a result—it frames and announces arrivals and departures. Other striking pieces include the colourful, tiled circles from the mezzanine above the platform at station Peel and the beautiful stained-glass panels on the escalator at station Charlevoix. As a public respondent visiting from Chicago contends, “I just got a sense of exploration—that I wanted to have a look around”.Urban FormAn urban planner asserts that the Métro is responsible for the identity and diversity of urban culture that Montreal is famous for. As everyone cannot live right above a Métro station, there are streets around stations where people walk to the train. As there is less need for cars, these streets are made friendlier for walkers, precipitating a cycle. Furthermore, pedestrian-friendly streets promote local village style commerce such as shops, cafes, bars, and restaurants. So, there is not only more access on foot, but also more incentive to access. The walking that the Métro induces improves the dynamism and social aspects of neighbourhoods, a by-product of which is a distinct urban form and culture for different pockets of the city. The actor-network broadens. In following the actors, I now have to wander beyond the physical limits of the system itself. The streets I walk around station Mont Royal are shopping and restaurant strips, rich with foot traffic at all times of day; it is a vibrant and enticing place to wander.Find DiningThe popular MTL blog published a map of the best restaurants the Métro provides access to (Hazan, Restaurant).ArchitectureStation De La Savane resembles a retro medieval dungeon. It evokes thoughts of the television series Game of Thrones. Art and architecture work in perfect harmony. The sculpture in the foyer by Maurice Lemieux resembles a deconstructed metal mace hanging on a brutalist concrete wall. It towers above a grand staircase and abuts a fence that might ring a medieval keep. Up close I realise it is polished, precisely cut cylindrical steel. A modern fence referencing another time and place. Descending to the platform, craggy concrete walls are pitted with holes. I get the sense of peering through these into the hidden chambers of a crypt. Overlaying all of this is a strikingly modern series of regular and irregular, bold vertical striations cut deeply into the concrete. They run from floor to ceiling to add to a cathedral-like sense of scale. It’s warming to think that such a whimsical train station exists anywhere in the world. Time WarpA public respondent describes the Métro:It’s a little bit like a time machine. It’s a piece of the past and piece of history […] still alive now. I think that it brings art or form or beauty into everyday life. […] You’re going from one place to the next, but because of the history and the story of it you could stop and breathe and take it in a little bit more.Hold ups and HostagesA frustrated General Manager of a transport advocacy group states in an interview:Two minutes of stopping in the Métro is like Armageddon in Montreal—you see it on every media, on every smartphone [...] We are so captive in the Métro [there is a] loss of control.Further, a transport modelling expert asserts:You’re a hostage when you’re in transportation. If the Métro goes out, then you really are stuck. Unfortunately, it does go out often enough. If you lose faith in a mode of transportation, it’s going to be very hard to get you back.CommutingIt took me a good week before I started to notice how tired some of the Métro stations had grown. I felt my enthusiasm dip when I saw the estimated arrival time lengthen on the electronic noticeboard. Anger rose as a young man pushed past me from behind to get out of a train before I had a chance to exit. These tendrils of the actor-network were not evident to me in the first few days. Most interview respondents state that after a period of time passengers take less notice of the interesting and artistic aspects of the Métro. They become commuters. Timeliness and consistency become the most important aspects of the system.FinaleI deliberately visit station Champ-de-Mars last. Photos convince me that I am going to end my Métro exploration with an experience to savour. The station entry and gallery is iconic. Martins-Manteiga writes, “The stained-glass artwork by Marcelle Ferron is almost a religious experience; it floods in and splashes down below” (306). My timing is off though. On this day, the soaring stained-glass windows are mostly hidden behind protective wadding. The station is undergoing restoration. Travelling for the last time back towards station Mont Royal, my mood lightens. Although I had been anticipating this station for some time, in many respects this is a revealing conclusion to my Métro wanderings.What Do You Do?When asked what the train does, many respondents took a while to answer or began with common tropes around moving people. As a transport project manager asserts, “in the world of public transport, the perfect trip is the one you don’t notice”. A journalist gives the most considered and interesting answer. He contends:I think it would say, “I hold the city together culturally, economically, physically, logistically—that’s what I do […] I’m the connective tissue of this city”. […] How else do you describe infrastructure that connects poor neighbourhoods to rich neighbourhoods, downtown to outlying areas, that supports all sorts of businesses both inside it and immediately adjacent to it and has created these axes around the city that pull in almost everybody [...] And of course, everyone takes it for granted […] We get pissed off when it’s late.ConclusionNo matter how real a transportation system may be, it can always be made a little less real. Today, for example, the Paris metro is on strike for the third week in a row. Millions of Parisians are learning to get along without it, by taking their cars or walking […] You see? These enormous hundred-year-old technological monsters are no more real than the four-year-old Aramis is unreal: They all need allies, friends […] There’s no inertia, no irreversibility; there’s no autonomy to keep them alive. (Latour, Aramis 86)Through ANT-based physical and metaphorical wanderings, we find many pathways that illuminate what a train does. We learn from various actors in the actor-network through which the train exists. We seek out its “allies” and “friends”. We wander, piecing together as much of the network as we can. The Métro does lots of things. It has many influences and it influences many. It is undeniably an actor in an actor-network. Transport planners would like it to appear seamless—commuters entering and leaving without really noticing the in-between. And sometimes it appears this way. However, when the commuter is delayed, this appearance is shattered. If a signal fails or an engine falters, the Métro, through a process mediated by word of mouth and/or social and mainstream media, is suddenly rendered tired and obsolete. Or is it historic and quaint? Is the train a technical problem for the city of Montreal or is it characterful and integral to the city’s identity? It is all these things and many more. The actor-network is illusive and elusive. Pathways are extensive. The train floats. The train is late. The train makes us walk. The train has seeded many unique villages, much loved. The train is broken. The train is healthy for its age. The train is all that is right with Montreal. The train is all that is wrong with Montreal. The artwork and architecture mean nothing. The artwork and architecture mean everything. Is the train overly limited by the tyres that keep it underground? Of course, it is. Of course, it isn’t. Does 50 years of history matter? Of course, it does. Of course, it doesn’t. It thrives. It’s tired. It connects. It divides. It’s functional. It’s dirty. It’s beautiful. It’s something to be proud of. It’s embarrassing. A train offers many complex and fascinating pathways. It is never simply an object; it lives and breathes in the network because we live and breathe around it. It stops being effective. It starts becoming affective. Sydney must learn from this. My wanderings demonstrate that the Métro cannot be extricated from what Montreal has become over the last half century. In May 2019, Sydney finally opened its first Metro rail link. And yet, this link and other ongoing metro projects continue to be discussed through statistics and practicalities (Sydney Metro). This offers no affective sense of the pathways that are, and will one day be, created. By selecting and appropriating relevant pathways from cities such as Montreal, and through our own wanderings and imaginings, we can make projections of what a train will do for a city like Sydney. We can project a rich and vibrant actor-network through the media in more emotive and powerful ways. Or, can we not at least supplement the economic, functional, or technocratic accounts with other wanderings? Of course, we can’t. Of course, we can. ReferencesBudd, Henry. “Single-Deck Trains in North West Rail Link.” The Daily Telegraph 20 Jun. 2012. 17 Jan. 2018 <https://www.dailytelegraph.com.au/news/nsw/single-deck-trains-in-north-west-rail-link/news-story/f5255d11af892ebb3938676c5c8b40da>.Clennell, Andrew. “All Talk as City Chokes to Death.” The Daily Telegraph 7 Nov. 2011. 2 Jan 2012 <http://www.dailytelegraph.com.au/news/opinion/all-talk-as-city-chokes-to-death/story-e6frezz0-1226187007530>.De Vries, Gerard. Bruno Latour. Cambridge, UK: Polity, 2016.Faruqi, Mehreen. “Is the New Sydney Metro Privatization of the Rail Network by Stealth?” Sydney Morning Herald 7 July 2015. 19 Jan. 2018 <http://www.smh.com.au/comment/is-the-new-sydney-metro-privatisation-of-the-rail-network-by-stealth-20150707-gi6rdg.html>.Game of Thrones. HBO, 2011–2019.Gilbert, Dale, and Claire Poitras. “‘Subways Are Not Outdated’: Debating the Montreal Métro 1940–60.” The Journal of Transport History 36.2 (2015): 209–227. Harman, Graham. Prince of Networks: Bruno Latour and Metaphysics. Melbourne: re.press, 2009.Hasham, Nicole. “Driverless Trains Plan as Berejiklian Does a U-Turn.” Sydney Morning Herald 6 Jun. 2013. 16 Jan. 2018 <https://www.smh.com.au/national/nsw/driverless-trains-plan-as-berejiklian-does-a-u-turn-20130606-2ns4h.html>.Hazan, Jeremy. “Montreal’s First-Ever Official Metro Restaurant Map.” MTL Blog 17 May 2010. 11 Oct. 2017 <https://www.mtlblog.com/things-to-do-in-mtl/montreals-first-ever-official-metro-restaurant-map/1>.———. “This Is Why Montreal’s STM Metro Has Been So Hot Lately.” MTL Blog 22 Sep. 2017. 11 Oct. 2017 <https://www.mtlblog.com/whats-happening/this-is-why-montreals-stm-metro-has-been-so-hot-lately>. Latour, Bruno. We Have Never Been Modern. Cambridge: Harvard University Press, 1993.———. Aramis: Or the Love of Technology. Cambridge: Harvard University Press, 1996. ———. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2005.Law, John. After Method: Mess in Social Science Research. New York: Routledge, 2004.Magder, Jason. “The Metro at 50: Building the Network.” Montreal Gazette 13 Oct. 2016. 18 Oct. 2017 <http://montrealgazette.com/news/local-news/the-metro-at-50-building-the-network>.Martin, Peter, and Matt O’Sullivan. “Cabinet Leak: Sydney to Parramatta in 15 Minutes Possible, But Not Preferred.” Sydney Morning Herald 14 Aug. 2017. 7 Dec. 2017 <https://www.smh.com.au/national/nsw/cabinet-leak-sydney-to-parramatta-in-15-minutes-possible-but-not-preferred-20170813-gxv226.html>.Martins-Manteiga, John. Métro: Design in Motion. Dominion Modern: Canada 2011.Richardson, Nicholas. “Political Upheaval in Australia: Media, Foucault and Shocking Policy.” ANZCA Conference Proceedings 2015. Eds. D. Paterno, M. Bourk, and D. Matheson.———. “A Curatorial Turn in Policy Development? Managing the Changing Nature of Policymaking Subject to Mediatisation” M/C Journal 18.4 (2015). 7 Aug. 2019 <http://journal.media-culture.org.au/index.php/mcjournal/article/view/998>.———. “‘Making it Happen’: Deciphering Government Branding in Light of the Sydney Building Boom.” M/C Journal 20.2 (2017). 7 Aug. 2019 <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1221>.Saulwick, Jacob. “Plenty of Sums in Rail Plans But Not Everything Adds Up.” Sydney Morning Herald 7 Nov. 2011. 17 Apr. 2012 <http://www.smh.com.au/opinion/politics/plenty-of-sums-in-rail-plans-but-not-everything-adds-up-20111106-1n1wn.html>.Sydney Metro. 16 July 2019. <https://www.sydneymetro.info/>.West, Andrew. “Second Harbour Crossing – or Chaos.” Sydney Morning Herald 31 May 2010. 17 Jan. 2018 <http://www.smh.com.au/nsw/second-harbour-crossing--or-chaos-20100530-wnik.html>.

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Siemienowicz, Rochelle. "Diary of a Film Reviewer." M/C Journal 8, no.5 (October1, 2005). http://dx.doi.org/10.5204/mcj.2409.

