Henry Jenkins Media Studies PDF
Henry Jenkins Media Studies PDF
Henry Jenkins Media Studies PDF
This approach represents a movement away from a traditional notion of public sector
politics and towards an engagement with the more domesticated conceptions of
citizenship that emerged through feminism, queer activism, and other identity politics
movements. I believe firmly that one reason why fewer and fewer people are voting is
that the realm of governance and elections has remained too abstract and removed from
the realm of their everyday lives. Increasingly, we are getting our knowledge about the
world around us from nontraditional sources and we are expressing our political
concerns outside the realm of government.
Some of the ideas in this essay first took shape in "Contact[ing] the Past," which I
initially wrote for an MIT student publication, but has enjoyed a much broader
circulation on the web. This essay used the opening of the film, Contact, to explore the
ways that the history of the participatory uses of early radio have been erased from our
popular memory of broadcast history and how these developments paralleled the
participatory spirit of the early internet.
Another Technology Review column, "Good News, Bad News" extends this
exploration of the information structures in place within contemporary media culture to
consider the future of the local newspaper in a world where consumers can choose
between hundreds of news sources on-line. I argue that the United States is evolving
away from a culture centered on strong identifications with geographically localized
communities and towards a national information culture, more like those found in
Europe. The article also considers the issue of diversification of information sources in
an age of media concentration, making the case that a locally focused journalism may
not, in the end, be any more diverse in the perspectives it offers than a rigorous
national news culture.
"Reading Popular History: The Atlanta Child Murders," which appeared in the Journal
of Communication in 1987, explored the issue of the relationship of documentary and
docudrama as vehicles for reporting on recent historical events -- in this case, on the
Atlanta child murders. At the same time, I depict the struggle between local and
national framings of the case, as I see how the Atlanta media responded to a disturbing
network representation of the city's handling of this case.
One of the writers who has most influenced my own thinking about media and
democracy is the Australian cultural critic and journalism historian John Hartley. I
have twice been asked to review Hartley's books and have used the occasion to delve
deeper into his ideas about democratic citizenship (not to mention to pastiche his
distinctive authorial voice.) My review of his book, "Popular Reality," for Continuum,
enabled me to develop some of my own ideas about the different ways that news and
entertainment television refract contemporary social and political developments and to
speculate about the Monica Lewinsky scandel.
ACCESS
The question of who has access to information technologies and who has the power to
express their ideas through these channels remains one of the most worrisome aspects
of the digital revolution.
I was one of the co-organizers behind a joint MIT-USC conference on Race in Digital
Space, which sought to shift this discussion away from the largely negative focus of
the debates about the "digital divide" and focus attention on successful efforts within
minority communities to exploit the political and community building potentials of
these new technologies. Conference participants argued that the digital divide rhetoric
can disempower minority activists by denying a history of innovative minority use of
communications technologies. Rather than seeing cyberspace as "race blind" or
exclusionary, the speakers focused on how minorities had pioneered alternative uses of
the media more appropriate to the interests of their communities. The conference, held
at MIT, was the first of two such events. The second one next year will enlarge the
conversation about race to include a more global perspective. The conference
organizers, Anna Everett, Tara McPherson, Erika Muhammed, and myself, are
currently in the process of editing a book based on the conference and the related art
exhibition for the University of California Press.
One of my Technology Review columns, "Digital Land Grab" examines the erosion of
fair use in the current moment of media in transition, suggesting the ways that the
expansion of corporate control over media content through copyright and trademark
law had the potential to disenfranchise the general public's efforts to mobilize popular
myths for their own expressive and ideological purposes.
I delved deeper into the politics of moral panic across a series of essays designed to
help educators better understand the place of popular culture in the lives of their
students. "The Uses and Abuses of Popular Culture" and "Lessons From Littleton"
grow directly from my Senate testimony itself. "The Kids Are Alright Online"
reflected an attempt to examine the ways teens were building a culture for themselves
in cyberspace which contrasted sharply with the problems they confronted at home and
at school. A fuller version of that talk can be found on the website for our MIT
conference, "We've Wired the Classroom -- Now What?"
Many people -- parents, teachers, religious leaders -- urged me to develop some models
and guidelines for how parents might talk with their children about popular culture. I
chose a somewhat novel way to approach this task, developing a dialogic essay with
my son, using episodes of Buffy the Vampire Slayer to explore the power relations
between parents and teens.
Jon Katz emerged as an important ally as I sought to break down the atmosphere of
moral panic that surrounded popular culture in the post-Columbine period. Katz, a
journalist for slashdot, offered up his column to high school students around the
country to report on the backlash against student rights and subcultural identities they
encountered in their schools. Katz came to MIT to participate in a public conversation
with me about the politics of adolescence, which was transcribed for the Media in
Transition website. Katz also asked me to write the introduction to a book based on his
"Voices From the Hellmouth" columns. What I produced is perhaps my most openly
autobiographical work to date, explaining how my own troubling high school
experiences shaped my political identity and led me to play such an active role in
responding to Columbine. Unfortunately, the book has never appeared, so this may be
the only place you will see this particular essay.
For the most part, the right has been far more effective at exploiting the concept of
"family values" than the left. In my essay, "No Matter How Small," which will appear
in Hop on Pop: The Politics and Pleasure of Popular Culture (which I co-edited with
Tara Mcpherson and Jane Shattuc) I describe a very different formulation of the family
which emerged at the end of World War II as parents sought to develop more
democratic forms of childrearing which would prepare their young for future
citizenship. In this essay, I explore how the writings of Doctor Seuss emerged from
this post-war discourse about the micropolitics of family life as well as from his own
public role as an editorial cartoonist for PM during the Popular Front period and as a
writer for the Frank Capra "Why We Fight" Propaganda films. How did Seuss
transform the categories of adult politics into simple fables intended to be read to
children in the context of the "permissive" home? What lessons might contemporary
progressives learn from examining this explicitly leftist discourse about parenting and
family life? How might it have foreshadowed the countercultural politics of the 1960s
as the children raised in these "democratic" homes reached maturity?
GENRES OF ENTERTAINMENT
Genre is one of the essential categories for the analysis of popular culture. A
genre is a "kind" of work, suggesting an exercise in classification, but genres
are also formulas that artists draw upon for the production of artworks and
conventions that enable consumers to make sense of new works based on their
knowledge of previous works in the same category. Genres should not be
understood as rules or restrictions so much as enabling mechanisms that allow
popular culture to be easily consumed and broadly appreciated. All works are
born from a mixture of invention and convention. A work that is pure invention
is unlikely to be fully understood or appreciated; a work that is pure convention
is likely to be boring and uninteresting. Popular aesthetics centers around this
effort then to reach the right balance between invention and convention.
HYBRID GENRES
My own work has explored a broad range of genres -- comedy, science fiction,
melodrama, horror, exploitation films, erotica, children's films, and many others. In
this work, I have tended to emphasize the complexity of genre categories, looking at
works that straddle genre traditions and focusing on the ways that audiences negotiate
between competing genre framings of the same work. For example, my essay, "The
Amazing Push-Me/Pull-You Text: Cognitive Processing, Narrational Play and the
Comic Film", first published in Wide Angle, drew on cognitive theory to explain how
readers made use of genres in making sense of works of popular fiction and then
suggested some of the complexities of applying this approach to answer the question of
how we know that a film is intended to be taken as a comedy.
"It's Not a Fairy Tale Any More!': Gender, Genre, Beauty and the Beast", which first
appeared in the Journal of the University Film and Video Association and was later
expanded for publication in my book, Textual Poachers: Television Fans and
Participatory Culture, dealt with conflicting understanding of genre between the
producers and viewers of the television series, Beauty and the Beast, using genre
theory to better understand how fans fall in and out of harmony with commercial
media texts.
"Do You Enjoy Making The Rest of Us Feel Stupid: alt.tv.twinpeaks, The Trickster
Author and Viewer Mastery," which appeared in David Lavery (Ed.) Full of Secrets:
Critical Approaches to Twin Peaks, deals with Twin Peaks as a work which sparked a
high degree of audience speculation in part because it combined mystery and soap
opera, both genres which, in their own way, encourage readers to search for secrets
hidden within the narrative.
In "Monsters Next Door," written as a dialogue with my son, we draw tools from the
study of horror, melodrama, and youth media to explore what Buffy the Vampire Slayer
might tell us about how teens negotiate tensions with their parents and other adult
authorities as they seek to find their own place in the world.
"Shall We Make It for New York or For Distribution?: Eddie Cantor, Whoopee and
Regional Resistance to the Talkies", which was first published in Cinema Journal and
later in What Made Pistachio Nuts?: Early Sound Comedy and the Vaudeville
Aesthetic, I look at the commercial basis for genre mixing, suggesting that Eddie
Cantor's films were understood as musicals in New York and other major cities where
Broadway entertainment was popular and as comedian comedies in the hinterlands
where musicals were facing resistance from audience members and exhibitors.
I have written two case studies of the ways that artists work with and against the
conventions of popular genres: one centering on the exploitation film director
Stephanie Rothman who struggles to insert her feminist politics into films intended for
a drive-in audience; the other centering on the ways that avant garde artist Matthew
Barney appropriates and reworks material from popular entertainment -- especially
horror.
FILM COMEDY
SCIENCE FICTION
Written with John Tulloch, Science Fiction Audiences: Star Trek, Doctor Who and
Their Followers explored why different audience groups were drawn towards science
fiction as a genre and how this shaped their rather different experiences of Star Trek
and Doctor Who. My interest in science fiction as a genre led me to organize a reading
series at MIT that explored how science fiction authors have dealt with issues of media
change. Transcripts of these conversations are posted on the Media in Transition
website, along with an introductory essay which made the point that science fiction has
been one major source of vernacular theory about the cultural and social impact of
media change.
suggested that the genre of the boy's adventure story and the boy's computer game
drew on similar kinds of "blood and thunder" elements and represented attempts by
adults to produce works consistent with boy's backyard play culture. I then draw on
other works in the girls book tradition to understand some of the directions being taken
within the girls game movement.
"The All-American Handful: Dennis the Menace, Permissive Childrearing and the Bad
Boy Tradition", which appeared in Lynn Spigel and Mike Curtin's The Revolution
Wasn't Televised: Sixties Television and Social Conflict, I discuss how Dennis the
Menace emerged from the bad boy genre in children's literature and contrast bad boys
with the sentimental representation of femininity in children's books of the same era.
note: the media in transition project ended in the fall, 2000. this site is
an archive of those activities. current forums and conferences continue
under the auspices of the mit communications forum.
Search
media in transition
book series from the mit press
Associate editors:
Edward Barrett
Henry Jenkins
The Media in Transition series provides a forum for humanists and social scientists who wish to
speak not only across academic disciplines but also to policy makers, media and corporate
practitioners, and, most of all, their fellow citizens.
contact
media in transition
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Introduction: The Baroque and the Neo-Baroque 3. Hypertexts, Mappings, and Colonized
(complete) Spaces
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Angela Ndalianis
Once upon a time there was a film called Jurassic Park (Spielberg 1992), and on its
release, audiences went to cinemas by the millions to be entertained by the magic that had
to offer. On the one hand, the film's story enthralled its viewers. Recalling that other
monster, King Kong, in Jurassic Park, genetically engineered dinosaurs were brought to life
by an entrepreneur who was determined to place them within a theme park habitat so that
they could become a source of pleasure and entertainment for millions. On the other hand,
the computer effects that so convincingly granted filmic life to these dinosaurs that inhabited
the narrative space astounded audiences. Then, once upon another time soon after, the
dinosaurs migrated to another entertainment format and roamed the narrative spaces of the
Sony PlayStation game The Lost World: Jurassic Park. To engage with this fictional world,
audiences inserted a PlayStation disk into their consoles and a different, yet strangely
similar, narrative scenario emerged. Dinosaurs were still genetically engineered; however,
now the game player became integral to the way the narrative unraveled. Trapped on an
island inhabited by various dinosaur species, the player now "performed" by interacting with
this digital entertainment format, in the process progressively adopting the roles of
dinosaurs and humans alike in a struggle that culminated in the final survival of one
dominant species.
And yes, once upon yet another time, there was a land called "Jurassic Park," but this was
no film or computer space. This was a geographical locale with which the audience
physically engaged, one of the many lands in Universal's Islands of Adventure theme park
in Orlando, Florida (figure I.1). Here the audience experienced an alternate version of the
Jurassic Park story by traversing a land that was littered with animatronic dinosaurs.
Literally entering the fictional space of Jurassic Park, the participant
Figure I.1 The Jurassic Park Ride, Universal Studios, Orlando, Florida. By permission of
Universal Studios.
now experienced the narrative space in architecturally invasive ways by taking a ride
through a technologically produced Jurassic theme park. Traveling along a river in a boat,
participants floated through a series of lagoons (including the "Ultrasaurus Lagoon") whose
banks were inhabited by animatronic versions of hadrosauruses, dilophosauruses,
triceratops, and velocitators. Soon after, however, the wonder of seeing such deceptively
real spectacles of extinct beings was destroyed, and the participants of the fiction found
their wonder turn to terror when they were stalked by raptors and a mammoth
Tyrannosaurus, barely escaping with their lives by plunging to their escape down an eighty-
five-foot waterfall.1 Although each of these "tales" can be experienced and interpreted
independent of the others, much can be lost in doing so, for these narratives belong to
multiple networks of parallel stories that are all intimately interwoven. Each "tale" remains a
fragment of a complex and expanding whole.
