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Image of Scheibler, I., Gadamer: between Heidegger and Habermas
Scheibler, Ingrid, 2000. Gadamer: between Heidegger and Habermas, Lanham, Maryland: Rowman & Littlefields

Enlightenment and Tradition

Scheibler nicely illustrates the disagreement between Gadamer and Habermas about the value of tradition. Habermas rejects tradition and 'authority' as mere dogma and prejudice. Gadamer sees tradition as the Heideggerian world into which we are thrown - the background against which any enlightenment must emerge as figure.

Tags: authority tradition

Image of Camus, A., The Myth of Sysiphus
Camus, Albert, 2005. The Myth of Sysiphus, London: Penguin, p1

Philosophy and death

Albert Camus is straight to the point:

There is but one truly serious philosophical question and that is suicide.

Tags: absurdism death existentialism philosophy suicide

Image of McLeod, J., Narrative and Psychotherapy
McLeod, John, 1997. 'Narrative Knowing: The Nature and Function of Storytelling in Therapy' in Narrative and Psychotherapy, London: Sage

Story as a way of understanding the world

Here are some key points from the chapter on 'Narrative Knowing':

* Narrative is a window onto the story-teller’s landscape of consciousness
* We all have a kind of personal myth
* We are made up of a community of selves
* Narrative has sequentiality which implies a future
* Narratives help us to reconcile the ‘exceptional’ and the ‘expected’
* The re-telling of stories is a problem-solving technique
* Narratives have morals
* Narratives are always socially constructed
* Narratives are liminal
* Narratives are ambiguous
* Narrative is cathartic
* Our ongoing personal narratives are co-constructed
* Narratives often arise around sites of social conflict

Tags: catharsis identity liminoid narrative narratives-5 social story storytelling therapy

Image of Calvino, I., The Literature Machine
Calvino, Italo, 1997. 'Cybernetics and Ghosts' in The Literature Machine, London: Vintage

Dialectics of Determinism

Calvino is a brilliant writer whether he is conjuring a fictional universe or when, as here, he brings his imagination to bear on the practice of writing itself.

In the essay, Cybernetics and Ghosts, actually a lecture delivered in 1967, he tackles head on the issue of computationally-produced literature. He uses the argument I feel most resonance with, which reminds us that human authors are really not much better than machines.

Human language is itself a discrete combinatorial system no less than any algorithm a machine might be induced to follow; and the writer himself is little more than a conduit for language, rather than the originator of novel art.

Whether discussing the finite algorithms of life (DNA) or the wealth of human discourse (literature), Calvino notes:

The processes that appeared most resistant to a formulation in terms of number, to a quantitative description, are now translated in mathematical patterns.

The essay decentres our notions of the Romantic author and the primacy of human agency; and of course provokes us to wonder about the future of human / machine collaboration.

Tags: algorithm authorship electronic literature machine narrative

Image of Harrigan, P. & Wardrip-Fruin, N. (eds.), First Person
Eskelinen, Markku,
'Towards Computer Game Studies' in
Harrigan, Pat & Wardrip-Fruin, Noah (eds.), 2004. First Person, Boston, Mass: MIT Press

Ludology

Narrative vs game... Eskelinen argues that we should think of narrative and game / interactivity as entirely different things.

He says:

“A sequence of events enacted constitutes a drama, a sequence of events taking place a performance, a sequence of events recounted a narrative, and perhaps a sequence of events produced by manipulating equipment and following formal rules constitutes a game.�

Sure we might question the unproblematic application of traditional narrative theory to games as texts, but we might also wonder whether his categorisations here don’t circumscribe the definition of narrative a little too much? Is drama not narrative? And, this definition of game (manipulating of equipment, formal rules) could easily describe the process of making a video. Maybe ‘making media’ is a form of game?

Tags: game ludology narrative narratives-4

Image of Caillois, R., Man, Play and Games
Caillois, Roger, 2001. 'The Classification of Games' in Man, Play and Games, Chicago: University of Illinois Press

Useful concepts for talking about games and play

Caillois' very influential book has a very useful set of concepts which gives us the tools to talk about play and games in an analytical way.

He defines paidia and ludus as contrasting tensions in all games: paidia is the open-ended, freeform, spontaneous, joyous, improvisational, exploratory nature of play; ludus, meanwhile, capture the rules-based structures that many games are based around.

Alongside this 'spectrum', we also have categories or 'classes' of games: agon - games of skill; alea - games of chance; ilinx - vertiginous risk-taking; and mimicry - performance, acting out, part-playing.

Of course, many games and much play may intermingle aspects of any or all of these categories. Chess may by pure agon, while poker mixes agon and mimicry (poker faces and strategy) and alea (the random shuffling of the cards) and maybe even ilinx (the thrill of the gamble).

Crucial reading for grasping basic tools to understand play, and essential to understanding later approaches to ludology.