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All critics declare not only their judgment of the work but also their claim to the right to talk about it and judge it. In short, they take part in a struggle for the monopoly of legitimate discourse about the work of art, and consequently in the production of the value of the work of art. (Pierre Bourdieu 36). As it becomes blindingly obvious that ‘cultural production’, including the cinema, now underpins an economy every bit as brutal in its nascent state as the Industrial Revolution was for its victims 200 years ago, both critique and cinephilia seem faded and useless to me. (Meaghan Morris 700). The music’s loud, the lights are low. I’m at a party and somebody’s shouting at me. “How many films do you see every week?” “Do you really get in for free?” “So what should I see next Saturday night?” These are the questions that shape the small talk of my life. After seven years of reviewing movies you’d think I’d have ready answers and sparkling rehearsed tip-offs to scatter at the slightest quiver of interest. And yet I feel anxious when I’m asked to predict some stranger’s enjoyment – their 15-odd bucks worth of dark velvet pleasure. Who am I to say what they’ll enjoy? Who am I to judge what’s worthwhile? As editor of the film pages of The Big Issue magazine (Australian edition), I make such value judgments every day, sifting through hundreds of press releases, invitations and interview offers. I choose just three films and three DVDs to be reviewed each fortnight, and one film to form the subject of a feature article or interview. The film pages are a very small part of an independent magazine that exists to provide an income for the homeless and long-term unemployed people who sell it on the streets of Melbourne, Sydney, Brisbane, Adelaide and Perth. And no, homeless people don’t go to the movies very often but our relatively educated and affluent city-dwelling readers do. The letters page of the magazine suggests that readers’ favourite pages are the Vendor Portraits – the extraordinary and sobering photographs and life stories of the people who are out there on the streets selling the magazine. Yet the editorial policy is to maintain a certain lightness of touch amidst the serious business. Thus, the entertainment pages (music, books, film, TV and humour) have no specific social justice agenda. But if there’s a new Australian film out there that deals with the topic of homelessness, it seems imperative to at least consider the story. Rather than offering in-depth analysis of particular films and the ways I go about judging them, the following diary excerpts instead offer a sketch of the practical process of editorial decision-making. Why review this film and not that one? Why interview this actor or that film director? And how do these choices fit within the broad goals of a social justice publication? Created randomly, from a quick scan of the last twelve months, the diary is a scribbled attempt to justify, or in Bourdieu’s terms, “legitimate” the critical role I play, and to try and explain how that role can never be fully defined by an aesthetic that is divorced from social and political realities. August 2004 My editor calls me and asks if I’ve seen Tom White, the new low-budget Australian film by Alkinos Tsilimidos. I have, and I hated it. Starring Colin Friels, the film follows the journey of a middle-aged middle-class man who walks out of his life and onto the streets. It’s a grimy, frustrating film, supported by only the barest bones of narrative. I was bored and infuriated by the central character, and I know it’s the kind of under-developed story that’s keeping Australian audiences away from our own films. And yet … it’s a local film that actually dares to tackle issues of homelessness and mental illness, and it’s a story that presents a truth about homelessness that’s borne out by many of our vendors: that any one of us could, except by the grace of God or luck, find ourselves sleeping rough. My editor wants me to interview Colin Friels, who will appear on the cover of the magazine. I don’t want to touch the film, and I prefer interviewing people whose work genuinely interests and excites me. But there are other factors to be considered. The film’s exhibitor, Palace Films, is offering to hold charity screenings for our benefit, and they are regular advertising supporters of The Big Issue. My editor, a passionate and informed film lover himself, understands the quandary. We are in no way beholden to Palace, he assures me, and we can tread the fine line with this film, using it to highlight the important issues at hand, without necessarily recommending the film to audiences. It’s tricky and uncomfortable; a simple example of the way in which political and aesthetic values do not always dance so gracefully together. Nevertheless, I find a way to write the story without dishonesty. September 2004 There’s no denying the pleasure of writing (or reading) a scathing film review that leaves you in stitches of laughter over the dismembered corpse of a bad movie. But when space is limited, I’d rather choose the best three films every fortnight for review and recommendation. In an ideal world I’d attend every preview and take my pick. They’d be an excitingly diverse mix. Say, one provocative documentary (maybe Mike Moore or Errol Morris), one big-budget event movie (from the likes of Scorsese or Tarantino), and one local or art-house gem. In the real world, it’s a scramble for deadlines. Time is short and some of the best films only screen in one or two states, making it impossible for us to cover them for our national audience. Nevertheless, we do our best to keep the mix as interesting and timely as possible. For our second edition this month I review the brilliant documentary Metallica: Some Kind of Monster (Joe Berlinger and Bruce Sinofsky), while I send other reviewers to rate Spielberg’s The Terminal (only one and a half stars out of five), and Cate Shortland’s captivating debut Australian feature Somersault (four stars). For the DVD review page we look at a boxed set of The Adventures of Tintin, together with the strange sombre drama House of Sand and Fog (Vadim Perelman), and the gripping documentary One Day in September (Kevin MacDonald) about the terrorist attacks at the 1972 Munich Olympic Games. As editor, I try to match up films with the writers who’ll best appreciate them. With a 200-word limit we know that we’re humble ‘reviewers’ rather than lofty ‘critics’, and that we can only offer the briefest subjective response to a work. Yet the goal remains to be entertaining and fair, and to try and evaluate films on their own terms. Is this particular movie an original and effective example of the schlocky teen horror thriller? If so, let’s give it the thumbs up. Is this ‘worthy’ anti-globalisation documentary just a boring preachy sermon with bad hand-held camera work? Then we say so. For our film feature article this edition, I write up an interview with Italian director Luigi Falorni, whose simple little film The Weeping Camel has been reducing audiences to tears. It’s a strange quiet film, a ‘narrative documentary’ set in the Gobi desert, about a mother camel that refuses to give milk to her newborn baby. There’s nothing political or radical about it. It’s just beautiful and interesting and odd. And that’s enough to make it worthy of attention. November 2004 When we choose to do a ‘celebrity’ cover, we find pretty people with serious minds and interesting causes. This month two gorgeous film stars, Natalie Portman and Gael Garcia Bernal find their way onto our covers. Portman’s promoting the quirky coming of age film, Garden State (Zach Braff), but the story we run focuses mainly on her status as ambassador for the Foundation of International Community Assistance (FINCA), which offers loans to deprived women to help them start their own businesses. Gabriel Garcia Bernal, the Mexican star of Walter Salle’s The Motorcycle Diaries appears on our cover and talks about his role as the young Che Guevara, the ultimate idealist and symbol of rebellion. We hope this appeals to those radicals who are prepared to stop in the street, speak to a homeless person, and shell out four dollars for an independent magazine – and also to all those shallow people who want to see more pictures of the hot-eyed Latin lad. April 2005 Three Dollars is Robert Connelly’s adaptation of Elliot Perlman’s best-selling novel about economic rationalism and its effect on an average Australian family. I loved the book, and the film isn’t bad either, despite some unevenness in the script and performances. I interview Frances O’Connor, who plays opposite David Wenham as his depressed underemployed wife. O’Connor makes a beautiful cover-girl, and talks about the seemingly universal experience of depression. We run the interview alongside one with Connelly, who knows just how to pitch his film to an audience interested in homelessness. He gives great quotes about John Howard’s heartless Australia, and the way we’ve become an economy rather than a society. It’s almost too easy. In the reviews section of the magazine we pan two other Australian films, Paul Cox’s Human Touch, and the Jimeoin comedy-vehicle The Extra. I’d rather ignore bad Australian films and focus on good films from elsewhere, or big-budget stinkers that need to be brought down a peg. But I’d lined up reviews for these local ones, expecting them to be good, and so we run with the negativity. Some films are practically critic-proof, but small niche films, like most Australian titles, aren’t among these Teflon giants. As Joel Pearlman, Managing Director of Roadshow Films has said, “There are certain types of films that are somewhat critic-proof. They’ve either got a built-in audience, are part of a successful franchise, like The Matrix or Bond films, or have a popular star. It’s films without the multimillion-dollar ad campaigns and the big names where critics are far more influential” ( Pearlman in Bolles 19). Sometimes I’m glad that I’m just a small fish in the film critic pond, and that my bad reviews can’t really destroy someone’s livelihood. It’s well known that a caning from reviewers like David Stratton and Margaret Pomeranz (ABC, At the Movies), or the Melbourne Age’s Jim Schembri can practically destroy the prospects of a small local film, and I’m not sure I have the bravery or conviction of the value of my own tastes to bear such responsibility. Admittedly, that’s just gutless tender-heartedness for, as reviewers, our responsibility is to the audience not to the filmmaker. But when you’ve met with cash-strapped filmmakers, and heard their stories and their struggles, it’s sometimes hard to put personal compassion aside and see the film as the punter will. But you must. August 2005 It’s a busy time with the Melbourne International Film Festival just finishing up. Hordes of film directors accompany their films to the festival, promoting them here ahead of a later national release schedule, and making themselves available for rare face-to face interviews. This year I find a bunch of goodies that seem like they were tailor-made for our readership. There are winning local films like Sarah Watt’s life-affirming debut Look Both Ways; and Rowan Woods’ gritty addiction-drama Little Fish. There’s my personal favourite, Bahman Ghobadi’s stunning and devastating Kurdish/Iranian feature Turtles Can Fly; and Avi Lewis’s inspiring documentary The Take, about Argentine factory workers who unite to revive their bankrupt workplaces. It’s when I see films like this, and get to talk to the people who bring them into existence, that I realize how much I value writing about films for a publication that doesn’t exist just to make a profit or fill space between advertisem*nts. As the great American critic Jonathan Rosenbaum has eloquently argued, most of the worldwide media coverage concerning film is merely a variation on the ‘corporate stories’ that film studios feed us as part of their advertising. To be able to provide some small resistance to that juggernaut is a wonderful privilege. I love to be lost in the dark, studying films frame by frame, and with reference only to some magical internal universe of ‘cinema’ and its endless references to itself. But as the real world outside falls apart, such airless cinephilia feels just plain wrong. As a writer whose subject is films, what I’m compelled to do is to come out of the cinema and try to use my words to convey the best of what I’ve seen to my friends and readers, pointing them towards small treasures they may have overlooked amidst the hype. So maybe I’m not a ‘pure’ critic, and maybe there’s no shame in that. The films I’ll gravitate towards share an almost indefinable quality – to use Jauss’s phrase, they reconstruct and expand my “horizon of expectation” (28). Sometimes these films are overtly committed to a cause, but often they’re just beautiful and strange and fresh. Always they expand me, open me, make me feel that there’s more to the world than expected, and make me want more too – more information, more freedom, more compassion, more equality, more beauty. And, after all these years in the dark, I still want more films like that. Endnotes As of August 2005, the role of DVD editor of The Big Issue has been filled by Anthony Morris. According the latest Morgan Poll, readers of The Big Issue are likely to be young (18-39), urban, educated, and affluent professionals. Current readership is estimated at 144,000 fortnightly and growing. References Bolles, Scott. “The Critics.” Sunday Life. The Age 10 Jul. 2005: 19. Bourdieu, Pierre. The Field of Cultural Production: Essays on Art and Literature. Ed. Randal Johnson. Cambridge: Polity Press, 1993. Jauss, Hans Robert. Toward an Aesthetic of Reception. Trans. Timothy Bahti. Minnesota: U of Minnesota P, 1982. Morris, Meaghan. “On Going to Bed Early: Once Upon a Time in America.” Meanjin 4 (1998): 700. Rosenbaum, Jonathan. “Junket Bonds.” Chicago Reader Movie Review (2000). 2 Sept. 2005 http://www.chicagoreader.com/movies/archives/2000/1000/00117.html>. The Big Issue Australia. http://www.bigissue.org.au/> 10 Oct. 2005. Citation reference for this article MLA Style Siemienowicz, Rochelle. "Diary of a Film Reviewer: Intimate Reflections on Writing about the Screen for a Popular Audience." M/C Journal 8.5 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0510/01-siemienowicz.php>. APA Style Siemienowicz, R. (Oct. 2005) "Diary of a Film Reviewer: Intimate Reflections on Writing about the Screen for a Popular Audience," M/C Journal, 8(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0510/01-siemienowicz.php>.

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Arnold, Bruce, and Margalit Levin. "Ambient Anomie in the Virtualised Landscape? Autonomy, Surveillance and Flows in the 2020 Streetscape." M/C Journal 13, no.2 (May3, 2010). http://dx.doi.org/10.5204/mcj.221.