In the last two decades, entertainment media have undergone dramatic transformations.
The movement that describes these changes is one concerned with the traversal of
boundaries. In the film Jurassic Park (and its sequels The Lost World: Jurassic Park II and
Jurassic Park III), film technology combines with computer technology to construct the
dinosaur effects that are integral to the films' success. Like the Jurassic Park films, the
Terminator films and the Spiderman comic books find new media environments in the
theme park attractions Terminator 2: 3D Battle across Time and The Amazing Adventures
of Spiderman (both at Universal Studios). Computer games2 like Phantasmagoria I and II
and Tomb Raider I, II, and III cross their game borders by incorporating film styles, genres,
and actors into their digital spaces. And the narratives of the Alien films extend into and are
transformed by a successful comic-book series. All these configurations have formal
repercussions. Media merge with media, genres unite to produce new hybrid forms,
narratives open up and extend into new spatial and serial configurations, and special effects
construct illusions that seek to collapse the frame that separates spectator from spectacle.
Entertainment forms have increasingly displayed a concern for engulfing and engaging the
spectator actively in sensorial and formal games that are concerned with their own media-
specific sensory and playful experiences. Indeed, the cinema's convergence with and
While revealing contemporary cinema's connections with the classical era of storytelling,
Jurassic Park also highlights a great many of the radical transformations that have occurred
in the film industry in the last three decades. Thompson claims that, although the "basic
economic system underlying Hollywood storytelling has changed . . . the differences are
essentially superficial and nonsystemic" (1999, 4).6 The fact is, however, that the economic
structure of the industry today is fundamentally different from that of the pre-1950s era. Our
society, technologies, audiences, and cultural concerns have altered dramatically in the
interim. Conglomeration of the film industry since the 1960s has reshaped the industry into
one with multiple media interests. One outcome of this conglomeration has been new
convergences between diverse entertainment media-comic books, computer games, theme
park attractions, and television programs-that have also had formal ramifications.7 The
advent of digital technology (and the economic advantages it offers) has altered the film
industry's production practices, with the result that new aesthetics have emerged. The home
market saturation of VCRs, cable, and DVD technology has produced not only what Jim
Collins calls new forms of "techno-textuality" (1995, 6), but also alternate modes of
audience reception and an intensity of media literacy never before witnessed in the history
of the cinema.
Although she acknowledges the new synergies and emphases on spectacle and action that
the contemporary film industry favors, Thompson states that industry features such as tie-in
products, publicity, and marketing have been a part of the industry since the 1910s and that
currently the industry is involved merely in "intensifications of Hollywood's traditional
practices." It is all, says Thompson, a matter of "degree" (1999, 3).8 Yet this matter of
degree is surely an important one: "Intensification" can reach a point at which it begins to
transform into something else. In the instance of the contemporary entertainment industry,
this "something else" has embraced classical storytelling and placed it within new contexts,
contexts that incorporate a further economization of classical narrative form, digital
technology, cross-media interactions, serial forms, and alternate modes of spectatorship
and reception. "Hollywood filmmaking," states Thompson, "contrary to the voices
announcing a `post-classical' cinema of rupture, fragmentation, and postmodern
incoherence, remains firmly rooted in a tradition which has flourished for eighty years and
shown every sign of continuing" (336). I agree. Not only does the classical still persist, but it
is also integrated into alternate modes of media discourse. A new order emerges. This book
is concerned with this new order, an order that I call the "neo-baroque." As I will stress later,
the terms "baroque" and "classical" are not used in this book in any oppositional sense: The
baroque embraces the classical, integrating its features into its own complex system.
In this book I argue that mainstream cinema and other entertainment media are imbued with
a neo-baroque poetics. Points of comparison are identified between seventeenth-century
baroque art and entertainment forms of the late twentieth and early twenty-first centuries to
establish continuous and contiguous links between the two eras. In suggesting parallels
between the two periods, I do not propose that our current era stands as the mirror double
of the seventeenth century. Different historical and social conditions characterize and
distinguish the two periods. There are, however, numerous parallels between the two that
invite comparison in the treatment and function of formal features, including an emphasis on
serial narratives and the spectacular: forms that addressed transformed mass cultures:
Throughout this book, therefore, "baroque" will be considered not only as a phenomenon of
the seventeenth century (an era traditionally associated with the baroque), but also, more
broadly, as a transhistorical state that has had wider historical repercussions.
I am especially concerned with evaluating the transformed poetics that have dominated
entertainment media of the last three decades. It is suggested here that, as a result of
technological, industrial, and economic transformations, contemporary entertainment media
reflect a dominant neo-baroque logic. The neo-baroque shares a baroque delight in
spectacle and sensory experiences. Neo-baroque entertainments, howeverwhich are the
product of conglomerate entertainment industries, multimedia interests, and spectacle that
is often reliant upon computer technologypresent contemporary audiences with new
baroque forms of expression that are aligned with late-twentieth- and early-twenty-first-
century concerns. The neo-baroque combines the visual, the auditory, and the textual in
ways that parallel the dynamism of seventeenth-century baroque form, but that dynamism is
expressed in the late twentieth and early twenty-first centuries in technologically and
culturally different ways. Importantly, underlying the emergence of the neo-baroque are
transformed economic and social factors.
This book belongs to an expanding set of works that position the cinema and new media in
relation to earlier forms of representation and visuality. Because I adopt a baroque model,
my ideas are especially indebted to the research of Barbara Maria Stafford, Jay Bolter, and
Richard Grusin, who, from alternate perspectives, discuss the inherent "historicity" of media.
As Stafford states in Artful Science: Enlightenment Entertainment and the Eclipse of Visual
Education, "we need to go backward in order to move forward" (1994, 3). By our going
backward, various parallels between epochs may emerge, thus allowing us to develop a
clearer understanding of the significance of cultural objects and their function during our
own times. Stafford establishes these links specifically between the eighteenth and late
twentieth centuries. For Stafford, the audiovisuality of the baroque was transformed and
given an "instructive" purpose in the eighteenth century to usher in a new era of reason that
came to be associated with the Enlightenment. With specific attention given to the
dominance of digital media in our own era, Stafford posits that our culture is undergoing
similar pivotal transformations. Our optical technologies-home computers, the Internet,
cable, and other information technologies-provide a means of using the image in ways that
may transport users to a new period of technological reenlightenment (1994, xxiii).
In Remediation: Understanding New Media, Jay Bolter and Richard Grusin are more
expansive in their historical focus. They argue that all media, no matter how "new," rely on a
media past. New media always retain a connection with past forms. Like painting,
architecture, and sculpture, which have a longer history of traditions to draw upon,
contemporary media such as the cinema, computer games, and the Internet "remediate" or
refashion prior media forms, adapting them to their media-specific, formal, and-cultural
needs. In short, according to Bolter and Grusin, "No medium today, and certainly no single
media event, seems to do its cultural work in isolation from other media" (1999, 15). This
interdisciplinary, cross-media, and cross-temporal approach remains integral to the ideas
that follow.
Although this book focuses on diverse media such as computer games, theme park
attractions, and comic books, as well as mainstream cinema, following the works of John
Belton (see, in particular, his 1992), Scott Bukatman (1993, 1995, 1998), Jim Collins (1989,
1995), Vivian Sobchack (I987, 1990), Janet Wasko (1994), and Justin Wyatt (1994), this
book considers the cinema's continuing relevance in a world that has become infiltrated by
new media technologies and new economic structures. In its combination of narrative,
image, and sound, the cinema remains paradigmatic and, as is evident in the works of the
above-mentioned historians and theorists, much of the best analysis of new media emerges
from cinema studies. Likewise, the writings of Sobchack (1987), Bukatman (1993, 1995,
1998) and Brooks Landon (1992) have been especially influential in the priority they give to
science fiction and fantasy cinema as fundamental vehicles that offer insight into the impact
of new media technologies in the context of postmodernism. The new historical poetics that
this book explores are particularly evident in these genres. As Bukatman (1998) has noted,
since the release of Star Wars in 1977, not only has science fiction become paradigmatic of
the cross-media and marketing possibilities of conglomeration, but the films narrativize the
implications and effects of new technologies as well as implementing new technologies in
the construction of the films' special effects. Science fiction and fantasy films, computer
games, comic books, and theme park attractions become emblematic of changing
conditions-cultural, historical, economic, and aesthetic-as played out across our
entertainment media. In my efforts to delineate the transformations that the entertainment
industry has undergone in light of economic and technological shifts, I have reconsidered
the research of the academics mentioned above from alternate angles, considering and
elaborating on their arguments from the perspective of the neo-baroque. Before we travel
the path of the neo-baroque, however, a brief overview and clarification of the usages of the
term "baroque" is in order.
"The baroque" is a term traditionally associated with the seventeenth century, though it was
not a label used by individuals of the period itself to describe the art, economics, or culture
of the period. Although when the term "baroque" was originally applied to define the art and
music of the seventeenth century is not known, its application in this way-and denigratory
associations-gathered force during the eighteenth century. During this time, "baroque"
implied an art or music of extravagance, impetuousness, and virtuosity, all of which were
concerned with stirring the affections and senses of the individual. The baroque was
believed to lack the reason and discipline that came to be associated with neoclassicism
and the era of the Enlightenment. The etymological origins of the word "baroque" are
debatable. One suggestion is that it comes from the Italian "barocco," which signifies
"bizarre," "extravagant"; another is that the term derives from the Spanish "barrueco" or
Portuguese "barrocco," meaning an "irregular" or "oddly shaped pearl."9 Whatever the
term's origins, it is clear that, for the eighteenth and, in particular, the nineteenth century,
the baroque was increasingly understood as possessing traits that were unusual, vulgar,
exuberant, and beyond the norm. Indeed, even into the nineteenth century, critics and
historians perceived the baroque as a degeneration or decline of the classical and
harmonious ideal epitomized by the Renaissance era.
As stated, the life span of the historical baroque is generally associated with the
seventeenth century, a temporal confine that is more often a matter of convenience (a
convenience to which I admittedly succumb in this book), as it is generally agreed that a
baroque style in art and music was already evident in the late sixteenth century10 and
progressed well into the eighteenth century, especially in the art, architecture, and music of
northern Europe and Latin America.11 Until the twentieth century, seventeenth-century
baroque art was largely ignored by art historians. The baroque was generally considered a
chaotic and exuberant form that lacked the order and reason of neoclassicism, the
transcendent wonder of romanticism, or the social awareness of realism. Not until the late
nineteenth century did the Swiss art critic and historian Heinrich Wolfflin reconsider the
significance of the formal qualities and function of baroque art. Not only were his
Renaissance and Baroque (1965; originally published in 1888 and revised in 1907) and
Principles of Art History: The Problem of the Development of Style in Later Art (1932;
originally published in 1915) important in their earnest consideration of the key formal
characteristics of seventeenth-century art, but they established the existence of a binary
relationship between the classical (as epitomized by Renaissance art) and the baroque12
that has persisted into the twenty-first century.13
Although I draw on the studies of Wolfflin, Walter Benjamin, Remy Sasseilin, and Jose
Maravall on the seventeenth-century baroque, one of the most influential works on my own
deliberations is Henri Focillon's The Life of Forms in Art, originally published in 1934.
Focillon's arguments diverge from those of the above-mentioned authors. Despite his strictly
formalist concerns and lack of engagement with cultural issues beyond an abstract
framework, Focillon understood form in art as an entity that was not necessarily limited to
the constraints of time or specific historical periods. Quoting a political tract from Balzac;
Focillon stated that "everything is form and life itself is form" (1992, 33). For Focillon, formal
patterns in art are in perpetual states of movement, being specific to time but also spanning
across it (32): "Form may, it is true, become formula and canon; in other words, it may be
abruptly frozen into a normative type. But form is primarily a mobile life in a changing world.
Its metamorphoses endlessly begin anew, and it is by the principle of style that they are
above all coordinated and stabilized" (44).
Although the historical baroque has traditionally been contained within the rough temporal
confines of the seventeenth century, to paraphrase Focillon, I suggest that baroque form
still continued to have a life, one that recurred throughout history but existed beyond the
limits of a canon. Therefore, whereas the seventeenth century was a period' during which
baroque form became a "formula and canon," it does not necessarily follow that the baroque
was frozen within the temporal parameters of the seventeenth century. Although the latter
part of the eighteenth century witnessed the dominance of a new form of classicism in the
neoclassical style, baroque form continued to have a life, albeit one beyond the limits of a
canon. For example, later-twentieth-century historians and theorists of the baroque have
noted the impact of the baroque on nineteenth- and twentieth-century art movements.
Sassone, for example, has explored the presence of a baroque attitude to form in the
artistic movements of surrealism, impressionism, and neo-gongorism (Overesch 1981, 70,
citing Sassone 1972). Buci-Glucksman (1986, 1994) equated what she labeled a baroque
folie du voir with the early-twentieth-century modernist shift toward abstraction. Similarly,
Martin Jay (1994) liberated the baroque from its historical confines, stating, like Buci-
Glucksman, that the inherent "madness of vision" associated with the baroque was present
in the nineteenth-century romantic movement and early-twentieth-century surrealist art. In
associating it with these instances of early modernist art, the word "baroque" is being
adopted by historians and theorists who recognize the modernist and abstract qualities
inherent in the baroque; the baroque becomes a tool critical to understanding the nature of
these early modernist artistic movements.