Tags: game ludology narrative narratives-4 play

Image of Harrigan, P. & Wardrip-Fruin, N. (eds.), Second Person
Costikyan, Greg,
'Appendix B: Bestial Acts' in
Harrigan, Pat & Wardrip-Fruin, Noah (eds.), 2004. Second Person, Cambridge: The MIT Press

Imagine a Brechtian Epic Videogame

People who like videogames, such as those of us who celebrate interactive media and the participatory web and the interactivity of computer culture, don't really like to be reminded of the reactionary critics of videogames who rail against the violence, and accuse violent games of encouraging and conditioning us into acceptance of extreme violent behaviour and ultimately leading the more vulnerable types into some kind of copy-cat action. Campus shootings, child pornography - all these are uncomfortable reminders that mediatised experiences often mask subterranean kinds of perversity.

Costikyan notes the violence in role-playing games (he isn't even specifically talking about videogames as such), and remarks that they are "unintellectual, even anti-intellectual, and tend to emphasise combat and violence at the expense of exploration of human issues."

In this context, Costikyan offers a imaginative case study of a role-playing game – Bestial Acts – in which he proposes a game in which the only ‘honest’ solution to intolerable moral dilemmas is to ‘act in vicious, brutal ways’. Instead of role-playing games as entertaining diversion, he proposes a role-playing game which is an emotionally harrowing ordeal. Imagine if your first person shooter, instead of rewarding you with progress every time you kill a non-player-character, instead stopped the gameplay and demanded to know why you had committed the awful act of murder against someone with a family? This, Costikyan suggests, is the Brechtian drama which is absent from the performances we engage in today.

As an immense fan of Brecht and of games, it is an arresting thought: what would Brecht do? What medium would he work in? Where are the Brechts of today?

Tags: alienation brecht epic game media-effects narrative narratives-3 narratives-4 verfremdungseffekt videogame violence

Image of Aarseth, E., Cybertext : Perspectives on Ergodic Literature
Aarseth, Espen, 1997. 'Introduction: Ergodic Literature' in Cybertext : Perspectives on Ergodic Literature, Baltimore: John Hopkins University

Analysing cybertext

Cybertext sounds like it ought only to refer to brand new works of literary endeavour that are inscribed in digital media. On the contrary, Aarseth considers the notion of cybertext in the wider context of literature, film - indeed any artefact which can be 'read' in some way.

Ergodic literature, Aarseth argues, refers to texts which require non-trivial work on the part of the user / audience / reader. This leads us to the notion of 'aporia' or challenge - such as puzzles which require solutions in order for the reader to progress.

Cybertext itself is a text which requires some kind of calculation in order for it to be manifested - this may be reflexive in that the text itself alters in response to the calcuation (which may be done by the users themselves, or by the algorithms which generate the text).

Aarseth uses these concepts to clarify and pull apart various terms which are often sloppily used: 'non-linear', 'multilinear', 'unicursal' and 'multicursal'.

Essential reading for the groundwork in understanding interactivity and narrative.

Tags: cybertext ergodic interactive narrative narratives-4 non-linearity text

Image of Bordwell, D. & Thompson, K., Film Art: An Introduction
Bordwell, David & Thompson, Kristin, 2008. 'Narrative As A Formal System' in Film Art: An Introduction, London: McGraw-Hill

Formal systems

This chapter is a highly readable intrduction to the idea that narratives are formal systems.

What is a formal system? Something that has rules. Bordwell and Thompson note that we tend to think of narratives as a sequence of events which are causally related - so cause and effect are parts of the 'formal system' of narratives.

Of course, postmodernism starts to pick at these formal systems and there are avant-garde narratives such as those written by Alain Robbe-Grillet which challenge the laws of causality, and the expectations of coherence and intelligibility which audiences have of the narratives they encounter.

Formal systems also start to give us an insight into ideas of genre - since genres are, after all, no more than sets of conventions (or rules) which prime an audience's expectations of a narrative experience.

Tags: formal narrative narratives-2 narratology system

Image of Lodge, D. (ed.), Modern Criticism and Theory: A Reader
Shklovsky, Victor,
'Art As Technique' in
Lodge, David (ed.), 1988. Modern Criticism and Theory: A Reader, London: Longmans

Seminal and influential formalist work

Shklovsky's essay 'Art as Technique' is an important marker in the history of formalism. Shlovsky articulates som eof the key tenets of Russian formalist approaches to understanding art:

"The technique of art is to make objects "unfamiliar," to make forms difficult, to increase the difficulty and length of perception because the process of perception is an aesthetic end in itself and must be prolonged"

Here in a nutshell is the key to alientation, ostranenie, estrangement, defamiliarisation, dehabitualisation, deautomatisation, distantiation, Verfremdungseffekt. To 'lay bare the device' is to draw attention to the artifice of representation.



Tags: alienation art ideology narrative narratives-3 representation verfremdungseffekt