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Our thesis is that the city’s ambience is now an unstable dialectic in which we are watchers and watched, mirrored and refracted in a landscape of iPhone auteurs, eTags, CCTV and sousveillance. Embrace ambience! Invoking Benjamin’s spirit, this article does not seek to limit understanding through restriction to a particular theme or theoretical construct (Buck-Morss 253). Instead, it offers snapshots of interactions at the dawn of the postmodern city. That bricolage also engages how people appropriate, manipulate, disrupt and divert urban spaces and strategies of power in their everyday life. Ambient information can both liberate and disenfranchise the individual. This article asks whether our era’s dialectics result in a new personhood or merely restate the traditional spectacle of ‘bright lights, big city’. Does the virtualized city result in ambient anomie and satiation or in surprise, autonomy and serendipity? (Gumpert 36) Since the steam age, ambience has been characterised in terms of urban sound, particularly the alienation attributable to the individual’s experience as a passive receptor of a cacophony of sounds – now soft, now loud, random and recurrent–from the hubbub of crowds, the crash and grind of traffic, the noise of industrial processes and domestic activity, factory whistles, fire alarms, radio, television and gramophones (Merchant 111; Thompson 6). In the age of the internet, personal devices such as digital cameras and iPhones, and urban informatics such as CCTV networks and e-Tags, ambience is interactivity, monitoring and signalling across multiple media, rather than just sound. It is an interactivity in which watchers observe the watched observing them and the watched reshape the fabric of virtualized cities merely by traversing urban precincts (Hillier 295; De Certeau 163). It is also about pervasive although unevenly distributed monitoring of individuals, using sensors that are remote to the individual (for example cameras or tag-readers mounted above highways) or are borne by the individual (for example mobile phones or badges that systematically report the location to a parent, employer or sex offender register) (Holmes 176; Savitch 130). That monitoring reflects what Doel and Clark characterized as a pervasive sense of ambient fear in the postmodern city, albeit fear that like much contemporary anxiety is misplaced–you are more at risk from intimates than from strangers, from car accidents than terrorists or stalkers–and that is ahistorical (Doel 13; Scheingold 33). Finally, it is about cooption, with individuals signalling their identity through ambient advertising: wearing tshirts, sweatshirts, caps and other apparel that display iconic faces such as Obama and Monroe or that embody corporate imagery such as the Nike ‘Swoosh’, Coca-Cola ‘Ribbon’, Linux Penguin and Hello Kitty feline (Sayre 82; Maynard 97). In the postmodern global village much advertising is ambient, rather than merely delivered to a device or fixed on a billboard. Australian cities are now seas of information, phantasmagoric environments in which the ambient noise encountered by residents and visitors comprises corporate signage, intelligent traffic signs, displays at public transport nodes, shop-window video screens displaying us watching them, and a plethora of personal devices showing everything from the weather to snaps of people in the street or neighborhood satellite maps. They are environments through which people traverse both as persons and abstractions, virtual presences on volatile digital maps and in online social networks. Spectacle, Anomie or Personhood The spectacular city of modernity is a meme of communication, cultural and urban development theory. It is spectacular in the sense that of large, artificial, even sublime. It is also spectacular because it is built around the gaze, whether the vistas of Hausmann’s boulevards, the towers of Manhattan and Chicago, the shopfront ‘sea of light’ and advertising pillars noted by visitors to Weimar Berlin or the neon ‘neo-baroque’ of Las Vegas (Schivelbusch 114; Fritzsche 164; Ndalianis 535). In the year 2010 it aspires to 2020 vision, a panoptic and panspectric gaze on the part of governors and governed alike (Kullenberg 38). In contrast to the timelessness of Heidegger’s hut and the ‘fixity’ of rural backwaters, spectacular cities are volatile domains where all that is solid continues to melt into air with the aid of jackhammers and the latest ‘new media’ potentially result in a hypereality that make it difficult to determine what is real and what is not (Wark 22; Berman 19). The spectacular city embodies a dialectic. It is anomic because it induces an alienation in the spectator, a fatigue attributable to media satiation and to a sense of being a mere cog in a wheel, a disempowered and readily-replaceable entity that is denied personhood–recognition as an autonomous individual–through subjection to a Fordist and post-Fordist industrial discipline or the more insidious imprisonment of being ‘a housewife’, one ant in a very large ant hill (Dyer-Witheford 58). People, however, are not automatons: they experience media, modernity and urbanism in different ways. The same attributes that erode the selfhood of some people enhance the autonomy and personhood of others. The spectacular city, now a matrix of digits, information flows and opportunities, is a realm in which people can subvert expectations and find scope for self-fulfillment, whether by wearing a hoodie that defeats CCTV or by using digital technologies to find and associate with other members of stigmatized affinity groups. One person’s anomie is another’s opportunity. Ambience and Virtualisation Eighty years after Fritz Lang’s Metropolis forecast a cyber-sociality, digital technologies are resulting in a ‘virtualisation’ of social interactions and cities. In post-modern cityscapes, the space of flows comprises an increasing number of electronic exchanges through physically disjointed places (Castells 2002). Virtualisation involves supplementation or replacement of face-to-face contact with hypersocial communication via new media, including SMS, email, blogging and Facebook. In 2010 your friends (or your boss or a bully) may always be just a few keystrokes away, irrespective of whether it is raining outside, there is a public transport strike or the car is in for repairs (Hassan 69; Baron 215). Virtualisation also involves an abstraction of bodies and physical movements, with the information that represents individual identities or vehicles traversing the virtual spaces comprised of CCTV networks (where viewers never encounter the person or crowd face to face), rail ticketing systems and road management systems (x e-Tag passed by this tag reader, y camera logged a specific vehicle onto a database using automated number-plate recognition software) (Wood 93; Lyon 253). Surveillant Cities Pervasive anxiety is a permanent and recurrent feature of urban experience. Often navigated by an urgency to control perceived disorder, both physically and through cultivated dominant theory (early twentieth century gendered discourses to push women back into the private sphere; ethno-racial closure and control in the Black Metropolis of 1940s Chicago), history is punctuated by attempts to dissolve public debate and infringe minority freedoms (Wilson 1991). In the Post-modern city unprecedented technological capacity generates a totalizing media vector whose plausible by-product is the perception of an ambient menace (Wark 3). Concurrent faith in technology as a cost-effective mechanism for public management (policing, traffic, planning, revenue generation) has resulted in emergence of the surveillant city. It is both a social and architectural fabric whose infrastructure is dotted with sensors and whose people assume that they will be monitored by private/public sector entities and directed by interactive traffic management systems – from electronic speed signs and congestion indicators through to rail schedule displays –leveraging data collected through those sensors. The fabric embodies tensions between governance (at its crudest, enforcement of law by police and their surrogates in private security services) and the soft cage of digital governmentality, with people being disciplined through knowledge that they are being watched and that the observation may be shared with others in an official or non-official shaming (Parenti 51; Staples 41). Encounters with a railway station CCTV might thus result in exhibition of the individual in court or on broadcast television, whether in nightly news or in a ‘reality tv’ crime expose built around ‘most wanted’ footage (Jermyn 109). Misbehaviour by a partner might merely result in scrutiny of mobile phone bills or web browser histories (which illicit content has the partner consumed, which parts of cyberspace has been visited), followed by a visit to the family court. It might instead result in digital viligilantism, with private offences being named and shamed on electronic walls across the global village, such as Facebook. iPhone Auteurism Activists have responded to pervasive surveillance by turning the cameras on ‘the watchers’ in an exercise of ‘sousveillance’ (Bennett 13; Huey 158). That mirroring might involve the meticulous documentation, often using the same geospatial tools deployed by public/private security agents, of the location of closed circuit television cameras and other surveillance devices. One outcome is the production of maps identifying who is watching and where that watching is taking place. As a corollary, people with anxieties about being surveilled, with a taste for street theatre or a receptiveness to a new form of urban adventure have used those maps to traverse cities via routes along which they cannot be identified by cameras, tags and other tools of the panoptic sort, or to simply adopt masks at particular locations. In 2020 can anyone aspire to be a protagonist in V for Vendetta? (iSee) Mirroring might take more visceral forms, with protestors for example increasingly making a practice of capturing images of police and private security services dealing with marches, riots and pickets. The advent of 3G mobile phones with a still/video image capability and ongoing ‘dematerialisation’ of traditional video cameras (ie progressively cheaper, lighter, more robust, less visible) means that those engaged in political action can document interaction with authority. So can passers-by. That ambient imaging, turning the public gaze on power and thereby potentially redefining the ‘public’ (given that in Australia the community has been embodied by the state and discourse has been mediated by state-sanctioned media), poses challenges for media scholars and exponents of an invigorated civil society in which we are looking together – and looking at each other – rather than bowling alone. One challenge for consumers in construing ambient media is trust. Can we believe what we see, particularly when few audiences have forensic skills and intermediaries such as commercial broadcasters may privilege immediacy (the ‘breaking news’ snippet from participants) over context and verification. Social critics such as Baudelaire and Benjamin exalt the flaneur, the free spirit who gazed on the street, a street that was as much a spectacle as the theatre and as vibrant as the circus. In 2010 the same technologies that empower citizen journalism and foster a succession of velvet revolutions feed flaneurs whose streetwalking doesn’t extend beyond a keyboard and a modem. The US and UK have thus seen emergence of gawker services, with new media entrepreneurs attempting to build sustainable businesses by encouraging fans to report the location of celebrities (and ideally provide images of those encounters) for the delectation of people who are web surfing or receiving a tweet (Burns 24). In the age of ambient cameras, where the media are everywhere and nowhere (and micro-stock photoservices challenge agencies such as Magnum), everyone can join the paparazzi. Anyone can deploy that ambient surveillance to become a stalker. The enthusiasm with which fans publish sightings of celebrities will presumably facilitate attacks on bodies rather than images. Information may want to be free but so, inconveniently, do iconoclasts and practitioners of participatory panopticism (Dodge 431; Dennis 348). Rhetoric about ‘citizen journalism’ has been co-opted by ‘old media’, with national broadcasters and commercial enterprises soliciting still images and video from non-professionals, whether for free or on a commercial basis. It is a world where ‘journalists’ are everywhere and where responsibility resides uncertainly at the editorial desk, able to reject or accept offerings from people with cameras but without the industrial discipline formerly exercised through professional training and adherence to formal codes of practice. It is thus unsurprising that South Australia’s Government, echoed by some peers, has mooted anti-gawker legislation aimed at would-be auteurs who impede emergency services by stopping their cars to take photos of bushfires, road accidents or other disasters. The flipside of that iPhone auteurism is anxiety about the public gaze, expressed through moral panics regarding street photography and sexting. Apart from a handful of exceptions (notably photography in the Sydney Opera House precinct, in the immediate vicinity of defence facilities and in some national parks), Australian law does not prohibit ‘street photography’ which includes photographs or videos of streetscapes or public places. Despite periodic assertions that it is a criminal offence to take photographs of people–particularly minors–without permission from an official, parent/guardian or individual there is no general restriction on ambient photography in public spaces. Moral panics about photographs of children (or adults) on beaches or in the street reflect an ambient anxiety in which danger is associated with strangers and strangers are everywhere (Marr 7; Bauman 93). That conceptualisation is one that would delight people who are wholly innocent