With respect to the cinema, the baroque is often conjured up to signify or legitimate the
presence of an auteurist flair in the films of specific directors. In most cases, the term
"baroque" is used rather loosely to describe a formal quality that flows , "freely" and
"excessively" through the films of particular directors, the implication being that to be
baroque implies losing control (whereas on the contrary, as will be explained later,
seventeenth-century baroque often revealed an obsessive concern with control and
rationality). To be baroque is (supposedly) to give voice to artistic freedom and flight from
the norm. Classical Hollywood, contemporary Hollywood, and art cinema directors alike
have been evaluated from the perspective of the baroque. The films of directors Federico
Fellini,14 Tim Burton,15 Michael Powell and Emeric Pressburger, Tod Browning, James
Whale, Michael Curtiz, 16 Raul Ruiz,17 and Peter Greenaway18 have been discussed as
reflecting baroque sensibilities. When the word "baroque" is used to describe particular
films, again the term carries with it connotations of something's being beyond the norm or of
a quality that is in excess of the norm. Thus the Soviet film Raspoutine, 1'Agonie (Klimov
1975) is analyzed as baroque given its emphasis on themes of aberration, the mystical, and
the fantastic (Derobert 1985). The Italian film Maddalena (Genina 1953) is defined as
baroque because of its melodramatic style and its focus on the excess spectacle of the
Catholic church.19 Mad Max: Beyond Thunderdome (Miller 1995) may be understood as
baroque because of its "mythic proportions," its grandeur, and its sense of the hyperbolic.20
In interviews, Baz Luhrmann repeatedly refers to the baroque logic-the theatricality,
lushness, and spectacle of the mise-en-scene and editing-that inspired his trilogy Strictly
Ballroom ( 1997), Romeo + Juliet ( 1999), and Moulin Rouge! (2001 ). And Sally Potter's
Orlando (1992) has been described as a postmodern, neo-baroque film that draws upon
baroque devices, including intertextuality, parody, and a carnivalesque attitude that
transforms Virginia Woolf's 1928 novel Orlando: A Biography (on which the film was based)
into a "staged" world of stylistic excess and performativity.21
To return to Focillon's argument regarding the simultaneously fluid and stable properties of
art form, in all the instances cited above, baroque traits flow fleetingly through various art
movements and films but retain their freedom of motion: the baroque, in this case, is not
"frozen" or "canonized" as a style. With the exception of the seventeenth century, it was not
until the twentieth century that baroque form underwent a series of metamorphoses that
resulted in the stabilization of the baroque as a style. Throughout the twentieth century,
baroque form altered its identity as a style in diverse areas of the arts, continuing restlessly
to move on to new metamorphic states and cultural contexts.22
The "Baroque Baroque" and the Hollywood Style: The 1920s and 1930s
In Baroque Baroque: The Culture of Excess, Stephen Calloway traces the direct impact of
seventeenth-century baroque design, art, and architecture on twentieth-century culture.
Labeling the self-conscious fascination with the baroque in the twentieth century the
"baroque baroque" (1994, 15), Calloway traces its influences in the worlds of theater,
cinema, architecture, interior design, and haute couture fashion. The 1920s and 1930s in
particular can be characterized as stabilizing a new baroque style. In London, an elite and
influential group of upper-class connoisseurs in the 1920s formed the Magnasco society
(named after a rather obscure seventeenth-century painter Alessandro Magnasco, who was
known for his "fantastic" style) with the intention of exhibiting baroque art (48). Soon, what
came to be known as a "neo-baroque" style was all the rage. As Calloway states,
"magazines of the day decreed that the neo-baroque was in," especially in interior design
(50). As early as 1906, Sir Edwin Landseer Lutyens's Folly Farm residence (West
Berkshire, 1906-1912) introduced decorative schemes that included trompe l'oeil illusions
influenced by the seventeenth-century baroque. In the 1920s Lord Gerald Wellesley's
bedroom in his London townhouse displayed the "Magnasco society taste," and a neo-
baroque form was evident in his bizarre and spectacular bed, the paintings that hung on the
walls, and other baroque-inspired schemes in the room's decoration (48). Likewise, Cecil
Beaton's neo-baroque house, Ashcombe-which included baroque furniture, door cases,
putti sculptures, trompe l'oeil effects and mirrors, as well as light sconces on the walls that
were cast in plaster in the form of human arms (a feature that was to reappear in Cocteau's
La Belle et la Bete of 1946)-set many trends (86-90).23
A taste for things neo-baroque was also filtering into the exuberant and "dandified fashions"
of eccentric characters like Cecil Beaton and Sacheverell Sitwell (whose book on the
seventeenth-century Spanish baroque also contributed to an understanding of earlier
baroque culture) (Calloway 1994, 32). These more eccentric tastes were soon to enter a
more mainstream market when fashion designers like Coco Chanel, Helena Rubenstein,
and Elsa Schiaparelli chose to market the "new concept of Chic" by producing stage salon
shows and fashions that were marked by a baroque extravagance (79-81).24 This renewed
interest in the baroque was also evident in the theater and ballet of the period. For example,
the entrepreneur Seregei Diaghilev greatly influenced the look of the Ballets Russes,
reigniting a concern for the spectacle of the baroque through the inclusion of exotic
costumes of baroque design, baroque settings, and spectacular firework displays
traditionally associated with seventeenth-century theater.25
In the United States, the young film industry began a love affair with baroque flair and
monumentality. The sets, costumes, themes and designs of grand Hollywood epics like
Intolerance (Griffith 1926), Queen Kelly (von Stroheim 1928), The Scarlet Empress (von
Sternberg 1934), and Don Juan (Crosland 1926) (whose interiors were modeled on those of
the Davanzanti palace in Florence) reiterated the spectacular grandeur of baroque style
(Calloway 1994, 52-59). According to Calloway, the "visual richness of film culture" and the
evident success of the star system by the 1920s shifted the cinema's evocation of fantasy
and glamour off the screen and onto the private lives of its stars and the public sphere they
inhabited (56). Film culture nurtured an environment that allowed baroque form to infiltrate
the space of the city (specifically Hollywood and Beverly Hills). A baroque opulence the
likes of which had never been seen since the seventeenth century soon exploded, and what
came to be known as the "Hollywood style" emerged. Following the likes of stars like
Douglas Fairbanks and Mary Pickford, whose palatial abode, Pickfair, was constructed on
the outskirts of Hollywood, a spate of movie moguls and film stars commissioned grand
mansions that often explicitly imitated the seventeenth-century palazzi of European
aristocrats and monarchs. The designs of Hollywood picture palaces followed suit. An
aristocratic style was reborn to herald a new aristocracy, one engendered by the Hollywood
film industry. The most famous fantasy mansion of the period was, of course, William
Randolph Hearst's San Simeon (figure I.2). Adorned with booty plundered from throughout
Europe, this mansion (which approached the size of a city) also included a cinema in the
style of Louis XIV (57).
The monarchs in this new Hollywood aristocracy were the movie stars and media moguls,
and they asserted their power and starlike qualities through a baroque visual splendor. The
cultural space of Los Angeles was imbued with a new identity, one that would resurge with
a revised fervor at the end of the century, when the neo-baroque was to become canonized
within a radically different cultural context.26
Omar Calabrese (1992), Peter Wollen (1993), Mario Perniola (1995), and Christina Degli-
Esposti (1996a, 1996b, 1996c) have evaluated (from different perspectives) the affinities
that exist between the baroque-or, rather, the neo-baroque-and the postmodern. It is as a
formal quality of the postmodern that the neo-baroque has gained a stability that emerges
from a wider cultural context. Initially, the strongest connection between the postmodern
and the baroque emerged in the context of Latin American literature, art,27 and criticism, in
particular, in the writings of the Cuban author Severo Sarduy, who consciously embraced
the baroque as a revolutionary form, one capable of countering the dominance of capitalism
and socialism (Sarduy 1975; Beverley 1988, 29). From the 1950s, in Latin America, the
baroque was revisited as the neo-baroque, becoming a significant political form in the
process. Particularly in literature, the seventeenth-century baroque's obsessive concerns
with illusionism and the questionable nature of reality was adapted to a new cultural context,
becoming a formal strategy that could be used to contest the "truth" of dominant ideologies
and issues of identity, gender, and "reality" itself.
Generally, literary historians have associated the Latin American neo-baroque with the rise
of the metafictional new-historicist novel that flourished during the boom period (1960s-
1970s) and particularly in the postboom period of the 1980s. Although which authors are to
be considered part of the boom period and which are part of the postboom is much
debated, the tendency to equate both (and in particular the latter)
with the neo-baroque is a point rarely debated. Novels such as Fernando del Paso's
Noticias del Imperio (1987), Roa Bastos's Yo, el Supremo (1975), and Carlos Fuentes's
Terra Nostra ( 1976) are viewed as simultaneously emerging from a postmodern context
and as reflecting neo-baroque formal concerns (Thomas 1995, 170). Emphasizing the
radical and experimental possibilities inherent in baroque form (as also outlined in the
writings of Buci-Glucksman and Jay), Latin American writers such as Luis Borges, Severo
Sarduy, Fernando del Paso, Jose Lezama Lima, Alejo Carpentier, and Carlos Fuente
developed a deconstructive style that owed a great deal to philosophical writings of theorists
such as Jacques Derrida, Michel Foucault, and Fredric Jameson. Embracing the
postmodern, these novelists also consciously melded theoretical concerns with stylistic
strategies adapted from the seventeenth-century baroque tradition: the instability and
untrustworthiness of "reality" as a "truth"; the concern with simulacra; motifs like the
labyrinth as emblem of multiple voices or layers of meaning; and an inherent self reflexivity
and sense for the virtuosic performance. The movement that emerged as a result came to
be known as the neo-baroque.28 Additionally, many of the writings of these authors also
invested in a Bakhtinian concern with the carnivalesque, intertextuality, dialogic discourse,
and "heteroglossic, multiple narrative voices"; as Peter Thomas states, in all, a "neobaroque
verbal exuberance . . . [and] . . . delirious" style ensued ( 1995, 171 ).
In "The Baroque and the Neobaroque," Severo Sarduy suggests that, whereas the Latin
American baroque (of the seventeenth and eighteenth centuries) was simply a colonial
extension of the European (and, in particular, the Spanish) baroque, the neobaroque
embraces a more critical stance by returning to the European (as opposed to colonial)
origins (Thomas 1995, 181; Sarduy 1975, 109-115).29 The aim was to reclaim history by
appropriating a period often considered to be the "original" baroque thereby rewriting the
codes and "truths" imposed on Latin America by its colonizers. By reclaiming the past
through the baroque form, these contemporary Latin American writers could also reclaim
their history. 'The new version of history that resulted from this reclamation spoke of the
elusive nature of truth, of historical "fact," of "reality," of identity and sexuality. According to
the neo-baroque, truth and reality was always beyond the individual's grasp.
In Spain, the baroque transformed along similar formal lines, becoming associated in the
second half of the twentieth century with the literature of the period and with
postmodernism. Freeing themselves from the oppressive censorship of the Franquist
regime, in the 1960s and 1970s Spanish writers began to experiment with modernist and
antirealist literary styles.30 Critics labeled the emerging Spanish style, which was influenced
by the Latin American boom authors who had deliberately embraced the styles and
concerns of Golden Age writers such as Miguel de Cervantes and Calderon de la Barca,
"baroque" or, more often, "neo-baroque" (Zatlin 1994, 30; Overesch 1981, 19). Following
the lead of many Latin American authors, Spanish writers such as Jose Vidal Cadellan,
Maria Moix, Jose Maria Castellet, Manuel Ferrand, and Juan Goytisolo adopted stylistic
features integral to seventeenth-century Spanish baroque literature.31 Francisco Ayala's El
Rapto (1965), for example, retells one of the stories recounted in Cervantes's Don Quixote.
Reflecting on the layered nature of the baroque, Ayala travels back in time to the
seventeenth century to comment on Spain of the present, particularly on the "disorientation
pervading contemporary Spanish society" under the post-Franco regime (Orringer 1994,
47). As with the Latin American neobaroque, particular features of a baroque poetics
emerged:32 minimal or lack of concern with plot development and a preference for a
multiple and fragmented structure that recalls the form of a labyrinth; open rather than
closed form; a complexity and layering evident, for example, in the merging of genres and
literary forms such as poetry and the novel; a world in which dream and reality are
indistinguishable; a view of the illusory nature of the world-a world as theater; a virtuosity
revealed through stylistic flourish and allusion; and a sell-reflexivity that requires active
audience engagement (Overesch 1981, 26-60).33 For these Latin American and Spanish
writers, the neo-baroque became a potent weapon that could counteract the mainstream:
They embraced the neo-baroque for its inherent avant-garde properties.34 The
contemporary neo-baroque, on the other hand, finds its voice within a mainstream market
and, like the seventeenth-century baroque, directs its seduction to a mass audience.
In recent decades, the neo-baroque has inserted its identity into diverse areas of the arts,
continuing restlessly to move on to new metamorphic states and contexts, nurtured by a
culture that is attracted to the visual and sensorial seductiveness integral to baroque form.
In the late twentieth and early twenty-first centuries, we have experienced the reemergence
and evolution of the baroque into a more technologically informed method of expression. A
baroque mentality has again become crystallized on a grand scale within the context of
contemporary culture. The spectacular illusionism and affective charge evident in Pietro da
Cortona's ceiling painting of The Glorification of Urban VIII (Palazzo Barberini, Rome, 1633-
1639), the virtuosic spatial illusions painted by Andrea Pozzo in the Church of S. Ignazio
(Rome, 1691-1694) (figure I.3),
Figure I.3 Andrea Pozzo, The Glory of S. Ignazio (detail) Chruch of S. Ignazio, Rome, 1691-
1694. © Photo Vasari, Rome.
the seriality and intertextual playfulness of Cervantes's Don Quixote (1605 and 1615), and
the exuberant and fantastic reconstruction of Versailles under Louis XIV have
metamorphosed and adjusted to a new historical and cultural context. Specifically, I follow
the lead of Omar Calabrese (1992), Peter Wollen (1993), and Mario Perniola (1995), all of
whom understand (from different perspectives) the neo-baroque and the postmodern as
kindred spirits. Although I recognize the multiple and conflicting theoretical responses to the
postmodern condition, however,35 postmodern debates do not constitute the primary
concern of this book. A specifically neo-baroque poetics embedded within the postmodern
is my primary point of reference. Although some postmodern tropes and theories underpin
the analysis to follow, I am not concerned with reiterating the immense body of literature
and analysis that has already been articulated so admirably by numerous writers, including
pioneers like Fredric Jameson, Jean Lyotard, Robert Venturi,36 Jean Baudrillard, Perry
Anderson, and Steven Best and Douglas Kellner. It is within the context of the postmodern
that the neo-baroque has regained a stability that not only is found in diverse examples of
entertainment media cultures but has exploded beyond the elite or marginalized confines of
eccentric European aristocrats, Hollywood film stars, and closed literary circles and into our
social spaces.
That which distinguishes earlier phases of the twentieth-century baroque from its current
guise is the reflexive desire to revisit the visuality associated with the era of the historical
baroque. The "baroque baroque" deliberately reintroduced variations of seventeenth-
century fashion, theatrical, and architectural designs, grand-scale spectacle, and baroque
historical narratives in the context of the cinema, theater, and ballet. The Latin American
and Spanish neo-baroque emerged from a conscious effort on the part of writers to
manipulate seventeenth-century baroque techniques for contemporary, avant-garde
purposes. The late-twentieth- and early-twenty-first-century expression of the neo-baroque
emerges from radically different conditions. As was the case with the seventeenth-century
baroque, the current expression of the neo-baroque has literally emerged as a result of
systemic and cultural transformations, which are the result of the rise of conglomeration,
multimedia interests, and new digital technology. Cultural transformation has given birth to
neo-baroque form. The neo-baroque articulates the spatial, the visual, and the sensorial in
ways that parallel the dynamism of seventeenth-century baroque form, but that dynamism is
expressed in guises that are technologically different from those of the seventeenth-century
form. In the last three decades in particular, our culture has been seduced by visual forms
that are, reliant on baroque perceptual systems: systems that sensorially engage the
spectator in ways that suggest a more complete and complex parallel between our own era
and the seventeenth-century baroque. In this respect, my concern is with broader issues
and general tendencies that give rise to dominant cultural sensibilities.
As history has shown us, human nature being what it is, we cannot resist the drive to locate
and label such dominant sensibilities: baroque, Renaissance, medieval, modernist,
postmodernist. Underlying all such categories is a desire to reduce and make
comprehensible the complex and dynamic patterns and forces that constitute culture. In his
study of German baroque tragedy, Benjamin raises a significant query with regard to issues
of categorization, in particular, the typing of "historical types and epochs" such as the
Gothic, the Renaissance, and the baroque (1998, 41). The problem for the historian lies in
homogenizing the cultural phenomena (and, indeed, the culture) specific to different
historical epochs:
As ideas, however, such names perform a service they are not able to perform as concepts:
they do not make the similar identical, but they effect a synthesis between extremes.
Although it should be stated that conceptual analysis, too, does not invariably encounter
totally heterogeneous phenomena, and it can occasionally reveal the outlines of a
synthesis. (41)
defend the methodological foundation that underlies the arguments in this book; I do,
however, draw attention to my reservations with "zeitgeisting" and reducing the complex
and dynamic processes in operation in cultural formations to simplistic and reductive
conceptual observations, and I hope that what follows does not travel that path.
In recent years, a number of historians, philosophers, and critical theorists, including Omar
Calabrese, Gilles Deleuze, Mario Perniola, Francesco Guardini, Peter Wollen, and Jose
Maravall, have explored the formal, social, and historical constituents of the baroque and
neo-baroque. Deleuze understood the baroque in its broadest terms "as radiating through
histories, cultures and worlds of knowledge" including areas as diverse as art, science,
costume design, mathematics, and philosophy (Conley 1993, xi). Likewise, in his historical
and cultural study of the seventeenth-century Spanish baroque, Antonio Maravall observed
that it is possible to "establish certain relations between external, purely formal elements of
the baroque in seventeenth-century Europe and elements present in very different historical
epochs in unrelated cultural areas. . . . [Therefore] it is also possible [to] speak of a baroque
at any given time, in any field of human endeavour" (1983, 4-5).
Maravall, who is concerned with the seventeenth century, is interested in the baroque as a
cultural phenomenon that emerges from a specific historical situation. Maravall also,
however, privileges a sense of the baroque that encompasses the breadth of cultural
diversity across chronological confines. His approach is a productive one. While exploring
distinct centuries that have sets of cultural phenomena particular to their specific historical
situations, it is nevertheless possible to identify and describe a certain morphology of the
baroque that is more fluid and is not confined to one specific point in history.
The formal manifestations of the baroque across cultural and chronological confines also
concern Omar Calabrese in his Neo-Baroque: A Sign of the Times (1992). Dissatisfied with
postmodernism as a consistent, unified framework of analysis that explains aesthetic
sensibilities, Calabrese suggests that the neo-baroque offers a productive formal model with
which to characterize the transformations of cultural objects of our epoch (1992, 14).
Recognizing, like Maravall before him, that the baroque is not merely a specific period in the
history of cultures situated within the seventeenth century, (though with greater focus than
Maravall on the twentieth century), Calabrese explores the baroque as a general attitude
and formal quality that crosses the boundaries of historical periodization. For Calabrese,
therefore, "many important cultural phenomena of our time are distinguished by a specific
internal `form' that recalls the baroque" in the shape of rhythmic, dynamic structures that
have no respect for rigid, closed, or static boundaries (5). The protean forms that he locates
in blockbuster films, televisual serial structures, and the hybrid alien or monstrous hero are,
in turn, placed (briefly) within a broader cultural sphere in which chaos theory, catastrophe
theory, and other such "new sciences" reflect similar fluid transformations that contest prior
scientific "norms" (171-172).
According to Calabrese, neo-baroque forms "display a loss of entirety, totality, and system
in favour of instability, polydimensionality, and change" (1992, xii). Following Yuri Lotman's
organization of knowledge according to "the spatial aspect of the cultural system,"
Calabrese suggests that space must have a border:
HISTORICAL POETICS
Much of my early work dealt with points of intersection between different media,
though I did not yet have a fully developed understanding of what comparative media
studies might look like. For example, my book, What Made Pistachio Nuts?: Early
Sound Comedy and the Vaudeville Aesthetic dealt with the development of a new
aesthetics of popular performance in vaudeville which had an enormous impact on film
comedy as Broadway performers were recruited by Hollywood in order help make the
transition from silent to sound cinema. In this book, I explore what aspects of the
vaudeville style could work in the context of classical Hollywood narrative and which
were rejected and reworked as cinema restabilized its own norms after the end of that
transitional period.
In a later essay, "The Fellow Keaton Seems to Be the Whole Show': The Interrupted
Performance in Buster Keaton's Films", which appeared in Andrew Horton's Buster
Keaton's Sherlock Junior, I go back to an earlier period of interaction between popular
theater and cinema, exploring the different performance strategies that emerge at
different moments in Buster Keaton's career to negotiate between competing aesthetic
norms.
This research was informed by an approach, known as historical poetics, which seeks
to map the aesthetic norms and implicit assumptions that shaped the production of
media texts at particular historical junctures. This approach was developed by David
Bordwell and Kristen Thompson as they applied and adapted the ideas of the Russian
formalists to study cinema. My essay, "Historical Poetics and the Popular Cinema,"
published in Mark Jancovich's Approaches to the Popular Cinema, I outline and
expand upon their framing of historical poetics, suggesting its relevance to a larger
understanding of popular aesthetics and the politics of taste cultures.
Several of my Technology Review columns have dealt with the ways that digital media
are altering more traditional forms of communication, dealing with emerging concepts
of interactive television in "TV Tomorrow" or shifting conceptions of journalism in
"..." "Art Form for the Digital Age" uses Gilbert Seldes's concept of the "lively arts,"
developed in response to early 20th century media forms such as the comic strip, the
Hollywood film, and the Broadway musical, to propose ways of thinking about the
aesthetic status of computer games. Another column, "Culture Goes Global" uses the
production and circulation of global fusion music to make some predictions about new
kinds of culture which are likely to emerge as the net expands points of contact
between different national cultures.
"Nintendo and New World Narrative," which first appeared in Steve Jones'
Communications in Cyberspace, represents a dialogue with Renaissance scholar Mary
Fuller which compares new world travel writing and computer games as two different
forms of spatial stories. Here, we argue that spatial stories represent an understudied
aesthetic tradition that displaces issues of narrative causality and character
development in favor of spatial exploration.
I have subsequently traced the ways this same community makes use of digital media.
"Do You Enjoy Making the Rest of Us Feel Stupid?: alt.tv.twinpeaks, The Trickster
Author, and Viewer Mastery," which appeared in David Lavery's Full of Secrets:
Critical Approaches to Twin Peaks, explored the ways that fans of Twin Peaks
employed the internet to expand the resources available to them for deciphering the
mystery of Who Killed Laura Palmer.
I returned to this same issue of on-line communities and fan reception almost a decade
later with "Interactive Audiences?" Here, I draw on Pierre Levy's concept of collective
intelligence to examine the ways fans use computers in relation to other media to
expand opportunities for critical dialogue, audience activism, and cultural production
and distribution and in the process, redefine the relations between audience, producers,
and texts.
Another recent essay, "Quentin Tarantino's Star Wars? Parody and Appropriation in an
Age of Cultural Convergence", which will appear in Bart Cheever and Nick Constant's
d-Film anthology, deals with the ways that Star Wars fans have made use of the
emerging resources of digital cinema to talk back to the Hollywood blockbuster. Once
again, I am dealing with the flow of content -- stories, characters, ideas -- from one
media system to another.
In "Before the Holodeck: Tracing Star Trek Through Digital Media," co-authored with
Janet Murray and first appearing in Greg Smith's On A Silver Platter: CD-Roms and
the Promises of a New Technology, I examine what gets embraced and what gets left
behind when television content is transformed into the basis for interactive
entertainment. Murray approaches this question from an aesthetic perspective,
expressing pleasure in the more immersive opportunities for play with Star Trek
introduced by games, where-as I tackle the question from the point of view of meaning
and interpretation, noting the ways that Star Trek games excludes aspects of the series
metatext which sustained the interests and participation of its female fans.
METHODOLOGY
In recent years, I have been called upon to develop overview essays that synthesize
significant new theoretical and methodological developments.
For example, the Hop on Pop project was intended to focus attention on new
methodological and conceptual models for studying the politics and pleasures of
popular culture. In a manifesto , "The Culture That Sticks to the Skin: Towards a New
Paradigm in Cultural Studies," co-authored with Jane Shattuc and Tara McPherson, we
make a case for the emergence of a new perspective, one born of a closer affective
relationship to popular culture, a greater emphasis on the particularity of specific case
studies which are nevertheless understood within a larger context, a commitment to
language which makes these ideas more accessible to a broader public, and an
awareness of the interplay between global and local factors. An earlier version of this
"Reception Theory and Audience Research: The Mystery of the Vampire's Kiss,"
which appeared in Christine Gledhill and Linda William's Reinventing Film Theory, re-
visits core issues in theorizing the cinematic audience and ends with the suggestion that
such accounts are limited if they do not fully address a new media environment where
film may be consumed through many different communication channels and where
film content intersects with other media content in many different ways.
MEDIA CONVERGENCE
We are living in an age when changes in communications, storytelling and
information technologies are reshaping almost every aspect of contemporary
life -- including how we create, consume, learn, and interact with each other. A
whole range of new technologies enable consumers to archive, annotate,
appropriate, and recirculate media content and in the process, these technologies
have altered the ways that consumers interact with core institutions of
government, education, and commerce.
OVERVIEWS
I have increasingly come to prefer the term, media convergence, to describe the full
context of media change. In "Convergence? I Diverge," one of my Technology Review
columns, I offer a basic overview of different kinds of convergences -- technological,
economic, aesthetic, organic, and global -- which are redefining our media
environment. It is a good starting point for understanding much of my other recent
writing on this topic.
"The Work of Theory in the Age of Digital Transformation", published in Toby Miller
and Robert Stam's A Companion to Film Theory, makes the case for a new mode of
media theory which reflects the opportunities and challenges of the media age. Central
to this argument is a consideration of the ways that digital change is provoking
theorizing not only with the academy but across all of those sectors being reshaped by
the new media and an urge for academic theory to move beyond the classroom to
engage in a larger public conversation about those changes.