of Judith Butler or Andrea Dworkin, in which the gaze (ever pervasive, ever powerful) is tantamount to a violation. The reality is more prosaic: most child sex offences involve intimates, rather than the ‘monstrous other’ with the telephoto lens or collection of nastiness on his iPod (Cossins 435; Ingebretsen 190). Recognition of that reality is important in considering moves that would egregiously restrict legitimate photography in public spaces or happy snaps made by doting relatives. An ambient image–unposed, unpremeditated, uncoerced–of an intimate may empower both authors and subjects when little is solid and memory is fleeting. The same caution might usefully be applied in considering alarms about sexting, ie creation using mobile phones (and access by phone or computer monitor) of intimate images of teenagers by teenagers. Australian governments have moved to emulate their US peers, treating such photography as a criminal offence that can be conceptualized as child p*rnography and addressed through permanent inclusion in sex offender registers. Lifelong stigmatisation is inappropriate in dealing with naïve or brash 12 and 16 year olds who have been exchanging intimate images without an awareness of legal frameworks or an understanding of consequences (Shafron-Perez 432). Cameras may be everywhere among the e-generation but legal knowledge, like the future, is unevenly distributed. Digital Handcuffs Generations prior to 2008 lost themselves in the streets, gaining individuality or personhood by escaping the surveillance inherent in living at home, being observed by neighbours or simply surrounded by colleagues. Streets offered anonymity and autonomy (Simmel 1903), one reason why heterodox sexuality has traditionally been negotiated in parks and other beats and on kerbs where sex workers ply their trade (Dalton 375). Recent decades have seen a privatisation of those public spaces, with urban planning and digital technologies imposing a new governmentality on hitherto ambient ‘deviance’ and on voyeuristic-exhibitionist practice such as heterosexual ‘dogging’ (Bell 387). That governmentality has been enforced through mechanisms such as replacement of traditional public toilets with ‘pods’ that are conveniently maintained by global service providers such as Veolia (the unromantic but profitable rump of former media & sewers conglomerate Vivendi) and function as billboards for advertising groups such as JC Decaux. Faces encountered in the vicinity of the twenty-first century pissoir are thus likely to be those of supermodels selling yoghurt, low interest loans or sportsgear – the same faces sighted at other venues across the nation and across the globe. Visiting ‘the mens’ gives new meaning to the word ambience when you are more likely to encounter Louis Vuitton and a CCTV camera than George Michael. George’s face, or that of Madonna, Barack Obama, Kevin 07 or Homer Simpson, might instead be sighted on the tshirts or hoodies mentioned above. George’s music might also be borne on the bodies of people you see in the park, on the street, or in the bus. This is the age of ambient performance, taken out of concert halls and virtualised on iPods, Walkmen and other personal devices, music at the demand of the consumer rather than as rationed by concert managers (Bull 85). The cost of that ambience, liberation of performance from time and space constraints, may be a Weberian disenchantment (Steiner 434). Technology has also removed anonymity by offering digital handcuffs to employees, partners, friends and children. The same mobile phones used in the past to offer excuses or otherwise disguise the bearer’s movement may now be tied to an observer through location services that plot the person’s movement across Google Maps or the geospatial information of similar services. That tracking is an extension into the private realm of the identification we now take for granted when using taxis or logistics services, with corporate Australia for example investing in systems that allow accurate determination of where a shipment is located (on Sydney Harbour Bridge? the loading dock? accompanying the truck driver on unauthorized visits to the pub?) and a forecast of when it will arrive (Monmonier 76). Such technologies are being used on a smaller scale to enforce digital Fordism among the binary proletariat in corporate buildings and campuses, with ‘smart badges’ and biometric gateways logging an individual’s movement across institutional terrain (so many minutes in the conference room, so many minutes in the bathroom or lingering among the faux rainforest near the Vice Chancellery) (Bolt). Bright Lights, Blog City It is a truth universally acknowledged, at least by right-thinking Foucauldians, that modernity is a matter of coercion and anomie as all that is solid melts into air. If we are living in an age of hypersocialisation and hypercapitalism – movies and friends on tap, along with the panoptic sorting by marketers and pervasive scrutiny by both the ‘information state’ and public audiences (the million people or one person reading your blog) that is an inevitable accompaniment of the digital cornucopia–we might ask whether everyone is or should be unhappy. This article began by highlighting traditional responses to the bright lights, brashness and excitement of the big city. One conclusion might be that in 2010 not much has changed. Some people experience ambient information as liberating; others as threatening, productive of physical danger or of a more insidious anomie in which personal identity is blurred by an ineluctable electro-smog. There is disagreement about the professionalism (for which read ethics and inhibitions) of ‘citizen media’ and about a culture in which, as in the 1920s, audiences believe that they ‘own the image’ embodying the celebrity or public malefactor. Digital technologies allow you to navigate through the urban maze and allow officials, marketers or the hostile to track you. Those same technologies allow you to subvert both the governmentality and governance. You are free: Be ambient! References Baron, Naomi. Always On: Language in an Online and Mobile World. New York: Oxford UP, 2008. Bauman, Zygmunt. 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48

Allen, Rob. "Lost and Now Found: The Search for the Hidden and Forgotten." M/C Journal 20, no.5 (October13, 2017). http://dx.doi.org/10.5204/mcj.1290.

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Abstract:

The Digital TurnMuch of the 19th century disappeared from public view during the 20th century. Historians recovered what they could from archives and libraries, with the easy pickings-the famous and the fortunate-coming first. Latterly, social and political historians of different hues determinedly sought out the more hidden, forgotten, and marginalised. However, there were always limitations to resources-time, money, location, as well as purpose, opportunity, and permission. 'History' was principally a professionalised and privileged activity dominated by academics who had preferential access to, and significant control over, the resources, technologies and skills required, as well as the social, economic and cultural framework within which history was recovered, interpreted, approved and disseminated.Digitisation and the broader development of new communication technologies has, however, transformed historical research processes and practice dramatically, removing many constraints, opening up many opportunities, and allowing many others than the professional historian to trace and track what would have remained hidden, forgotten, or difficult to find, as well as verify (or otherwise), what has already been claimed and concluded. In the 21st century, the SEARCH button has become a dominant tool of research. This, along with other technological and media developments, has altered the practice of historians-professional or 'public'-who can now range deep and wide in the collection, portrayal and dissemination of historical information, in and out of the confines of the traditional institutional walls of retained information, academia, location, and national boundaries.This incorporation of digital technologies into academic historical practice generally, has raised, as Cohen and Rosenzweig, in their book Digital History, identified a decade ago, not just promises, but perils. For the historian, there has been the move, through digitisation, from the relative scarcity and inaccessibility of historical material to its (over) abundance, but also the emerging acceptance that, out of both necessity and preference, a hybridity of sources will be the foreseeable way forward. There has also been a significant shift, as De Groot notes in his book Consuming History, in the often conflicted relationship between popular/public history and academic history, and the professional and the 'amateur' historian. This has brought a potentially beneficial democratization of historical practice but also an associated set of concerns around the loss of control of both practice and product of the professional historian. Additionally, the development of digital tools for the collection and dissemination of 'history' has raised fears around the commercialised development of the subject's brand, products and commodities. This article considers the significance and implications of some of these changes through one protracted act of recovery and reclamation in which the digital made the difference: the life of a notorious 19th century professional agitator on both sides of the Atlantic, John De Morgan. A man thought lost, but now found."Who Is John De Morgan?" The search began in 1981, linked to the study of contemporary "race riots" in South East London. The initial purpose was to determine whether there was a history of rioting in the area. In the Local History Library, a calm and dusty backwater, an early find was a fading, but evocative and puzzling, photograph of "The Plumstead Common Riots" of 1876. It showed a group of men and women, posing for the photographer on a hillside-the technology required stillness, even in the middle of a riot-spades in hand, filling in a Mr. Jacob's sandpits, illegally dug from what was supposed to be common land. The leader of this, and other similar riots around England, was John De Morgan. A local journalist who covered the riots commented: "Of Mr. De Morgan little is known before or since the period in which he flashed meteorlike through our section of the atmosphere, but he was indisputably a remarkable man" (Vincent 588). Thus began a trek, much interrupted, sometimes unmapped and haphazard, to discover more about this 'remarkable man'. "Who is John De Morgan" was a question frequently asked by his many contemporary antagonists, and by subsequent historians, and one to which De Morgan deliberately gave few answers. The obvious place to start the search was the British Museum Reading Room, resplendent in its Victorian grandeur, the huge card catalogue still in the 1980s the dominating technology. Together with the Library's newspaper branch at Colindale, this was likely to be the repository of all that might then easily be known about De Morgan.From 1869, at the age of 21, it appeared that De Morgan had embarked on a life of radical politics that took him through the UK, made him notorious, lead to accusations of treasonable activities, sent him to jail twice, before he departed unexpectedly to the USA in 1880. During that period, he was involved with virtually every imaginable radical cause, at various times a temperance advocate, a spiritualist, a First Internationalist, a Republican, a Tichbornite, a Commoner, an anti-vaccinator, an advanced Liberal, a parliamentary candidate, a Home Ruler. As a radical, he, like many radicals of the period, "zigzagged nomadically through the mayhem of nineteenth century politics fighting various foes in the press, the clubs, the halls, the pulpit and on the street" (Kazin 202). He promoted himself as the "People's Advocate, Champion and Friend" (Allen). Never a joiner or follower, he established a variety of organizations, became a professional agitator and orator, and supported himself and his politics through lecturing and journalism. Able to attract huge crowds to "monster meetings", he achieved fame, or more correctly notoriety. And then, in 1880, broke and in despair, he disappeared from public view by emigrating to the USA.LostThe view of De Morgan as a "flashing meteor" was held by many in the 1870s. Historians of the 20th century took a similar position and, while considering him intriguing and culturally interesting, normally dispatched him to the footnotes. By the latter part of the 20th century, he was described as "one of the most notorious radicals of the 1870s yet remains a shadowy figure" and was generally dismissed as "a swashbuckling demagogue," a "democratic messiah," and" if not a bandit … at least an adventurer" (Allen 684). His politics were deemed to be reactionary, peripheral, and, worst of all, populist. He was certainly not of sufficient interest to pursue across the Atlantic. In this dismissal, he fell foul of the highly politicised professional culture of mid-to-late 20th-century academic historians. In particular, the lack of any significant direct linkage to the story of the rise of a working class, and specifically the British Labour party, left individuals like De Morgan in the margins and footnotes. However, in terms of historical practice, it was also the case that his mysterious entry into public life, his rapid rise to brief notability and notoriety, and his sudden disappearance, made the investigation of his career too technically difficult to be worthwhile.The footprints of the forgotten may occasionally turn up in the archived papers of the important, or in distant public archives and records, but the primary sources are the newspapers of the time. De Morgan was a regular, almost daily, visitor to the pages of the multitude of newspapers, local and national, that were published in Victorian Britain and Gilded Age USA. He also published his own, usually short-lived and sometimes eponymous, newspapers: De Morgan's Monthly and De Morgan's