One important discourse on media change has come through science fiction, which
emerged in the 1920s as part of a larger effort to promote popular access to information
on scientific discovery and technological innovation. I developed a series of forums
involving contemporary science fiction writers discussing the key themes of media
change underlying their work. Transcripts of these conversations with Gregory
Benford, Octavia Butler, Orson Scott Card, Joe Haldeman, James Patrick Kelly, Ellen
Kushner, Frederick Pohl, Allen Steele and Sarah Zettel can be found on the Media in
Transition website. I provided an overview on the relationship of science fiction and
media change intended as an introduction to the various transcripts entitled "Media and
Imagination: A Short History of American Science Fiction."
With Christopher Weaver, I developed an MIT course on Popular Culture in the Age of
Media Convergence. The syllabus of that course is on-line and provides a good reading
list for anyone wanting to know more about this topic. An important aspect of this site
are the various student critiques of contemporary media product which display, with
varying degrees of competency or mastery, some of the core concepts to emerge from
the class.
I am currently developing a book proposal exploring more fully how these various
forms of media convergence are impacting contemporary popular culture. Watch this
space for more news as the book develops.
CULTURAL CONVERGENCE
If the phrase, media convergence, can be used to describe the kinds of technological
and economic changes which are fostered the flow of media content across multiple
delivery technologies, cultural convergence describes the new ways that media
audiences are engaging with and making sense of these new forms of media content. I
have argued that cultural convergence has preceded, in many ways, the full
technological realization of the idea of media convergence, helping to create a market
for these new cultural products. I first introduced the concept of "cultural convergence"
in "The Stormtroopers and The Poachers," a talk which I gave at the University of
Michigan which was transcribed for circulation of Philip Agre's Red Rock Eater News
mailing list. I later fleshed out that essay more fully for an anthology on cult audiences
which will be published in Paris next year.
"Interactive Audiences?", which will be published in xx, explores how Pierre Levy's
Collective Intelligence might shed light on the behavior of media audiences in this new
era. Specifically, I explore how the knowledge culture of fandom is transformed
through the use of networked communications and how the new media alter reader's
relations to texts, to media producers, and to each other. I trace various ways that the
media industries are responding to the challenges of a more participatory culture.
DIGITAL CINEMA
I have become increasingly interested in studying new aesthetic forms that have
emerged in response to the potentials of digital media. One such area of interest is
digital cinema. Digital cinema can refer to many different things, ranging from the use
of digital cameras in film production or digital projection in film exhibition to the use
of the web as a delivery system for films. Our Digital Cinema conference explored
many different aspects of this topic.
In "The Director Next Door," one of my Technology Review columns, I explore how
the development of the web as a distribution channel might empower amateur
filmmakers not only to make new kinds of films but also to reach new audiences. I
briefly discuss here the ways that commercial media is starting to recruit media makers
and content from the web.
I explore the intersection between commercial and amateur media making more fully
in "Quentin Tarantino's Star Wars?: Parody and Appropriation in an Age of Cultural
Convergence," which will appear in Bart Cheever and Nick Constant's d. film
anthology. Here, I argue that Star Wars functioned as a "catalyst" encouraging fans to
embrace the potentials of digital production and distribution, resulting in an enormous
grassroots movement of Star Wars parodies. As a result of this essay, I was asked to
develop a festival of fan-made films to be shown at the Walker Art Institute and to
develop program notes explaining my choices.
COMPUTER GAMES
I became interested in computer and video games more than a decade ago when my
son purchased his first Nintendo. A short time later, I wrote my first essay, "x Logic:
Placing Nintendo in Children's Lives," which sought to review an emerging body of
scholarly literature on games and to stress the importance of atmospheric design and
spatial narrative to this emerging medium. I built on that concept of spatial storytelling
through a dialogic essay, "Nintendo and New World Narrative," which I co-authored
with Mary Fuller and which appeared in Steve Jones's Communicating in Cyberspace.
I took a more social historical approach to game space in "Complete Freedom of
Movement: Video Games as Gendered Playspace" in From Barbie to Mortal Kombat:
Gender and Computer Games. Here, I argued that a comparison between traditional
gendered play spaces and computer games might shed light on the challenge of
developing games which might appeal equally to girls and to boys. I have recently
returned to reconsider the relationship between space and narrative in "...", which
thinks about game design as a form of informational architecture which provides the
preconditions for emergent and embedded forms of storytelling.
In "Art Form for the Digital Age," published in Technology Review, I make the case
that games are a new "lively art," along the lines outlined by Gilbert Seldes in the
1920s, and explore what we might learn about game aesthetics through analogies to the
silent cinema. These ideas are fleshed out more fully in "....", an essay which will
appear in ....and in "...", an essay developed in conjunction with "Game On," an
exhibition of games as art at London's Barbican Art Center.
I have increasingly sought to engage in a larger dialogue with people in the games
industry about the current state and future potential of games as a medium. In
collaboration with the Interactive Digital Software association, I helped to organize the
first national academic conference on video and computer games, bringing together
leading game designers and game critics (academic and journalistic) for a two day
conversation about the medium. More than 400 pages of transcripts of that event have
been posted on the web and constitute an important resource for anyone who wants to
understand the current state and future direction of the games industry.
Through the Comparative Media Studies program, I have organized a series of creative
leaders workshops with Electronic Arts, a leader in the games industry, to explore
issues of character, narrative, emotion, and community and to point towards some new
directions for game design. We have helped to organize a series of workshops and
presentations at such industry gatherings as the Games Developers Conference, E3
(The Electronic Entertainment Exposition), and Siggraph, which have helped to
enlarge the industry conversation about games.
We are currently working with Microsoft to explore the potential use of game for
learning. Our task is to make the case for games as a potential instructional and
simulation platform and to develop prototypes of how one might combine state of the
art game play with MIT quality science and engineering instruction.
As we have taken this conversation about games into the public sphere, my work has
gained a great deal of attention within the games press and general interest publications
alike. My favorite stories to date include a far reaching interview with Kurt Squire in
Joystick 101, a conversation on games and violence in Gamasutra, and ....
MEDIA CONSUMPTION
All media theory makes assumptions about the nature of the media audience. In
some cases, those assumptions emerge through introspection or through reading
audiences as if they were products of formal and ideological structures of texts
or through borrowing models from psychology or... Audience research seeks to
directly engage with empirical audiences in order to better factor their
experiences and perspectives into its accounts. In my opinion, what is important
about audience research is not necessarily its ability to arrive at some truth,
since it still reads the audience through some theoretical framework which
makes some aspects visible but may blind us to others, but it opens up a
dialogue between researchers and audiences and, if done well, forces us to be
more accountable for the claims that we make about media consumption and
interpretation.
OVERVIEWS
I offered an overview of the methods and theoretical models surrounding audience
research, at least as they are applied to cinema, in "Reception Theory and Audience
Research: The Mystery of the Vampire's Kiss", which appeared in Christine Gledhill
and Linda Williams (eds.), Reinventing Film Theory. Here, I use Thelma and Louise as
a case study for examining how audience researches have looked at aspects of the text,
contexts of reception, and interpretive communities to map the reception process, and
end with some ideas about how what we learn from fan communities might inform
academic criticism.
Anyone who wants to better understand my own approach to audience research might
start with two lengthy published conversations, one with Taylor Harrison, which first
appeared in Enterprise Zones, and the other with Matt Hills, which was published in
Intensities. Across these two conversations, I try to contextualize my fan studies
research and deal with the academic and personal stakes in researching the audience.
The Intensities dialogue represents an exchange between two generations of fan
researchers on such topics as the impact of media convergence on fan culture, the
relationship between fandom and academia, the problematic analogy between fandom
and religion, the value of psychoanalysis for discussing fan cultures, and the challenges
of writing about and documenting the affective dimensions of fandom.
STUDYING FANDOM
I have been an active television and cult media fan for more than two decades, well
before I entered academic life. When I first began studying media in graduate school, I
was enormously frustrated with academic representations of media consumption,
because their vision of isolated, passive, and ideologically vulnerable consumers were
so at odds with my highly social, engaged, empowered, and creative experiences as a
fan. I often joke that I got tired of being told to get a life and decided to write a book
instead. Textual Poachers: Television Fans and Participatory Culture was that book --
an attempt to map fandom as an interpretive and creative community actively
appropriating the content of television for its own pleasures. My work drew heavily on
ideas from Michel DeCerteau's The Practice of Everyday Life and was informed by my
mentor, John Fiske, whose ideas about media audiences are best represented in his
book, Television Culture. Nothing prepared me for the response to Textual Poachers
either within the academy, where it is still widely taught more than a decade after its
original publication, within fandom itself, where passages of the book routinely surface
as signature lines on e-mail, or in journalism, where the book has helped to reshape the
ways reporters cover the fan community. I am now in negotiations with Routledge to
develop an expanded and updated new addition of the book to deal with the ways that
fandom has changed over the past decade as a result of networked computing and
media convergence.
"Interactive Audiences?, which will first appear in xx, maps some of those changes and
suggests some new directions in my own thinking about fandom. Here, I draw on
Pierre Levy's Collective Intelligence to describe the links between affect, knowledge,
and community in a media environment that has facilitated new kinds of interactions
between fans, producers, and texts and where industry operates on an assumption of an
active and potentially collaborative consumer.
"The Poachers and the Stormtroopers: Popular Culture in the Digital Age", which first
appeared on Red Rock Eater News and more recently has been expanded and translated
into French for publication in xx, offered another take on the changing status of fans,
exploring contradictory responses to fan culture from a media industry eager to absorb
aspects of fan aesthetics but uncomfortable with the image of a grassroots community
of cultural producers whose use of its intellectual property can not be adequately
policed. The issue of fandom and intellectual property law also surfaces in "Digital
Land Grab," which was published in Technology Review.
queer activists, and urging us to think in new ways about what might be described as
categories of cultural preference. Both of these essays deal with the issue of people
dressing up and performing the parts of fictional characters, albeit from very different
theoretical perspectives.
Textual Poachers has often been read as a book about Star Trek fans. Perhaps this is
because my very first essay on fan fiction, "Star Trek Rerun, Reread, Rewritten",
which first appeared in Studies in Mass Communication, dealt with Star Trek as its
primary case study. In fact, Textual Poachers dealt with the female fanzine
community, which cuts across many different media products. It was not intended
either as a study of Star Trek fans per se nor a totalizing account of fandom, but a
specific case study of a fan community. To make this point, I followed up Textual
Poachers with a book that did deal with Star Trek fans, Science Fiction Audiences:
Star Trek, Doctor Who, and Their Followers, which I co-authored with John Tulloch.
In my sections of the book, I tried to demonstrate the ways three different fan
communities -- male MIT students, female fanzine writers, and the members of a queer
fan club -- interacted with Star Trek. Each group took something different from their
encounter with the series, depending on, among other things, their understandings of
science fiction as a genre, their existing interests and fantasies, and their forms of
social interaction and cultural production. Of the case studies in the book, "Out of the
Closet and Into the Universe: Queers and Star Trek" has been the most widely
reprinted and the most influential. It is an example of what John Hartley calls
"Intervention Analysis" in which the academic researcher joins forces with the media
audience for an activist purpose. In this case, I wanted to lend my support to a letter-
writing campaign which wanted to see a gay, lesbian, or bisexual character included on
the television program as a reflection of its historic commitment to the acceptance of
diversity.
INTERPRETIVE COMMUNITIES
Shaping Science Fiction Audiences was the idea that fandom constituted an interpretive
community or, more accurately, communities. Interpretive communities are social
groups which share similar intellectual resources and patterns of making meaning.
With interpretive communities, meanings are debated and over time, some loose
consensus emerges. There is, of course, never total agreement, but there appears to be
some agreement about what kinds of disagreements can be tolerated and which ones
throw you beyond the parameters of a particular group. Interpretive communities
become especially visible in net discourse when they collide with each other,
producing flame wars. Flame wars occur on fan lists, I argue, where the core
assumptions which are taken for granted by individual participants are too much at
odds with each other to be tolerated, forcing them to be dealt with in more explicit and
often more impassioned ways.
Through the years, I have developed a number of case studies of specific fandoms that
might be read as interpretive communities, trying to offer detailed accounts of the
process of their interpretive activities and how their interpretations of specific
programs fit within the larger context of their lives. For example, in "It's Not a Fairy
Tale Any More!: Gender, Genre, Beauty and the Beast," which first appeared in the
Journal of the University Film and Video Association and later in Textual Poachers, I
examine a group of female fans of Beauty and the Beast, suggesting how they drew on
the program's balance of romance and action-adventure to work through contradictions
and uncertainties about the place of femininity in an era where women are assuming
more and more professional responsibility. I demonstrated the place of genre in
shaping both their evaluations of individual episodes and their expectations about
where the series was likely to take them and then discuss the fragmentation and
reinvention of their community when the producers "retooled" the series in an effort to
attract more male viewers.
By contrast, "Do You Enjoy Making The Rest of Us Feel Stupid?: alt.tv.twinpeaks, the
Trickster Author and Viewer Mastery," which appeared in David Lavery's Full of
Secrets: Critical Approaches to Twin Peaks, dealt with the predominantly male fans on
an early internet discussion list which was preoccupied with the challenge of
determining who killed Laura Palmer and had constructed a vivid image of David
Lynch as a "tricky" author to justify their own intensive reading of the series. Here,
again, notions of genre plays a significant role, since they tended to fold the soap opera
aspects of the series into their reading of it as a mystery, using the challenge of solving
the crime to justify their speculations about interpersonal relationships.
A third case study, "Going Bonkers!: Children, Play and Pee-Wee," first published in
Camera Obscura and later reprinted in Constance Penley and Sharon Willis's Male
Trouble, dealt with children as media consumers, suggesting that children do not so
much watch television as play with it. Here, I draw on children's play, stories, and
artwork to reveil their attempts to work through the ambiguities surrounding Pee-Wee
Herman's man-child persona, seeing this as part of a larger process of exploring what it
means to gain maturity at a time when they were making a transition from the home to
kindergarten.
the Social Construction of the Science Fiction Fan Community," which appeared in
Lisa Lewis's The Adoring Audience, dealt with filk, a genre of fan-generated folk
music. In the first essay, I used filk as a means of complicating our understanding of
fan identification with series characters as well as exploring how fans used filk songs
to express their ambivalent feelings about their own experiences as media consumers.
In the second essay, I compared filk to traditional folk culture, stressing its community
building functions.
In "Before the Holodeck: Tracing Star Trek Through Digital Media," co-authored with
Janet Murray and published in Greg Smith's On a Silver Platter: CD-ROMs and the
Promises of a New Technology, I use what we know about fandom as an interpretive
and creative community to assess the kinds of interactivity on offer in Star Trek
computer and video games. What we learned was that those aspects of the series which
had sustained the interests and participation of female consumers were systematically
stripped aside in order to develop games that more perfectly satisfied the interests of
the game industry's predominantly male demographic.
HISTORICAL AUDIENCES
Most of the work referenced here draws on various forms of ethnographic research to
map the activities of contemporary media consumers. The challenges of documenting
historical media audiences are somewhat more daunting. Two of my essays can be
thought to deal directly with historical media audiences and they adopt very different
techniques for reconstructing those viewers. In "Shall We Make It for New York or
For Distribution?: Eddie Cantor, Whoopee, and Regional Resistance to the Talkies," I
draw on trade press reports and industry surveys to reconstruct a history of hinterland
resistance to certain genres -- especially the musical -- which had emerged as
Hollywood made the transition to talking pictures. I argued that the early talkie period
exaggerated the importance of northeastern cities, which were among the first to have
theaters wired for sound, where-as the solidification of sound cinema restored the
power of hinterland markets and forced a rejection of strategies that had seemed
promising only a year earlier. I documented the repositioning of Jewish comedian
In "Same Bat Channel, Different Bat Times: Mass Culture and Popular Memory,"
which I co-authored with Lynn Spigel for William Uricchio and Roberta Pearson's The
Many Lives of the Batman, we tried to construct the "popular memory" of the 1960s
cult television series through focal group interviews of people who recalled watching
the program as children. Here, we combined research into the contemporary reception
of the series with oral history techniques, reading recent responses as illustrating the
processes by which personal and collective experiences are transformed and
mythologized through memory.
VERNACULAR THEORY
My thinking about fandom has been tremendously influenced by Thomas
McLaughlin's Street Smarts and... McLaughlin challenges our conception of theory
production as an exclusively academic activity, forcing us to reflect on the place of
theory-making in a range of other sectors, including fandom. Everyday people develop
theories to explain their own relationships to media and these theories can be as
sophisticated on their own terms as those produced within the scholarly community.
He challenges us to engage more openly with theoretical dialogue with these
vernacular theorists. I have taken up his challenge in two different published works.
In "Voices from the Combat Zone: Game Grrlz Talk Back," with appeared in From
Barbie to Mortal Kombat: Gender and Computer Games, co-edited with Justine
Cassell, I reprinted essays about gender and computer games which first appeared on a
range of fan websites. Here, the self-proclaimed "game grrls" offered a significant
critique of the ideological assumptions shaping the "girls game" movement,
challenging us to rethink academic assumptions about what women want from games.
In "The Normal Female Interest in Men Bonking: Selections from Terra Nostra
Underground and Strange Bedfellows," which was co-edited with Cynthia Jenkins and
Shoshanna Green and appeared in Cheryl Harris and Alison Alexander's Theorizing
Fandom: Fans, Subculture and Identity, we introduced academic readers to various
attempts by slash fans to theorize slash writing. Here, the three editors were active
participants in an APA, an amateur publication, which regularly discussed slash and its
relationship to other forms of sexual representation and we reprinted our own fannish
contributions to the APA alongside other contributions.
MEDIA LITERACY
My interest in media audiences has led me in recent years to become more outspoken
in advocating the development of media literacy resources for our schools. To some
degree, this activism has been inspired by my disgust at the easy fit between media
effects research (which often ascribes little or no agency to consumers) and the kinds
The shifts in my thinking about media literacy education can be traced across several
of my essays. "Empowering Children in the Digital Age: Towards a Radical Media
Pedagogy", which was published in Radical Teachers, discusses my skepticism about
the myth of childhood innocence underlying much media literacy education and
proposes a more radical approach which empowers children to critique and rewrite
media texts.
The Columbine Massacre and the moral panic that followed forced me to pay greater
attention to this issue, as might be suggested by my testimony before the U.S. Senate
Commerce Committee and my essay, "Professor Jenkins Goes to Washington" which
was written in response to that experience.
I wrote two essays, "Lessons From Littleton: What Congress Doesn't Want to Hear
About Youth and Media", which appeared in Independent School, and "The Uses and
Abuses of Popular Culture: Raising Children in the Digital Age", which appeared in
The College Board Review. Both countered widespread claims that media violence had
inspired the recent wave of school shootings, drawing on insights from audience
research to offer a more complex account of the place of violent entertainment in the
lives of contemporary teens.
As part of a school outreach effort, we produced a study guide for teachers to use to
discuss contemporary media developments with their students. In addition, I engaged
in debates with moral reformer David Grossman and conversations with journalist Jon
Katz about Columbine and media violence.
In response to requests that I provide some model for how parents can develop better
communication with their children about popular culture, I wrote "The Monsters Next
Door: A Father-Son Conversation about Buffy, Moral Panic and Generational
Differences" as a dialogic essay with my son about one of our favorite television
shows, using it as an entry point into thinking about the psychological and social roots
of moral panic and generational conflict.
These activities suggest the potential value of audience research for framing policy
debates about media literacy education and youth access to digital technologies.
CHILDREN'S CULTURE
The popular culture produced for, by, and/or about children. Children's culture
is not "innocent" of adult political, economic, moral or sexual concerns. Rather,
the creation of children's culture represents the central arena through which we
construct our fantasies about the future and a battleground through which we
struggle to express competing ideological agendas.
COMPUTER GAMES
Several of my projects have involved looking at computer games, which represent one
of the most important new forms of children's media in recent years.
"x Logic" was a review of Marsha Kinder's Playing With Power and Eugene
Provenzo's Video Kids: Making Sense of Nintendo but also includes some original
analysis of the spatial rather than narrative-focus of video games and the ways that
gameplaying fits within children's everyday lives.
Extending these arguments, "Nintendo and New World Travel Narratives"was a dialog
with Renaissance literature scholar Mary Fuller about the category of "spatial stories,"
a concept derived from the work of Michel de Certeau. We argue that certain kinds of
narratives lack the focus on characterization, causality, and linear plot development
which defines classical storytelling and instead focus on movements through and the
occupation of narrative space. We argue for a fundamental congruence between
Nintendo games and earlier forms of travel narratives. This essay appeared in Steve
Jones' anthology, Cyber-Society.
The issue of gender and computer games forms the focus of my forthcoming book,
From Barbie to Mortal Kombat: Gender and Computer Games, which is co-edited
with Justine Cassell (from the MIT Media Lab). This book brings together essays by
scholars in a range of fields, including educational psychology, cultural studies, social
science research, and media design, and includes interviews with six key women in the
games industry and a selection of webzine writings by game grrlz. The book takes a
snapshot of the current "girls game" movement as a way of understanding the
intersection between academic and entrepreneural feminism in the late 1990s.
In our introductory essay, "Chess for Girls?: Feminism and Computer Games," we
trace through the range of political and corporate responses to the "gender gap" in the
computer game industry, outlining some of the contradictory assumptions about gender
shaping current decisions about game design, development, and distribution.
In an essay for Technology Review titled "An Art for the Digital Age," I made the
argument that video and computer games constitute a new "lively art." I borrow the
concept of "lively art" from Gilbert Seldes, who wrote in the 1920s to put forward the
argument that the most important American arts for the 20th century would be popular
arts, such as Hollywood movies, jazz, comic strips, and Broadway musicals.
"The Sensuous Child: Dr. Benjamin Spock and the Sexual Revolution" offers a
provocative look at changing conception of children's sexuality as reflected in advice
to parents on such issues as masturbation, "playing doctor," and parental nudity. It
traces the shift from the anti-sensualism associated with the pre-war work of
behaviorist William Watson to the celebration of sensuality and exploration of the
body associated with the post-war work of Benjamin Spock and others. This essay
appears in my collection, The Children's Culture Reader.
"'The All American Handful': Dennis the Menace and the Bad Boy Tradition" fits
Hank Ketchum's popular comic strip and the television series adaptation within a
tradition of writings about bad boys which date back to the 19th century and which
provided the culture with a way of exploring its conflicting feelings about masculinity.
This essay appears in The Revolution Wasn't Televised: Sixties Television and Social
Change.
"'Her Suffering Aristocratic Majesty': The Sentimental Value of Lassie" uses the
classic children's novel, Lassie Come Home, and its television manifestation to explore
the intersection between our sentimental valuation of the dog and of the child.
Specifically, I examine moments in the television narrative when Lassie changes
ownership as crisis points in the program ideology, exploring how the series negotiates
these transitions and how each shift reflects some changes in the core assumptions
behind the series. This essay appears in Kid's Media Culture edited by Marsha Kinder.
"'No Matter How Small': The Democratic Imagination of Doctor Seuss" examines the
ways that shifting post-war assumptions about childhood were linked to larger debates
about democracy and represented a domestic extension of the pre-war Popular Front
movement. I examine the links between Doctor Seuss's pre-war and wartime activities
as an editorial cartoonist for PM and as a propagandist working in the Capra Unit and
his post-war writings for children. This essay will appear in Hop on Pop: The Politics
and Pleasure of Popular Culture.
CHILDHOOD INNOCENCE
The Children's Culture Reader brings together a range of pre-published essays by
"The Innocent Child and Other Myths" is the introduction to this collection. Using a
consideration of Susan Molinari's address to the 1996 Republican National Convention
and Hilary Clinton's speech to the 1996 Democratic National Convention, I
demonstrate the complex relationship between the image of the innocent child and
adult politics. Then, I offer an overview of the ways that our understanding of the child
has shifted across the last five hundred years and the ways that cultural scholars and
others have understood the issue of children's cultural and political agency.
The syllabus for my course, "Understanding Children's Fictions," suggests some ways
that classroom teachers might encourage students to reflect on the intersection between
adult politics and children's culture. [link syllabus here]
Almost from the day I arrived at MIT, I have been deeply involved in the Women's
Studies Program. I also served as the acting director of the MIT Gay and Lesbian
Studies program for three years. Issues of gender and sexuality have been central to my
work, including both my scholarship and my teaching. I have taught two courses
specifically in this area -- Gender, Sexuality and Popular Culture and Myths of Gender
-- Masculinity.
MASCULINITY
Much of the scholarship in gender studies has emerged from feminist work and has
tended to focus on the social construction of femininity and on the limitations that
women experience in their professional and personal lives. A growing body of
literature, also inflected by feminist theory and politics, has begun to turn the lens in
the other direction -- to examine the social construction of masculinity. Many of my
essays adopt this approach. Collectively, these essays represent an attempt to map
some of the central genres of contemporary entertainment in terms of their often
complex and contradictory representations of male identity.
"Never Trust a Snake!: WWF Wrestling as Masculine Melodrama" uses genre theory
to examine the melodramatic dimensions of television wrestling and its "fit" with the
social and economic experience of working class American males. Specifically, I draw
on the work of Norbert Elias to examine the ways that sports function as an authorized
space of male emotional release and to consider the ways that the fictional structure of
wrestling makes it especially effective for provoking strong emotions. This essay first
appeared in Aaron Baker and Todd Boyd (ed.), Out of Bounds : Sports, Media, and the
Politics of Identity Because of this essay, I was interviewed for the Canadian
documentary, Wrestling With Shadows, which will appear on the Arts and
Entertainment Channel this fall.
"The Laughing Stock of the City: Male Dread, Performance Anxiety and Unfaithfully
Yours" examines masculine responses to another genre -- film comedy. One of my few
ventures into psychoanalytic theory, I offer an account of the relationship between
male identity formation and a dread of women and suggests the ways that comedy may
serve useful psychic functions in helping to resolve male fears about their own
inadequacies in comparison to our larger-than-life ideals about heroic masculinity. This
approach helps me to examine the complexities of Preston Sturge's Unfaithfully Yours
and to explain why this film has been widely perceived as an artistic failure. This essay
originally appeared in Kristine Karnack and Henry Jenkins (Ed.) Classical Hollywood
Comedy.