Weekly as well as the splendidly titled People's Advocate and National Vindicator of Right versus Wrong and the deceptively titled, highly radical, House and Home. He was highly mobile: he noted, without too much hyperbole, that in the 404 days between his English prison sentences in the mid-1870s, he had 465 meetings, travelled 32,000 miles, and addressed 500,000 people. Thus the newspapers of the time are littered with often detailed and vibrant accounts of his speeches, demonstrations, and riots.Nonetheless, the 20th-century technologies of access and retrieval continued to limit discovery. The white gloves, cradles, pencils and paper of the library or archive, sometimes supplemented by the century-old 'new' technology of the microfilm, all enveloped in a culture of hallowed (and pleasurable) silence, restricted the researcher looking to move into the lesser known and certainly the unknown. The fact that most of De Morgan's life was spent, it was thought, outside of England, and outside the purview of the British Library, only exacerbated the problem. At a time when a historian had to travel to the sources and then work directly on them, pencil in hand, it needed more than curiosity to keep searching. Even as many historians in the late part of the century shifted their centre of gravity from the known to the unknown and from the great to the ordinary, in any form of intellectual or resource cost-benefit analysis, De Morgan was a non-starter.UnknownOn the subject of his early life, De Morgan was tantalisingly and deliberately vague. In his speeches and newspapers, he often leaked his personal and emotional struggles as well as his political battles. However, when it came to his biographical story, he veered between the untruthful, the denial, and the obscure. To the twentieth century observer, his life began in 1869 at the age of 21 and ended at the age of 32. His various political campaign "biographies" gave some hints, but what little he did give away was often vague, coy and/or unlikely. His name was actually John Francis Morgan, but he never formally acknowledged it. He claimed, and was very proud, to be Irish and to have been educated in London and at Cambridge University (possible but untrue), and also to have been "for the first twenty years of his life directly or indirectly a railway servant," and to have been a "boy orator" from the age of ten (unlikely but true). He promised that "Some day-nay any day-that the public desire it, I am ready to tell the story of my strange life from earliest recollection to the present time" (St. Clair 4). He never did and the 20th century could unearth little evidence in relation to any of his claims.The blend of the vague, the unlikely and the unverifiable-combined with an inclination to self-glorification and hyperbole-surrounded De Morgan with an aura, for historians as well as contemporaries, of the self-seeking, untrustworthy charlatan with something to hide and little to say. Therefore, as the 20th century moved to closure, the search for John De Morgan did so as well. Though interesting, he gave most value in contextualising the lives of Victorian radicals more generally. He headed back to the footnotes.Now FoundMeanwhile, the technologies underpinning academic practice generally, and history specifically, had changed. The photocopier, personal computer, Internet, and mobile device, had arrived. They formed the basis for both resistance and revolution in academic practices. For a while, the analytical skills of the academic community were concentrated on the perils as much as the promises of a "digital history" (Cohen and Rosenzweig Digital).But as the Millennium turned, and the academic community itself spawned, inter alia, Google, the practical advantages of digitisation for history forced themselves on people. Google enabled the confident searching from a neutral place for things known and unknown; information moved to the user more easily in both time and space. The culture and technologies of gathering, retrieval, analysis, presentation and preservation altered dramatically and, as a result, the traditional powers of gatekeepers, institutions and professional historians was redistributed (De Groot). Access and abundance, arguably over-abundance, became the platform for the management of historical information. For the search for De Morgan, the door reopened. The increased global electronic access to extensive databases, catalogues, archives, and public records, as well as people who knew, or wanted to know, something, opened up opportunities that have been rapidly utilised and expanded over the last decade. Both professional and "amateur" historians moved into a space that made the previously difficult to know or unknowable now accessible.Inevitably, the development of digital newspaper archives was particularly crucial to seeking and finding John De Morgan. After some faulty starts in the early 2000s, characterised as a "wild west" and a "gold rush" (Fyfe 566), comprehensive digitised newspaper archives became available. While still not perfect, in terms of coverage and quality, it is a transforming technology. In the UK, the British Newspaper Archive (BNA)-in pursuit of the goal of the digitising of all UK newspapers-now has over 20 million pages. Each month presents some more of De Morgan. Similarly, in the US, Fulton History, a free newspaper archive run by retired computer engineer Tom Tryniski, now has nearly 40 million pages of New York newspapers. The almost daily footprints of De Morgan's radical life can now be seen, and the lives of the social networks within which he worked on both sides of the Atlantic, come easily into view even from a desk in New Zealand.The Internet also allows connections between researchers, both academic and 'public', bringing into reach resources not otherwise knowable: a Scottish genealogist with a mass of data on De Morgan's family; a Californian with the historian's pot of gold, a collection of over 200 letters received by De Morgan over a 50 year period; a Leeds Public Library blogger uncovering spectacular, but rarely seen, Victorian electoral cartoons which explain De Morgan's precipitate departure to the USA. These discoveries would not have happened without the infrastructure of the Internet, web site, blog, and e-mail. Just how different searching is can be seen in the following recent scenario, one of many now occurring. An addition in 2017 to the BNA shows a Master J.F. Morgan, aged 13, giving lectures on temperance in Ledbury in 1861, luckily a census year. A check of the census through Ancestry shows that Master Morgan was born in Lincolnshire in England, and a quick look at the 1851 census shows him living on an isolated blustery hill in Yorkshire in a railway encampment, along with 250 navvies, as his father, James, works on the construction of a tunnel. Suddenly, literally within the hour, the 20-year search for the childhood of John De Morgan, the supposedly Irish-born "gentleman who repudiated his class," has taken a significant turn.At the end of the 20th century, despite many efforts, John De Morgan was therefore a partial character bounded by what he said and didn't say, what others believed, and the intellectual and historiographical priorities, technologies, tools and processes of that century. In effect, he "lived" historically for a less than a quarter of his life. Without digitisation, much would have remained hidden; with it there has been, and will still be, much to find. De Morgan hid himself and the 20th century forgot him. But as the technologies have changed, and with it the structures of historical practice, the question that even De Morgan himself posed – "Who is John De Morgan?" – can now be addressed.SearchingDigitisation brings undoubted benefits, but its impact goes a long way beyond the improved search and detection capabilities, into a range of technological developments of communication and media that impact on practice, practitioners, institutions, and 'history' itself. A dominant issue for the academic community is the control of "history." De Groot, in his book Consuming History, considers how history now works in contemporary popular culture and, in particular, examines the development of the sometimes conflicted relationship between popular/public history and academic history, and the professional and the 'amateur' historian.The traditional legitimacy of professional historians has, many argue, been eroded by shifts in technology and access with the power of traditional cultural gatekeepers being undermined, bypassing the established control of institutions and professional historian. While most academics now embrace the primary tools of so-called "digital history," they remain, De Groot argues, worried that "history" is in danger of becoming part of a discourse of leisure, not a professionalized arena (18). An additional concern is the role of the global capitalist market, which is developing, or even taking over, 'history' as a brand, product and commodity with overt fiscal value. Here the huge impact of newspaper archives and genealogical software (sometimes owned in tandem) is of particular concern.There is also the new challenge of "navigating the chaos of abundance in online resources" (De Groot 68). By 2005, it had become clear that:the digital era seems likely to confront historians-who were more likely in the past to worry about the scarcity of surviving evidence from the past-with a new 'problem' of abundance. A much deeper and denser historical record, especially one in digital form seems like an incredible opportunity and a gift. But its overwhelming size means that we will have to spend a lot of time looking at this particular gift horse in mouth. (Cohen and Rosenzweig, Web).This easily accessible abundance imposes much higher standards of evidence on the historian. The acceptance within the traditional model that much could simply not be done or known with the resources available meant that there was a greater allowance for not knowing. But with a search button and public access, democratizing the process, the consumer as well as the producer can see, and find, for themselves.Taking on some of these challenges, Zaagsma, having reminded us that the history of digital humanities goes back at least 60 years, notes the need to get rid of the "myth that historical practice can be uncoupled from technological, and thus methodological developments, and that going digital is a choice, which, I cannot emphasis strongly enough, it is not" (14). There is no longer a digital history which is separate from history, and with digital technologies that are now ubiquitous and pervasive, historians have accepted or must quickly face a fundamental break with past practices. However, also noting that the great majority of archival material is not digitised and is unlikely to be so, Zaagsma concludes that hybridity will be the "new normal," combining "traditional/analogue and new/digital practices at least in information gathering" (17).ConclusionA decade on from Cohen and Rozenzweig's "Perils and Promises," the digital is a given. Both historical practice and historians have changed, though it is a work in progress. An early pioneer of the use of computers in the humanities, Robert Busa wrote in 1980 that "the principal aim is the enhancement of the quality, depth and extension of research and not merely the lessening of human effort and time" (89). Twenty years later, as Google was launched, Jordanov, taking on those who would dismiss public history as "mere" popularization, entertainment or propaganda, argued for the "need to develop coherent positions on the relationships between academic history, the media, institutions…and popular culture" (149). As the digital turn continues, and the SEARCH button is just one part of that, all historians-professional or "amateur"-will take advantage of opportunities that technologies have opened up. Looking across the whole range of transformations in recent decades, De Groot concludes: "Increasingly users of history are accessing the past through complex and innovative media and this is reconfiguring their sense of themselves, the world they live in and what history itself might be about" (310). ReferencesAllen, Rob. "'The People's Advocate, Champion and Friend': The Transatlantic Career of Citizen John De Morgan (1848-1926)." Historical Research 86.234 (2013): 684-711.Busa, Roberto. "The Annals of Humanities Computing: The Index Thomisticus." Computers and the Humanities 14.2 (1980): 83-90.Cohen, Daniel J., and Roy Rosenzweig. Digital History: A Guide to Gathering, Preserving, and Presenting the Past on the Web. Philadelphia, PA: U Pennsylvania P, 2005.———. "Web of Lies? Historical Knowledge on the Internet." First Monday 10.12 (2005).De Groot, Jerome. Consuming History: Historians and Heritage in Contemporary Popular Culture. 2nd ed. Abingdon: Routledge, 2016.De Morgan, John. Who Is John De Morgan? A Few Words of Explanation, with Portrait. By a Free and Independent Elector of Leicester. London, 1877.Fyfe, Paul. "An Archaeology of Victorian Newspapers." Victorian Periodicals Review 49.4 (2016): 546-77."Interchange: The Promise of Digital History." Journal of American History 95.2 (2008): 452-91.Johnston, Leslie. "Before You Were Born, We Were Digitizing Texts." The Signal 9 Dec. 2012, Library of Congress. <https://blogs.loc.gov/thesignal/292/12/before-you-were-born-we-were-digitizing-texts>.Jordanova, Ludmilla. History in Practice. 2nd ed. London: Arnold, 2000.Kazin, Michael. A Godly Hero: The Life of William Jennings Bryan. New York: Anchor Books, 2006.Saint-Clair, Sylvester. Sketch of the Life and Labours of J. De Morgan, Elocutionist, and Tribune of the People. Leeds: De Morgan & Co., 1880.Vincent, William T. The Records of the Woolwich District, Vol. II. Woolwich: J.P. Jackson, 1890.Zaagsma, Gerban. "On Digital History." BMGN-Low Countries Historical Review 128.4 (2013): 3-29.

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Kincheloe,PamelaJ. "The Shape of Air: American Sign Language as Narrative Prosthesis in 21st Century North American Media." M/C Journal 22, no.5 (October9, 2019). http://dx.doi.org/10.5204/mcj.1595.

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The word “prosthetic” has its origins as a mathematical term. According to scholar Brandon W. Hawk, Plato uses the words prosthesis and prostithenai in Phaedo to mean "addition, add to, to place", and Aristotle uses it in a similar, algebraic sense in the Metaphysics. Later, as the word appears in classical Latin, it is used as a grammatical and rhetorical term, in the sense of a letter or syllable that is added on to a word, usually the addition of a syllable to the beginning of a word, hence pro-thesis (Hawk). This is the sense of the word that was “inherited … by early modern humanists”, says Hawk, but when it appears in Edward Phillips's The New World of English Words: Or, a General Dictionary (1706), we can see how, with advances in technology, it changes from a grammatical/linguistic term into a medical term. What was once word is now made flesh:Prosthesis, a Grammatical Figure, when a Letter or Syllable is added to the beginning of a Word, as Gnatus for natus, tetuli for tuli, &c. In Surgery, Prosthesis is taken for that which fills up what is wanting, as is to beseen in fistulous and hollow Ulcers, filled up with Flesh by that Art: Also themaking of artificial Legs and Arms, when the natural ones are lost.Hawk also points to P. Dionis in Course Chirurg (a 1710 textbook detailing the art of chirurgy, or surgery, as it’s known now), who uses the word to denote one type of surgical operation; that is, prosthesis becomes not a word, but an act that “adds what is deficient”, an act that repairs loss, that “fills up what is wanting”, that fills up what is “hollow”, that “fills up with flesh”. R. Brookes, in his Introduction to Physic and Surgery (1754), is the first to define prosthesis as both an act and also as a separate, material object; it is “an operation by which some instrument is added to supply the Defect of a Part which is wanting, either naturally or accidentally”. It is not until the twentieth century (1900, to be exact), though, that the word begins to refer solely to a device or object that is added on to somehow “supply the defect”, or fill up what which is “wanting”. So etymologically we move from the writer creating a new literary device, to the scientist/doctor acting in order to fix something, then back to the device again, this time as tangible object that fills a gap where there is lack and loss (Hawk).This is how we most often see the word, and so we have the notion of prosthetic used in this medicalised sense, as an "instrument", in relation to people with missing or disfunctional limbs. Having a prosthetic arm or leg in an ableist society instantly marks one as "missing" something, or being "disabled". Wheelchairs and other prosthetic accoutrements also serve as a metonymic shorthand for disability (an example of this might be how, on reserved parking spots in North America, the image on the sign is that of a person in a wheelchair). In the case of deaf people, who are also thought of as "disabled", but whose supposed disability is invisible, hearing aids and cochlear implants (CIs) serve as this kind of visible marker.* Like artificial limbs and wheelchairs, these "instruments" (they are actually called “hearing instruments” by audiologists) are sometimes added on to the purportedly “lacking” body. They are objects that “restore function to” the disabled deaf ear. As such, these devices, like wheelchairs and bionic arms, also serve as a shorthand in American culture, especially in film and visual media, where this kind of obvious, material symbolism is very helpful in efficiently driving narrative along. David L. Mitchell and Sharon T. Snyder call this kind of disability shorthand "narrative prosthesis". In their 2001 book of the same name, they demonstrate that disability and the markers of disability, far from being neglected or omitted (as has been claimed by critics like Sarah Ruiz-Grossman), actually appear in literature and film to the point where they are astonishingly pervasive. Unlike other identities who are vastly underrepresented, Mitchell and Snyder note, images of disability are almost constantly circulated in print and visual media (this is clearly demonstrated in older film studies such as John Schuchman's Hollywood Speaks and Martin Norden's Cinema of Isolation, as well). The reason that this happens, Mitchell and Snyder say, is because almost all narrative is structured around the idea of a flaw in the natural order, the resolution of that flaw, and the restoration of order. This flaw, they show, is more often than not represented by a disabled character or symbol. Disability, then, is a "crutch upon which literary narratives lean for their representational power, disruptive potentiality and analytical insight" (49). And, in the end, all narrative is thus dependent upon some type of disability used as a prosthetic, which serves not only to “fill in” lack, but also to restore and reinforce normalcy. They also state that concepts of, and characters with, disability are therefore used in literature and film primarily as “opportunist metaphorical device(s)” (205). Hearing aids and CIs are great examples of "opportunist" devices used on television and in movies, mostly as props or “add-ons” in visual narratives. This "adding on" is done, more often than not, to the detriment of providing a well rounded narrative about the lived experience of deaf people who use such devices on a daily basis. There are countless examples of this in American television shows and films (in an upward trend since 2000), including many police and crime dramas where a cochlear implant device-as-clue stands in for the dead victim’s identity (Kincheloe "Do Androids"). We see it in movies, most notably in 2018’s A Quiet Place, in which a CI is weaponized and used to defeat the alien monster/Other (as opposed to the deaf heroine doing it by herself) (Kincheloe "Tired Tropes"). In 2019's Toy Story 4, there is a non-signing child who we know is deaf because they wear a CI. In the 2019 animated Netflix series, Undone, the main character wears a CI, and it serves as one of several markers (for her and the viewer) of her possible psychological breakdown.It seems fairly obvious that literal prostheses such as hearing aids and CI devices are used as a form of media shorthand to connote hearing ideas of “deafness”. It also might seem obvious that, as props that reinforce mainstream, ableist narratives, they are there to tell us that, in the end, despite the aesthetic nervousness that disability produces, "things will be okay". It's "fixable". These are prosthetics that are easily identified and easily discussed, debated, and questioned.What is perhaps not so obvious, however, is that American Sign Language (ASL), is also used in media as a narrative prosthetic. Lennard Davis' discussion of Erving Goffman’s idea of “stigma” in Enforcing Normalcy supports the notion that sign language, like hearing aids, is a marker. When seen by the hearing, non-signing observer, sign language "stigmatizes" the signing deaf person (48). In this sense, ASL is, like a hearing aid, a tangible "sign" of deaf identity. I would then argue that ASL is, like hearing aids and CIs, used as a "narrative prosthesis" signifying deafness and disability; its insertion allows ableist narratives to be satisfyingly resolved. Even though ASL is not a static physical device, but a living language and an integral part of deaf lived experience, it is casually employed almost everywhere in media today as a cheap prop, and as such, serves narrative purposes that are not in the best interest of realistic deaf representation. Consider this example: On 13 April 2012, Sir Paul McCartney arranged for a special event at his daughter Stella McCartney’s ivy-covered store in West Hollywood. Stars and friends like Jane Fonda, Gwyneth Paltrow, Chris Martin, Quincy Jones, and Reese Witherspoon sipped cucumber margaritas and nibbled on a spread of vegetarian Mexican appetizers. Afterwards, McCartney took them all to a tent set up on the patio out back, where he proudly introduced a new video, directed by himself. This was the world premiere of the video for "My Valentine", a song from his latest (some might say oddly titled) album, Kisses from the Bottom, a song he had originally written for and sung to new wife Nancy Shevell, at their 2011 wedding.The video is very simply shot in black and white, against a plain grey backdrop. As it begins, the camera fades in on actor Natalie Portman, who is seated, wearing a black dress. She stares at the viewer intently, but with no expression. As McCartney’s voiced-over vocal begins, “What if it rained/We didn’t care…”, she suddenly starts to mouth the words, and using sign language. The lens backs up to a medium shot of her, then closes back in on a tight close up of just her hands signing “my valentine” on her chest. There is then a quick cut to actor Johnny Depp, who is sitting in a similar position, in front of a grey backdrop, staring directly at the camera, also with no expression. There is a fade back to Portman’s face, then to her body, a close up of her signing the word “appear”, and then a cut back to Depp. Now he starts signing. Unlike Portman, he does not mouth the words, but stares ahead, with no facial movement. There is then a series of jump cuts, back and forth, between shots of the two actors’ faces, eyes, mouths, hands. For the solo bridge, there is a closeup on Depp’s hands playing guitar – a cut to Portman’s face, looking down – then to her face with eyes closed as she listens. here is some more signing, we see Depp’s impassive face staring at us again, and then, at the end, the video fades out on Portman’s still figure, still gazing at us as well.McCartney told reporters that Stella had been the one to come up with the idea for using sign language in the video. According to the ASL sign language coach on the shoot, Bill Pugin, the choice to include it wasn’t that far-fetched: “Paul always has an interpreter on a riser with a spot for his concerts and Stella loves sign language, apparently” ("The Guy Who Taught Johnny Depp"). Perhaps she made the suggestion because the second stanza contains the words “I tell myself that I was waiting for a sign…” Regardless, McCartney advised her father to “ring Natalie up and just ask her if she will sign to your song”. Later realizing he wanted another person signing in the video, Paul McCartney asked Johnny Depp to join in, which he did. When asked why he chose those two actors, McCartney said, “Well, they’re just nice people, some friends from way back and they were just very kind to do it”. A week later, they all got together with cinematographer Wally Pfister, who filmed Inception and The Dark Knight, behind the camera. According to the official press release about the video, posted on McCartney’s website, the two actors then "translate[d] the lyrics of the song into sign language – each giving distinctly different performances, making ... compelling viewing" ("Paul McCartney Directs His Own"). The response to the video was quite positive; it immediately went viral on YouTube (the original posting of it got over 15 million views). The album made it to number five on the Billboard charts, with the single reaching number twenty. The album won a 2013 Grammy Award for Best Traditional Pop Vocal album, and the video Best Music Film (“Live Kisses”). McCartney chose to sing that particular song from the album on the award show itself, and four years later, he featured both the song and video as part of his 31 city tour, the 2017 One on One concert, in which he made four million dollars a city. All told the video has served McCartney quite well.But…For whom the sign language? And why? The video is not meant for deaf eyes. When viewed through a deaf lens, it is not, by any stretch of the imagination, “compelling”; it isn’t even comprehensible. It is so bad, in fact, that the video, though signed, is also captioned for the deaf and hard of hearing. To the untrained, “hearing” eye, the signing seems to be providing a “deaf translation” of what is being sung. But it is in fact a pantomime. The actors are quite literally “going through the motions”. One egregious example of this is how, at the end of the video, when Depp thinks he’s signing “valentine”. it looks like he's saying “f*ck-heart” (several media sources politely reported that he’d signed “enemy”). Whatever he did, it’s not a sign. In response to criticism of his signing, Depp said nonchalantly, “Apparently, instead of ‘love' I might have said, ‘murder'” ("Johnny Depp Says"). That wasn’t the only point of confusion, though: the way Portman signs “then she appears” was misunderstood by some viewers to be the sign for “tampon”. She actually signed it correctly, but media sources from MTV.com, to the Washington Post, “signsplained” that she had just gotten a bit confused between ASL and BSL signs (even though the BSL for “appears” bears no resemblance to what she did, and the ASL for tampon, while using the same classifier, is also signed quite differently). Part of the problem, according to sign coach Pugin, was that he and Depp “had about fifteen minutes to work on the song. I signed the song for hours sitting on an apple box under the camera for Johnny to be able to peripherally see me for each take. I was his “human cue card”. Johnny’s signing turned out to be more theatrical and ‘abbreviated’ because of the time issue” ("The Guy Who Taught").Portman, perhaps taking more time to rehearse, does a better job, but “theatrical and abbreviated” indeed; the signing was just not good, despite Pugin's coaching. But to hearing eyes, it looks fine; it looks beautiful, it looks poignant and somehow mysterious. It looks the way sign language is “supposed” to look.Remember, the McCartney website claimed that the actors were “translating” the lyrics. Technically speaking, “translation” would mean that the sense of the words to the song were being rendered, fluently, from one language (English) into another (SL), for an audience receptive to the second language. In order to “translate”, the translator needs to be fluent in both of the languages involved. To be clear, what Depp and Portman were doing was not translation. They are hearing people, not fluent in sign language, acting like signers (something that happens with dismaying regularity in the entertainment industry). Depp, to his credit, knew he wasn’t “translating”, in fact, he said "I was only copying what the guy showed me”. “But”, he says, "it was a gas – sign language is apparently very interpretive. It's all kind of different" (italics mine) ("Johnny Depp Passes the Buck"). Other than maybe being an embellishment on that one line, “I tell myself that I was waiting for a sign…”, the sentiments of McCartney’s song have absolutely nothing to do with ASL or deaf people. And he didn’t purposefully place sign language in his video as a way to get his lyrics across to a deaf audience. He’s a musician; it is fairly certain that the thought of appealing to a deaf audience never