"Dennis the Menace, 'The All-American Handful'" represents the intersection between
my work on children's culture and my work on masculinity, examining the narrative
tradition of "bad boy" comedy as embodying certain masculine fantasies about escape
from matriarchal control and then exploring how the 1950s comic strips and 1960s
television series based on Dennis the Menace expressed specific concerns of the post-
war generation about fatherhood and domesticity. This essay initially appeared in a
slightly edited form in Michael Curtin and Lynn Spigel (Eds.) The Revolution Wasn't
Televised:Sixties Television and Social Conflict.
"'Don't Become Too Intimate With That Terrible Woman!': Wild Women, Disorderly
Conduct and Gendered Laughter in Early Sound Comedy" looks at the representations
of gender relations within the early 1930s films of three comic stars, W.C. Fields,
Winnie Lightner, and Charlotte Greenwood. Fields' comedies fit within a larger
tradition I call "Comedy of Marital Combat" which reflects male anxieties about the
growing authority women exercised in the domestic sphere; Winnie Lightner's films
use comic masquerade to express a female resistance to traditional conceptions of
feminine beauty and compliance; Charlotte Greenwood's So Long Letty turns the
"Comedy of Marital Combat" on its head to express why women might not find
domestic life so rewarding. This essay first appeared in Camera Obscura and then
appeared in my book, What Made Pistachio Nuts?: Early Sound Comedy and the
Vaudeville Aesthetic.
"'You Don't Say That in English!': The Scandal of Lupe Velez," written to appear in a
forthcoming collection of essays on female comic performance edited by Kristine
Karnack, represents a revision and reconsideration of my own earlier work.
Specifically, I look at the intersection of race and gender in the films of Lupe Velez, a
Mexican-American comic star who is remembered today more for her scandalous life
and death than for her screen appearances. I examine the ways that the figure of "the
unruly woman" or the "woman on top" helped to naturalize existing prejudices against
Mexican-American women, even as it allowed a limit space for women to question
socially-sanctioned gender roles.
FEMALE AUTHORSHIP
"'Compromised Cinema': Exploiting Feminism in Stephanie Rothman's Terminal
Island " examines the space open for female political and aesthetic exploration in the
exploitation films produced by Roger Corman in the 1960s and 1970s. Corman offered
new filmmakers, including women like Stephanie Rothman, the chance to make films
and to express their own perspectives on contemporary society provided they were
willing to fulfill the exploitation cinema's expectations of sex, nudity, and violence.
Using Terminal Island as a case study, I examine how Rothman was able to make
these very elements the central vehicles for expressing her distaste for contemporary
gender relations and for exploring utopian fantasies of female empowerment and social
transformation. This essay was written to appear in a book on Trash Cinema being
edited by Eric Schaeffer.
I am often asked by people reading or teaching this book where they can find slash.
More and more of it is becoming available on the web, though it is often of mixed
quality. The best website to get started reading on-line slash is Satyricon Au Go-Go.
My contributions to Science Fiction Audiences: Watching Doctor Who and Star Trek
continue this exploration of the relationship between gender, sexuality, and
interpretation, and include close considerations of the ways female fans rewrite the
relationship between Kirk and Nurse Chapel as a way of resolving the program's
contradictory attitudes towards the role of women in Star Fleet; the history of the
efforts by gay, lesbian, and bisexual fans to lobby for the inclusion of a queer-positive
character in Star Trek; and the status of Star Trek at MIT as a means of working
through complicated attitudes about the relationship between mind and emotion and for
exploring the students' own growing mastery over issues of science and technology.
"Normal Female Interest in Men Bonking" was an attempt to pull together excerpts
from slash fans theorizing about slash writing. So much academic writing has emerged
in recent years on the subject of slash, but little of it has been written by participants in
this subculture. I wanted to use my access to academic publishing to make the ideas of
slash fans more accessible to a broader community. This essay, which I co-edited with
Cynthia Jenkins and Shoshanna Green, will appear (someday) in Cheryl Harris and
Alison Alexander (Eds.) Theorizing Fandom: Fans, Subculture, and Identity.
"Reception Theory and Audience Research: The Mystery of the Vampire's Kiss" offers
an overview of the ways that people have theorized audience response to the cinema.
At the core of this essay is the close consideration of one fan story which depicts
Thelma and Louise as lesbian vampires. I trace how this story might be understood in
relation to the original film, its critical reception, the subcultural practices of fandom,
and research on queer audiences. This essay was written to appear in a collection on
different approaches to film studies being edited by Linda Williams and Christine
Gledhill.
TALES OF MANHATTAN:
MAPPING THE URBAN IMAGINATION THROUGH HOLLYWOOD FILM
By Henry Jenkins
False Starts
The first chords of Gershwin's "Rhapsody in Blue" are heard. The sun glistens over the
Manhattan skyscape. The black and white images possess the sheen of old Hollywood
glamour photographs. Woody Allen stammers the opening lines: "Chapter One. He
adored New York City. He idealized it all out of proportion." Then, he stops, corrects
himself, substitutes "romanticized" for "idealized," and continues, "To him no matter
what the season, this was still a town that existed in black and white and pulsated to the
great tunes of George Gershwin."
Allen's ambivalence is reinforced by the images and music. The still photographs,
which borrow from classic representations of the city, are only loosely linked to the
narration. The Soulvka King and the Empire Diner are treated with the same reverence
as Times Square and the Guggenheim. A young couple kiss on a penthouse balcony;
two black teenagers shoot baskets in the projects. Allen's narration suggests that the
Gershwin soundtrack expresses the protagonist's romanticism, yet "Rhapsody in Blue"
also uses jarring bursts of percussion, unanticipated fanfares, and syncopation to
express the clashing and contradictory qualities of urban life. Allen makes no effort to
coordinate the images and cutting to its rhythms. Only in the final moments do sound
and image come together: fireworks burst over the Manhattan skyline and Gershwin's
music explodes into a crescendo of clashing cymbals and pounding drumbeats.
At every instant, there is more than the eye can see, more than the ear
can hear, a setting or a view waiting to be explored. Nothing is
experienced by itself, but always in relation to its surroundings, the
sequence of events leading up to it, the memory of past experiences...
Every citizen has had long associations with some part of his city, and
his image is soaked in meanings and memories...Most often, our
perception of the city is not sustained, but rather partial, fragmentary,
mixed with other concerns. Nearly every sense is in operation, and the
image is the composite of them all...Not only is the city an object which
is perceived (and perhaps enjoyed) by millions of people of widely
diverse class and character, but it is the product of many builders who
are constantly modifying the structure for reasons of their own. While it
may be stable in general outlines for some time, it is ever changing in
detail.
Lynch sought to bring greater clarity and sensuality to our "images" of our native cities
and to design urban spaces with more striking features that would enable a more
coherent "cognitive mapping" of their basic parameters. At the same time, Lynch
recognized that city-dwellers needed to be taught to perceive their cities in new ways.
Lynch saw urban studies as a way of building a more educated and appreciative
audience for urban design. Lynch recognized that our "images" of cities, then, are
partially shaped by formal properties of the cities themselves and partially by the
process of perception and interpretation through which we construct mental
representations of those properties. In The Image of the City, Lynch is interested
primarily in the experiential process by which city dwellers develop a sense of their
native turf. However, our mental maps of familiar cities incorporate not only memories
of direct encounters but also second-hand experiences gained through mediated
interactions with various representations of those cities -- paintings, photographs,
written descriptions, films, television programs, and the like.
In an oft-cited passage from America, Jean Baudrillard argues that visiting a European
city where the urban environment seems to be a "reflection of the paintings" one has
just scrutinized in the galleries, while Manhattan "seems to have stepped right out of
the movies." This impression of Manhattan as a cinematic city is not surprising when
one considers that one recent filmography of feature-length movies set in New York
City listed more than 500 titles. In many cases, New York simply provides the setting
for these films, a convenient and familiar backdrop for the narrative action, but this
paper will be more centrally concerned with those cases where filmmakers sought to
make movies about Manhattan, trying to give aesthetic shape to their own particular
perceptions of America's most famous city. Such an essay can not, of course, exhaust
the full range of urban images to circulate in the American cinema, but my goal is to
focus attention on a set of aesthetic and ideological problems at the heart of
representing the "cinematic city."
For Lynch, the "legibility " of a city image was what enabled it to become such a
powerful basis for affective associations and metaphoric meanings: "The image of the
Manhattan skyline may stand for vitality, power, decadence, mystery, congestion,
greatness, or what you will, but in each case that sharp picture crystallizes and
reinforces the meaning." The image of a city, for Lynch, must remain "plastic to the
perceptions and purposes of its citizens." The "city image" in film, however, already
comes to us as interpreted through the powerful creative intelligence of an artist who
wants us to see that skyline in a certain way. When Lynch writes about the "image of
the city," then, he is primarily interested in formal features that make it harder or easier
for us to grasp the city's essential structures, but when we discuss the cinematic image
of the city, we are entering a space where formal and ideological issues merge.
Reading Lynch from the perspective of someone who studies cinema and not cities,
what I find most striking is that he discusses urban form in a vocabulary which closely
parallels the ideals of the classically constructed narrative. Lynch, for example, speaks
of a "melodic" structuring of landmarks and regions along a succession of paths, which
he suggested might follow a "classical introduction-development-climax-conclusion"
pattern. Yet, Lynch is acutely aware of the various factors that prevent the city from
achieving such a classical narrative form, that disrupt or break down its coherent
development or fragment our perceptions of it. An ill-considered development deal
may mar the urban landscape, blocking our ability to see important landmarks or to
move fluidly between nodes. In one sense, the cinema would seem to be the perfect
form to express the dynamic properties of the city, since like urban design itself,
cinema is a "temporal art form," but the cinema brings its own expectations about what
a classically constructed story looks like -- expectations which urban-based stories
often find themselves unable to satisfy. Classically constructed stories remain focused
on particular characters, their motives, their goals, their memories, and their
experiences. The challenge for the filmmaker is to create a story that situates the
individual in relation to the city in such a way that the film preserves what is
distinctive about the metropolis -- congestion, simultaneity, heterogeneity,
randomness, fragmentation, in short, incoherence.
SPATIAL STORIES
Cultures, Michel De Certeau tells us, construct stories to explain and justify their
occupation of geographic spaces, to describe and record their collective journeys and
migrations, and to map the boundaries between known and unknown territories.
Telling a story is an act of clarification that bestows coherence on ambiguous or
ambivalent relationships between people and places. "Every story is a travel story," De
Certeau writes, and often, the stories themselves circulate beyond their original
cultures, justifying one community to another.
Exhibition was the central economic force behind the vertically-integrated studio
system which dominated American film production from the 1920s until the late
1940s. For the five major studios, their primary exhibition revenue came from the
urban hubs where they owned almost all of the theaters. Rural and hinterland audiences
were secondary markets. Urban markets determined what films would be made and
what aesthetic sensibilities would dominate the American film industry. Consequently,
the majority of Hollywood films of the studio era centered on urban experience, albeit
with a certain nostalgia for America's pastoral past. The Hollywood cinema explained
to city-dwellers the nature of their own experience and transmitted traces of that
experience to a broader population being gradually absorbed into urban areas. Such
films spoke to both immigrants from other countries who were hoping to better
understand their new life in America and migrants from rural areas who were hoping to
accommodate themselves to their new urban homes.
This is not to say that the American cinema offered a coherent or totally accurate
picture of urban life. Urbanization provoked highly charged and often deeply
ambivalent feelings even for -- or perhaps especially for -- those who lived in New
York or Los Angeles. Many were horrified by mass culture given the prevailing
ideology of rugged individualism. Often, they came to the city seeking a social
mobility and personal freedom they could not enjoy in the villages where their families
had lived for generations. However, they also feared the alienation and isolation of
inhabiting a world of strangers and they felt buffeted by the rapid pace and fragmented
nature of modernity. Hollywood's spatial stories gave expression to both these utopian
and dystopian impulses, seeking to reconcile them through a more totaling account of
the city.
Though our contemporary relationships to the city are dramatically different from
those that shaped these earlier spatial stories, the genre conventions that emerged
during this important transitional period continue to exert a powerful influence over
subsequent representations. Contemporary artists give new form to their perceptions of
urban life, but often, they do so in dialogue with these earlier representations. They
quote them, as Allen does in Manhattan when he evokes a succession of classic
photographs representing the New York skyline, or they rewrite them, as we will see in
the example of Dark City, which merges the visual vocabulary of the film noir tradition
with more contemporary science fiction trappings. For those reasons, any attempt to
understand the contemporary cinematic city must always position those representations
in relation to earlier images.
PANORAMIC PERSPECTIVES
Early writers emphasized the fragmentation and constant sensory bombardment of city
life, traits that they felt resulted in perpetual disorientation and confusion. The cinema
was the ideal apparatus for recording the diversity of urban experience. Cinema was an
art form based on sequencing and juxtaposing image fragments to construct a more
meaningful whole. Cinema could give shape to collective experience, while retaining
the particularity of individual narratives.
Margaret Cohen has argued that the cinema's synthesizing function was prefigured by a
19th century French genre of popular writings, which she calls "Panoramic Literature."
Rather than telling a single story about fictional characters and their experiences, such
works sought to tell the collective story of the city. Panoramic works create a
composite account which combines written descriptions and narratives with various
graphic representations, including maps, charts, cartoons, etchings, and photographs.