entered his or his daughter’s mind. It is much more likely that he made the decision to use sign language because of its cool factor; its emo “novelty”. In other words, McCartney used sign language as a prop – as a way to make his song “different”, more “touching”, more emotionally appealing. Sign adds a je ne sais quoi, a little “something”, to the song. The video is a hearing person’s fantasy of what a signing person looks like, what sign language is, and what it does. McCartney used that fantasy, and the sentimentality that it evokes, to sell the song. And it worked. This attitude toward sign language, demonstrated by the careless editing of the video, Depp’s flippant remarks, and the overall attitude that if it’s wrong it’s no big deal, is one that is pervasive throughout the entertainment and advertising industries and indeed throughout American culture in the U.S. That is, there is this notion that sign language is “a gas”. It’s just a “different” thing. Not only is it “different”, but it is also a “thing”, a prop, a little exotic spice you throw into the pot. It is, in other words, a "narrative prosthesis", an "add-on". Once you see this, it becomes glaringly apparent that ASL is not viewed in mainstream American culture as the language of a group of people, but instead is widely used and commodified as a product. The most obvious form of commodification is in the thousands of ASL products, from Precious Moment figurines, to Baby Signing videos, to the ubiquitous “I LOVE YOU” sign seen on everything from coffee mugs to tee shirts, to Nike posters with “Just Do It” in fingerspelling. But the area in which the language is most often commodified (and perhaps most insidiously so) is in the entertainment industry, in visual media, where it is used by writers, directors and actors, not to present an accurate portrait of lived deaf experience and language, but to do what Paul McCartney did, that is, to insert it just to create a “different”, unique, mysterious, exotic, heartwarming spectacle. Far too often, this commodification of the language results in weirdly distorted representations of what deaf people and their language actually are. You can see this everywhere: ASL is a prominent narrative add-on in blockbuster films like the aforementioned A Quiet Place; it is used in the Oscar winning The Shape of Water, and in Wonderstruck, and Baby Driver as well; it is used in the indie horror film Hush; it is used in a lot of films with apes (the Planet of the Apes series and Rampage are two examples); it is displayed on television, mostly in police dramas, in various CSI programs, and in series like The Walking Dead and Castle Rock; it is used in commercials to hawk everything from Pepsi to hotel chains to jewelry to Hormel lunchmeat to fast food (Burger King, Chik Fil A); it is used and commented on in interpreted concerts and music videos and football halftime shows; it is used (often misused) in PSAs for hurricanes and police stops; it is used in social media, from vlogs to cochlear implant activation videos. You can find ASL seemingly everywhere; it is being inserted more and more into the cultural mainstream, but is not appearing as a language. It is used, nine times out of ten, as a decorative ornament, a narrative prop. When Davis discusses the hearing perception of ASL as a marker or visible stigma, he points out that the usual hearing response to observing such stigma is a combination of a Freudian attraction/repulsion (the dominant response being negative). Many times this repulsion results from the appeal to pathos, as in the commercials that show the poor isolated deaf person with the nice hearing person who is signing to them so that they can now be part of the world. The hearing viewer might think to themselves "oh, thank God I'm not deaf!"Davis notes that, in the end, it is not the signer who is the disabled one in this scenario (aside from the fact that many times a signing person is not in fact deaf). The hearing, non signing observer is actually the one “disabled” by their own reaction to the signing “other”. Not only that, but the rhetorical situation itself becomes “disabled”: there is discomfort – wariness of language – laughter – compulsive nervous talking – awkwardness – a desire to get rid of the object. This is a learned response. People habituated, Davis says, do not respond this way (12-13). While people might think that the hearing audience is becoming more and more habituated because ASL is everywhere, the problem is that people are being incorrectly habituated. More often than not, sign language, when enfolded into narratives about hearing people in hearing situations, is put into service as a prop that can mitigate such awkward moments of possible tension and conflict; it is a prosthetic that "fills the gap", allowing an interaction between hearing and deaf people that almost always allows for a positive, "happy" resolution, a return to "normalcy", the very purpose of the "narrative prosthetic" as posited by Mitchell and Snyder. Once we see how ASL is being employed in media mostly as a narrative prosthesis, we can, as Mitchell and Snyder suggest we do (what I hope this essay begins to do), and that is, to begin to “undo the quick repair of disability in mainstream representations and beliefs; to try to make the prosthesis show; to flaunt its imperfect supplementation as an illusion” (8). In other words, if we can scrutinize the shorthand, and dig deeper, seeing the prosthetic for what it is, all of this seemingly exploitative commodification of ASL will be a good thing. Maybe, in “habituating” people correctly, in widening both hearing people’s exposure to ASL and their understanding of its actual role in deaf lived experience, signing will become less of a prosthetic, an object of fetishistic fascination. Maybe hearing people, as they become used to seeing signing people in real signing situations, will be less likely to walk up to deaf people they don’t know and say things like: “Oh, your language is SO beautiful”, or say, “I know sign!” (then fingerspelling the alphabet with agonising slowness and inaccuracy while the deaf person nods politely). However, if the use of ASL as a prosthetic in popular culture and visual media continues to go on unexamined and unquestioned, it will just continue to trivialise a living, breathing language. This trivialisation can in turn continue to reduce the lived experiences of deaf people to a sort of caricature, further reinforcing the negative representations of deaf people in America that are already in place, stereotypes that we have been trying to escape for over 200 years. Note* The word "deaf" is used in this article to denote the entire range of individuals with various hearing losses and language preferences, including Deaf persons and hard of hearing persons, etc. For more on these distinctions please refer to the website entry on this published by the National Association of the Deaf (NAD).ReferencesDavis, Lennard. Enforcing Normalcy. New York: Verso, 1995."The Guy Who Taught Johnny Depp and Natalie Portman Sign Language." Intimate Excellent: The Fountain Theater Blog. 18 Mar. 2012. <https://intimateexcellent.com/2012/04/18/the-guy-who-taught-johnny-depp-and-natalie-portman-sign-language-in-mccartney-video/>.Fitzgerald, Roisin. "Johnny Depp Says Sign Language Mishap Isn't His Fault." HiddenHearing Blog 14 Apr. 2012. <https://hiddenhearingireland.wordpress.com/2012/05/29/johnny-depp-says-sign-language-mishap-isnt-his-fault/>.Hawk, Brandon W. “Prosthesis: From Grammar to Medicine in the Earliest History of the Word.” Disability Studies Quarterly 38.4 (2018).McCartney, Paul. "My Valentine." YouTube 13 Apr. 2012.McGinnis, Sara. "Johnny Depp Passes the Buck on Sign Language Snafu." sheknows.com 10 May 2012. <https://www.sheknows.com/entertainment/articles/959949/johnny-depp-passes-the-buck-on-sign-language-snafu/>.Miller, Julie. "Paul McCartney on Directing Johnny Depp and Natalie Portman." Vanity Fair 14 Apr. 2012. <https://www.vanityfair.com/style/2012/04/paul-mccartney-johnny-depp-natalie-portman-my-valentine-music-video-gwyneth-paltrow>.Mitchell, David T., and Sharon L. Snyder. Narrative Prosthesis: Disabilities and the Dependencies of Discourse. Ann Arbor: U of Michigan P. 2000.Norden, Martin. F. The Cinema of Isolation: A History of Physical Disability in Movies. Rutgers UP: 1994."Paul McCartney Directs His Own My Valentine Video." paulmccartney.com 14 Apr. 2012. <https://www.paulmccartney.com/news-blogs/news/paul-mccartney-directs-his-own-my-valentine-videos-featuring-natalie-portman-and>.Ruiz-Grossman, Sarah. "Disability Representation Is Seriously Lacking in Television and the Movies: Report." Huffington Post 27 Mar. 2019. <https://www.huffpost.com/entry/disability-representation-movies-tv_n_5c9a7b85e4b07c88662cabe7>.Schuchman, J.S. Hollywood Speaks: Deafness and the Film Entertainment Industry. U Illinois P, 1999.

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Lindop, Samantha Jane. "Carmilla, Camilla: The Influence of the Gothic on David Lynch's Mulholland Drive." M/C Journal 17, no.4 (July24, 2014). http://dx.doi.org/10.5204/mcj.844.

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It is widely acknowledged among film scholars that Lynch’s 2001 neo-noir Mulholland Drive is richly infused with intertextual references and homages — most notably to Charles Vidor’s Gilda (1946), Billy Wilder’s Sunset Boulevard (1950), Alfred Hitchco*ck’s Vertigo (1958), and Ingmar Bergman’s Persona (1966). What is less recognised is the extent to which J. Sheridan Le Fanu’s 1872 Gothic novella Carmilla has also influenced Mulholland Drive. This article focuses on the dynamics of the relationship between Carmilla and Mulholland Drive, particularly the formation of femme fatale Camilla Rhodes (played by Laura Elena Harring), with the aim of establishing how the Gothic shapes the viewing experience of the film. I argue that not only are there striking narrative similarities between the texts, but lying at the heart of both Carmilla and Mulholland Drive is the uncanny. By drawing on this elusive and eerie feeling, Lynch successfully introduces an archetypal quality both to Camilla and Mulholland Drive as a whole, which in turn contributes to powerful sensations of desire, dread, nostalgia, and “noirness” that are aroused by the film. As such Mulholland Drive emerges not only as a compelling work of art, but also a deeply evocative cinematic experience. I begin by providing a brief overview of Le Fanu’s Gothic tale and establish its formative influence on later cinematic texts. I then present a synopsis of Mulholland Drive before exploring the rich interrelationship the film has with Carmilla. Carmilla and the Lesbian Vampire Carmilla is narrated from the perspective of a sheltered nineteen-year-old girl called Laura, who lives in an isolated Styrian castle with her father. After a bizarre event involving a carriage accident, a young woman named Carmilla is left in the care of Laura’s father. Carmilla is beautiful and charming, but she is an enigma; her origins and even her surname remain a mystery. Though Laura identifies a number of peculiarities about her new friend’s behaviour (such as her strange, intense moods, languid body movements, and other irregular habits), the two women are captivated with each other, quickly falling in love. However, despite Carmilla’s harmless and fragile appearance, she is not what she seems. She is a one hundred and fifty year old vampire called Mircalla, Countess Karnstein (also known as Millarca — both anagrams of Carmilla), who preys on adolescent women, seducing them while feeding off their blood as they sleep. In spite of the deep affection she claims to have for Laura, Carmilla is compelled to slowly bleed her dry. This takes its physical toll on Laura who becomes progressively pallid and lethargic, before Carmilla’s true identity is revealed and she is slain. Le Fanu’s Carmilla is monumental, not only for popularising the female vampire, but for producing a sexually alluring creature that actively seeks out and seduces other women. Cinematically, the myth of the lesbian vampire has been drawn on extensively by film makers. One of the earliest female centred vampire movies to contain connotations of same-sex desire is Lambert Hilyer’s Dracula’s Daughter (1936). However, it was in the 1960s and 1970s that the spectre of the lesbian vampire exploded on screen. In part a response to the abolishment of Motion Picture Code strictures (Baker 554) and fuelled by latent anxieties about second wave feminist activism (Zimmerman 23–4), films of this cycle blended horror with erotica, reworking the lesbian vampire as a “male p*rnographic fantasy” (Weiss 87). These productions draw on Carmilla in varying degrees. In most, the resemblance is purely thematic; others draw on Le Fanu’s novella slightly more directly. In Roger Vadim’s Et Mourir de Plaisir (1960) an aristocratic woman called Carmilla becomes possessed by her vampire ancestor Millarca von Karnstein. In Roy Ward Baker’s The Vampire Lovers (1970) Carmilla kills Laura before seducing a girl named Emma whom she encounters after a mysterious carriage breakdown. However, the undead Gothic lady has not only made a transition from literature to screen. The figure also transcends the realm of horror, venturing into other cinematic styles and genres as a mortal vampire whose sexuality is a source of malevolence (Weiss 96–7). A well-known early example is Frank Powell’s A Fool There Was (1915), starring Theda Barra as “The Vampire,” an alluring seductress who targets wealthy men, draining them of both their money and dignity (as opposed to their blood), reducing them to madness, alcoholism, and suicide. Other famous “vamps,” as these deadly women came to be known, include the characters played by Marlene Dietrich such as Concha Pérez in Joseph von Sternberg’s The Devil is a Woman (1935). With the emergence of film noir in the early 1940s, the vamp metamorphosed into the femme fatale, who like her predecessors, takes the form of a human vampire who uses her sexuality to seduce her unwitting victims before destroying them. The deadly woman of this era functions as a prototype for neo-noir incarnations of the sexually alluring fatale figure, whose popularity resurged in the early 1980s with productions such as Lawrence Kasdan’s Body Heat (1981), a film commonly regarded as a remake of Billy Wilder’s 1944 classic noir Double Indemnity (Bould et al. 4; Tasker 118). Like the lesbian vampires of 1960s–1970s horror, the neo-noir femme fatale is commonly aligned with themes of same-sex desire, as she is in Mulholland Drive. Mulholland Drive Like Sunset Boulevard before it, Mulholland Drive tells the tragic tale of Hollywood dreams turned to dust, jealousy, madness, escapist fantasy, and murder (Andrews 26). The narrative is played out from the perspective of failed aspiring actress Diane Selwyn (Naomi Watts) and centres on her bitter sexual obsession with former lover Camilla. The film is divided into three sections, described by Lynch as: “Part one: She found herself inside a perfect mystery. Part two: A sad illusion. Part three: Love” (Rodley 54). The first and second segments of the movie are Diane’s wishful dream, which functions as an escape from the unbearable reality that, after being humiliated and spurned by Camilla, Diane hires a hit man to have her murdered. Part three reveals the events that have led up to Diane’s fateful action. In Diane’s dream she is sweet, naïve, Betty who arrives at her wealthy aunt’s Hollywood home to find a beautiful woman in the bathroom. Earlier we witness a scene where the woman survives a violent car crash and, suffering a head injury, stumbles unnoticed into the apartment. Initially the woman introduces herself as Rita (after seeing a Gilda poster on the wall), but later confesses that she doesn’t know who she is. Undeterred by the strange circ*mstances surrounding Rita’s presence, Betty takes the frightened, vulnerable woman (actually Camilla) under her wing, enthusiastically assuming the role of detective in trying to discover her real identity. As Rita, Camilla is passive, dependent, and grateful. Importantly, she also fondly reciprocates the love Betty feels for her. But in reality, from Diane’s perspective at least, Camilla is a narcissistic, manipulative femme fatale (like the character portrayed by the famous star whose name she adopts in Diane’s dream) who takes sad*stic delight in toying with the emotions of others. Just as Rita is Diane’s ideal lover in her fantasy, pretty Betty is Diane’s ego ideal. She is vibrant, wholesome, and has a glowing future ahead of her. This is a far cry from reality where Diane is sullen, pathetic, and haggard with no prospects. Bitterly, she blames Camilla for her failings as an actress (Camilla wins a lead role that Diane badly wanted by sleeping with the director). Ultimately, Diane also blames Camilla for her own suicide. This is implied in the dream sequence when the two women disguise Rita’s appearance after the discovery of a bloated corpse in Diane Selwyn’s apartment. The parallels between Mulholland Drive and Carmilla are numerous to the extent that it could be argued that Lynch’s film is a contemporary noir infused re-telling of Le Fanu’s novella. Both stories take the point-of-view of the blonde haired, blue eyed “victim.” Both include a vehicle accident followed by the mysterious arrival of an elusive dark haired stranger, who appears vulnerable and helpless, but whose beauty masks the fact that she is really a monster. Both narratives hinge on same-sex desire and involve the gradual emotional and physical destruction of the quarry, as she suffers at the hands of her newly found love interest. Whereas Carmilla literally sucks her victims dry before moving on to another target, Camilla metaphorically drains the life out of Diane, callously taunting her with her other lovers before dumping her. While Camilla is not a vampire per se, she is framed in a distinctly vampirish manner, her pale skin contrasted by lavish red lipstick and fingernails, and though she is not literally the living dead, the latter part of the film indicates that the only place Camilla remains alive is in Diane’s fantasy. But in the Lynchian universe, where conventional forms of narrative coherence, with their demand for logic and legibility are of little interest (Rodley ix), intertextual alignment with Carmilla extends beyond plot structure to capture the “mood,” or “feel” of the novella that is best described in terms of the uncanny — something that also lies at the very core of Lynch’s work (Rodley xi). The Gothic and the Uncanny Though Gothic literature is grounded in horror, the type of fear elicited in the works of writers that form part of this movement, such as Le Fanu (along with Horace Walpole, Ann Radcliffe, Mary Shelly, and Bram Stoker to name a few), aligns more with the uncanny than with outright terror. The uncanny is an elusive quality that is difficult to pinpoint yet distinct. First and foremost it is a sense, or emotion that is related to dread and horror, but it is more complex than simply a reaction to fear. Rather, feelings of trepidation are accompanied by a peculiar, dream-like quality of something fleetingly recognisable in what is evidently unknown, conjuring up a mysterious impression of déjà vu. The uncanny has to do with uncertainty, particularly in relation to names (including one’s own name), places and what is being experienced; that things are not as they have come to appear through habit and familiarity. Though it can be frightening, at the same time it can involve a sensation that is compelling and beautiful (Royle 1–2; Punter 131). The inventory of motifs, fantasies, and phenomena that have been attributed to the uncanny are extensive. These can extend from the sight of dead bodies, skeletons, severed heads, dismembered limbs, and female sex organs, to the thought of being buried alive; from conditions such as epilepsy and madness, to haunted houses/castles and ghostly apparitions. Themes of doubling, anthropomorphism, doubt over whether an apparently living object is really animate and conversely if a lifeless object, such as a doll or machinery, is in fact alive also fall under the broad range of what constitutes the uncanny (see Jentsch 221–7; Freud 232–45; Royle 1–2). Socio-culturally, the uncanny can be traced back to the historical epoch of Enlightenment. It is the transformations of this eighteenth century “age of reason,” with its rejection of transcendental explanations, valorisation of reason over superstition, aggressively rationalist imperatives, and compulsive quests for knowledge that are argued to have first caused human experiences associated with the uncanny (Castle 8–10). In this sense, as literary scholar Terry Castle argues, the eighteenth century “invented the uncanny” (8). In relation to the psychological underpinnings of this disquieting emotion, psychiatrist Ernst Jentsch was the first to explore the subject in his 1906 document “On the Psychology of the Uncanny,” though Sigmund Freud and his 1919 paper “The Uncanny” is most popularly associated with the term. According to Jentsch, the uncanny, or the unheimlich in German (meaning “unhomely”), emerges when the “new/foreign/hostile” corresponds to the psychical association of “old/known/familiar.” The unheimlich, which sits in direct opposition to the heimlich (homely) equates to a situation where someone feels not quite “at home” or “at ease” (217–9). Jentsch attributes sensations of the unheimlich to psychical resistances that emerge in relation to the mistrust of the innovative and unusual — “to the intellectual mystery of a new thing” (218) — such as technological revolution for example. Freud builds on the concept of the unheimlich by focusing on the heimlich, arguing that the term incorporates two sets of ideas. It can refer to what is familiar and agreeable, or it can mean “what is concealed and kept out of sight” (234–5). In the context of the latter notion, the unheimlich connotes “that which ought to have remained secret or hidden but has come to light” (Freud 225). Hence for Freud, who was primarily concerned with the latent content of the psyche, feelings of uncanniness emerge when dark, disturbing truths that have been repressed and relegated to the realm of the unconscious resurface, making their way abstractly into the consciousness, creating an odd impression of the known in the unknown. Though it is the works of E.T.A. Hoffman that are most commonly associated with the unheimlich, Freud describing the author as the “unrivalled master of the uncanny in literature” (233), Carmilla is equally bound up in dialectics between the known and the unknown; the homely and the unhomely. Themes centring on doubles, the undead, haunted gardens, conflicting emotions fuelled by desire and disgust — of “adoration and also of abhorrence” (Le Fanu 264), and dream-like nocturnal encounters with sinister, shape-shifting creatures predominate. With Carmilla’s arrival the boundaries between the heimlich and the unheimlich become blurred. Though Carmilla is a stranger, her presence triggers buried childhood memories for Laura of a frightening and surreal experience where Carmilla appears in Laura’s nursery during the night, climbing into bed with her before seemingly vanishing into thin air. In this sense, Laura’s remote castle home has never been homely. Disturbing truths have always lurked in its dark recesses, the return of the dead bringing them to light. The Uncanny in Mulholland Drive The elusive qualities of the uncanny also weave their way extensively through Mulholland Drive, permeating all facets of the cinematic experience — cinematography, sound score, mise en scène, and narrative structure. As film maker and writer Chris Rodley argues, Lynch mobilises every aspect of the motion picture making process in seeking to express a sense of uncanniness in his productions: “His sensitivity to textures of sound and image, to the rhythms of speech and movement, to space, colour, and the intrinsic power of music mark him as unique in this respect.” (Rodley ix–xi). From the opening scenes of Mulholland Drive, the audience is plunged into the surreal, unheimlich realm of Diane’s dream world. The use of rich saturated colours, soft focus lenses, unconventional camera movements, stilted dialogue, and a hauntingly beautiful sound score composed by Angelo Badalamenti, generates a cumulative effect of heightened artifice. This in turn produces an impression of hyper-realism — a Baudrillardean simulacrum where the real is beyond real, taking on a form of its own that has an artificial relation to actuality (Baudrillard 6–7). Distorting the “real” in this manner produces an effect of defamiliarisation — a term first employed by critic Viktor Shklovsky (2–3) to describe the artistic process involved in making familiar objects seem strange and unfamiliar (or unheimlich). These techniques are something Lynch employs in other works. Film and literary scholar Greg Hainge (137) discusses the way colour intensification and slow motion camera tracking are used in the opening scene of Blue Velvet (1984) to destabilise the aesthetic realm of the homely, revealing it to be artifice concealing sinister truths that have so far been hidden, but that are about to come to light. Similar themes are central to Mulholland Drive; the simulacra of Diane’s fantasy creating a synthetic form of real that conceals the dark and terrible veracities of her waking life. However, the artificial dream place of Diane’s disturbed mind is disjointed and fractured, therefore, just as the uncanny gives rise to an elusive sense of mystery and uncertainty, offering a fleeting glimpse of the tangible in something otherwise inexplicable, so too is the full intelligibility of Mulholland Drive kept at an obscure distance. Though the film offers a succession of clues to meaning, the key to any form of complete understanding lingers just beyond the grasp of certainty. Names, places, and identities are infused with doubt. Not only in relation to Betty/Diane and Rita/Camilla, but regarding a succession of other strange, inexplicable characters and events, one example being the recurrent presence of a terrifying looking vagrant (Bonnie Aarons). Figures such as this are clearly poignant to the narrative, but they are also impossibly enigmatic, inviting the audience to play detective in deciphering what they signify. Themes of doubling and mirroring are also used extensively. While these motifs serve to denote the split between waking and dream states, they also destabilise the narrative in relation to what is familiar and what is unfamiliar, further grounding Mulholland Drive in the uncanny. Since its publication in 1872, Carmilla has had a significant formative influence on the construct of the seductive yet deadly woman in her various manifestations. However, rarely has the novella been paid homage to as intricately as it is in Mulholland Drive. Lynch draws on Le Fanu’s archetypal Gothic horror story, combining it with the aesthetic conventions of film noir, in order to create what is ostensibly a contemporary, poststructuralist critique of the Hollywood dream-factory. Narratively and thematically, the similarities between the two texts are numerous. However, intertextual configuration is considerably more complex, extending beyond the plot and character structure to capture the essence of the Gothic, which is grounded in the uncanny — an evocative emotion involving feelings of dread, accompanied by a dream-like impression of familiar and unfamiliar commingling. Carmilla and Mulholland Drive bypass the heimlich, delving directly into the unheimlich, where boundaries between waking and dream states are destabilised, any sense of certainty about what is real is undermined, and feelings of desire are paradoxically conjoined with loathing. Moreover, Lynch mobilises all fundamental elements of cinema in order to capture and express the elusive qualities of the Unheimlich. In this sense, the uncanny lies at the very heart of the film. What emerges as a result is an enigmatic work of art that is as profoundly alluring as it is disconcerting. References Andrews, David. “An Oneiric Fugue: The Various Logics of Mulholland Drive.” Journal of Film and Video 56 (2004): 25–40. Baker, David. “Seduced and Abandoned: Lesbian Vampires on Screen 1968–74.” Continuum 26 (2012): 553–63. Baudrillard, Jean. Simulacra and Simulation. Michigan: U Michigan P, 1994. Bould, Mark, Kathrina Glitre, and Greg Tuck. Neo-Noir. New York: Wallflower, 2009. Castle, Terry. The Female Thermometer: Eighteenth-century Culture and the Invention of the Uncanny. Oxford: Oxford UP, 1995. Freud, Sigmund. “The Uncanny.” Standard Edition of the Complete Psychological Works of Sigmund Freud, Vol. XVII: An Infantile Neurosis and Other Works. London: Hogarth, 2001. 217–256. Le Fanu, J. Sheridan. Carmilla. In a Glass Darkly. Oxford: Oxford UP, 2008. 243–319. Hainge, Greg. “Weird or Loopy? Spectacular Spaces, Feedback and Artifice in Lost Highway’s Aesthetics of Sensation.” The Cinema of David Lynch: American Dreams, Nightmare Visions. Ed. Erica Sheen and Annette Davidson. London: Wallflower, 2004. 136–50. Jentsch, Ernst. “On the Psychology of the Uncanny.” Uncanny Modernity: Cultural Theories, Modern Anxieties. Ed. Jo Collins and John Jervis. Basingstoke: Palgrave, 2008. 216–28. Punter, David. “The Uncanny.” The Routledge Companion to the Gothic. Ed. Catherine Spooner and Emma McEvoy. Hoboken: Taylor and Francis, 2007. 129–36. Rodley, Chris. Lynch on Lynch. London: Faber, 2005. Royle, Nicholas. The Uncanny. Manchester: Manchester UP, 2003. Shklovsky, Viktor. “Art as Technique.” Theory of Prose. Illinois: Dalkey, 1991. Tasker, Yvonne. Working Girls: Gender and Sexuality in Popular Cinema. New York: Routledge, 1998. Weiss, Andrea. Vampires and Violets: Lesbians in Cinema. London: Jonathan Cape, 1992. Zimmerman, Bonnie. “Daughters of Darkness Lesbian Vampires.” Jump Cut 24.5 (2005): 23–4.

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