Panoramic literature sought to record and classify all aspects of everyday experience.
Cohen notes, "Panoramic texts evince a characteristic narrational mode: They are
composed of micro-narratives with no direct continuity from plot to plot." Often,
panoramic works had multiple authors, each writing in different genres with different
styles and tones.
The cinema absorbed many of these panoramic impulses, constructing a moving record
of everyday life. Many early films were literally panoramas, offering views out the
windows of streetcars, views pointing into busy intersections, views looking off
rooftops. These films encourage a pleasure in scanning the image and observing
ordinary interactions. An evening's entertainment at the movies, which might be
composed of short comedies, dramas, documentaries, travel films, and the like, was
itself a composite picture of turn-of-the-century life, though gradually, the feature film
with its classically constructed narrative replaced "the cinema of attractions". Some
later American films still adopted this panoramic structure, bringing together stories by
From the 110th Floor: Of course, the use of the term, panoramic, is misleading.
These works were less panoramas than collages, composite pictures taken from
multiple perspectives in which each element maintains some degree of separation from
the others. Such works value diversity rather than coherence. A panorama, on the other
hand, creates a totalizing perspective that integrates a wide array of elements into a
single vista. What often gets lost in a panorama is the particularity of individual
experiences.
In his essay, "Walking in the City," Michel De Certeau describes the experience of
observing Manhattan from atop the World Trade Center. New York City unfolds
around him like a panorama. His vantage point flattens the city into geometric patterns
devoid of human activity:
Beneath the haze stirred up by the winds, the urban island, a sea in the
middle of a sea, lifts up the skyscrapers over Wall Street, sinks down at
Greenwich, then rises again to the crests of Midtown, quietly passes over
Central Park and finally undulates off into the distance beyond Harlem.
A wave of verticals. Its agitation is momentarily arrested by vision. The
giant mass is immobilized before the eyes.
De Certeau is fascinated with the false sense of totality ("seeing the whole") created by
this panoramic perspective: "To be lifted to the summit of the World Trade Center is to
be lifted out of the city's grasp." We build our modern towers of Babel not to reach the
sun, he suggests, but rather to see and know the urban world below us. One of the ways
that this desire is fed is through the production and circulation of picture postcards
which reproduce this "celestial" view of the city and make it available to many who
have never visited the top of the World Trade Center.
Architectural critic Alvin Boyarsky has examined picture post cards as a conventional
system for representing urban life, suggesting that they adopt a pictorial vocabulary
that has remained relatively unchanged for more than sixty years and that varies only
minimally from city to city. The postcard embraces an ideology of urban progress,
celebrating the man-built environment. Each postcard offers an emblematic image of
the city, encapsulating the visit and allowing its transmission to those back home. The
postcard, thus, depends on monumentalism, translating the cluttered urban
environment into "sights" that can be isolated and recorded, dropped in the mail or
plastered in scrapbooks. The most characteristic vantage points on New York City
include civic landmarks photographed from a low-angle position, the skyline itself
viewed from a boat in the harbor or across one of the bridges, or the aerial perspective
looking down on the city streets. The focus is mostly on architecture, not people
(except as parts of crowds).
The art of the cinema is not the art of the postcard. Cinema's focus is on movement,
juxtaposition, and narrative, not static, emblematic, or monumental images. The
cinema can not remain in the clouds, if it wants to tell the stories of those who walk
below. Yet, the opening montage in Manhattan draws liberally on the postcard's visual
repertoire. Allen situates his actors against the backdrops of familiar New York
landmarks -- Diane Keaton and Woody Allen watch the sunrise over the Brooklyn
Bridge; they have a spat amid the planetarium's alien moonscape.
A more complex play between "celestial" and more earthly perspectives can be found
in Jerome Robbins and Robert Wise's West Side Story (1961),one of the first
Hollywood musicals to make extensive use of location shooting. The film opens with a
sequence of spectacular helicopter views looking down on the island of Manhattan.
From such heights, we can see cars and buildings, but no people. However, we hear
faint echoes of whistling and snapping fingers. A series of shots brings the camera
closer to the ground to show us a group of teenagers loitering in a vacant lot. The scale
of the film has shifted. We are now on ground level, inhabiting turf contested by the
Jets and the Sharks. The camera toys with the spectator, making dramatic shifts in shot
scale, swish panning from location to location, often racking focus or zooming out mid-
shot to show unanticipated aspects of the image. The moment one side dominates a
shot, suddenly the other appears from off-camera, moving in from the left and the
right, or even from above and below the original framing and the power dynamic
shifts. In a few moments, the film maker moves us from the skies to the streets and it is
this shift that enables the story to begin. The shift also represents a move from a
"unified" conception of the city to one that sees the urban sidewalks as a space being
actively contested between recent immigrants and longer-term residents, one
segregated by race, class, gender and nationality as well as a set of borderlands where
different communities come together.
From the Sidewalk: West Side Story prefigures De Certeau's own shift in focus. If the
viewer standing atop the World Trade Center remains "alien" to the inhabited world
below, those who walk the streets become active participants. Though individually
"illegible," the aggregate of many such movements constitutes the story of urban life:
Their story begins on ground level, with footsteps. They are myriad, but
do not compose a series. They cannot be counted because each unit has a
qualitative character: a style of tactile apprehension and kinesthetic
appropriation. Their swarming mass is an innumerable collection of
singularities.
De Certeau argues for a sociology that respects these "singularities" rather than
searching for a totaling account.
The opening of Charles Lane's Sidewalk Stories (1989) explores these "qualitative"
differences in ways of moving through the city, representing Manhattan from a
pedestrian's perspective. An initial montage shows the morning migrations of urban
office workers, a mass of people pushing their way down the sidewalk, pouring out of
the subway or waving frantically for taxi cabs. Three men arrive at the same cab
seconds apart. They each grab at the door and try to push the others away. When one of
them gets into the back seat, the others seize him by his legs and yank him out again.
The rapid cutting between different images and the monumental music express the
stress and tension of rush hour traffic. Here, Lane self-consciously echoes a justly
famous montage sequence from Charles Chaplin's Modern Times (1936), which
compared the crowds shoving onto the subway to a flock of sheep being herded into
the stockyards.
The rhythms of Lane's cutting and music shift as we pick up the trajectory of an aged
street person pushing a shopping cart full of belongings. The takes become longer,
preserving the slower pace of his footsteps. Deep-focus compositions position him
against other unfolding narratives, as he moves past bodies sleeping on the streets and
people rummaging through trash cans. Our eye strays to observe a series of street
performers, lingering long enough to appreciate their acts, before the tracking shot
takes us a little further through Washington Square. In each case, the music shifts tone
and genre to reflect the performers' individual sensibilities. Lane constructs a powerful
class-based contrast between the urban environment as experienced by those who
move with purpose and those who wander because they have no home and no job. As
De Certeau suggests, the pedestrian's movements are unpredictable and shadowy,
following no fixed trajectory, indifferent to the intended flow of traffic or the desired
use of space. "To walk," De Certeau suggests, "is to lack a place." Lane builds his
contemporary silent comedy, in the tradition of Chaplin, around such local acts of
appropriation and disruption, seeing the homeless as the protagonists of their own
stories living in the "shadows" of the great public drama of work life.
From a Lower Balcony: Between the streets and the skies, there are many other
perspectives, which offer a middle ground between alien abstraction and intimate
involvement. The choice de Certeau poses for us, between "voyeurs and walkers" is, in
some sense, a false one, though as we will see, middle level generalizations are often
difficult to convert into spatial stories. In "Seen From the Window," Henri Lefebvre
describes what he observes from his lower balcony. Lefebvre's perch is much closer to
the street than De Certeau's, allowing him some distance from individual pedestrians
and yet enabling him to focus on the rhythms and patterns of collective movement. He
has not lost touch with human scale, experiencing the city not as a static spectacle but
as a series of intersecting narratives. From the opening paragraphs, LeFebvre is
interested in the process of perception and interpretation:
Noise. Noises. Rumors. When rhythms are lived and blend into another,
they are difficult to make out. Noise, when chaotic, has no rhythm. Yet,
the alert ear begins to separate, to identify sources, bringing them
together, perceiving interactions....Over there, the one walking in the
street is immersed into the multiplicity of noises, rumors, rhythms...But
from the window noises are distinguishable, fluxes separate themselves,
rhythms answer each other.
He wants to document different durations of time, ranging from the intervals between
green and red lights to the cyclical shifts from morning to night, as they influence the
activity in the streets. LeFebvre's essay ends with the suggestion that the rhythms of
the city are "much more varied than in music"; "no camera, no image or sequence of
images can show these rhythms. One needs equally attentive eyes and ears, a head, a
memory, a heart." LeFebvre sees perception and interpretation as active processes that
can not be readily separated from their contexts.
symphonies represent collective patterns of work, eating, recreation, and rest, built up
from single images which themselves express individual or particularized experiences.
These images purposely cut across class distinctions, bring together many different
occupational groups, mix and match men and women.
From the Pages of a Guidebook: City symphonies existed on the fringes of the
narrative cinema. Their abstraction from individual human experience meant that they
did not fit comfortably within the character-centered storytelling associated with the
Classical Hollywood Cinema. How do we move from large scale structures focused on
collective activity to more personal stories that still express something of the
complexity and heterogeneity of urban life? One common structure for spatial stories
centers around the tour. Looking at the city through a visitor's eyes helps us to
recognize distinguishing characteristics that we ignore in our daily lives. We
underestimate the cities where we live, never able to see them with the wonderment
that bring tourists to see the sights. One function of spatial stories is to transform the
city from a mundane space into a fantastic one, but the tour structure carries its own
dangers. Tour guides lead us around by the nose and often do not leave us open to
spontaneous discoveries or personal experiences. They prescribe where we should look
and what we will see. They reduce the city to its landmarks.
"What can happen in one day," a construction worker asks the trio of sailor boys on
leave in On The Town (Stanley Donen and Gene Kelly, 1949) and as if to answer that
question, the next number, "New York, New York," compresses an entire tour of the
city into a three minute segment. Each shot shows a different location and a different
mode of transportation, as the boys race each other across the Brooklyn Bridge, ride
horse drawn carriages, take the ferry to the Statue of Liberty, point at the sites through
the roof of taxi cabs, take the subway, gallop on horseback, whiz by on bikes.
As the story unfolds, we learn that Chip (Frank Sinatra), who has never been anywhere
but Peoria, has structured the whole day -- in fifteen minute increments - according to
his grandfather's 1905 guidebook. The guidebook represents one way of organizing the
eclectic experiences of the Metropolis, designating a series of sights worthy of
particular notice (because, as De Certeau suggests, they are "believable," "memorable,"
or "primitive") and structuring a route between them that lends coherence and purpose
to the day. The guidebook fails Chip in two important ways. First, it does not capture
the protean quality of the city. Many of the landmarks he hopes to see -- the
Hippodrome, the Floradora Girls -- have been displaced by more contemporary
attractions. As the female taxicab driver explains, "A big city changes all the time."
Instead, she offers him "the one thing that doesn't change" -- the experience of love and
romance. He wants to see the Flatiron Building and she wants to get him back to her
place. And this suggests the other way that the guidebook fails him -- displacing the
personal, particularized narratives of individuals with totalizing, abstracted
representations of the city. In disgust, she protests in a later scene, "whisper sweet
nothings in my ear like the population of the Bronx or how many hot-dogs were sold in
the last fiscal year at Yankee Stadium." Only when Chip tosses his dated guidebook off
the ledge of the Empire State Building does he enjoy Manhattan's real pleasures.
Long before Chip rejects his guidebook, On the Town abandons his itinerary for
another route through New York City -- one determined by Gabey (Gene Kelly) and
his search for the girl of his dreams. The musical maps the city's heterogeneity onto the
composite figure of "Miss Turnstiles," this month's poster girl for the subway system:
"She's a home loving girl but she loves high society's whirl. She loves the army but her
heart belongs to the navy. She's studying painting at the museum and dancing at
Symphonic Hall." And she has the one trait that allows her to perfectly personify
Manhattan -- she wasn't born there. In fact, she comes from Gabey's own hometown,
Meadowville. Despite his friends' constant claims that it is impossible to find one girl
among the multitudes, Gabey keeps running into and losing her again and his pursuit
takes him through the city's museums, concert halls, high rises, and nightclubs. Here,
the shared experience of the guidebook tour gives way to the particularized goal of the
search. Both offer the potential stories which center around movements through space
but one focuses on the individual experience while the other foregrounds the collective.
Both depend on the act of looking: one an act of looking at, the other an act of looking
for.
small towns like Meadowville (On the Town), Mapletown (The Clock) or Glenwood
Falls (The Out-of-Towners) or from the countryside. Often, such films build a thematic
opposition between town and city which is closely modeled on Ferdinand Tonnies's
classic distinction between Gemeinschaft (Community) and Gesellschaft (Society).
Phillip Kasinitz provides a useful summary of these concepts:
These differences surface especially powerfully in the silent cinema, when the
American people were still adjusting to the new centrality of urban life to their national
culture. Such a distinction structures, for example, F.W. Murnau's Sunrise (1927). A
woman from the city comes to the country on vacation and destabilizes the relationship
between a farmer and his wife. The city woman is depicted as operating outside the
shared moral norms of the rural community. She has little respect for the institutions
that hold the community together. She is soon the subject of gossip, one of the
mechanisms which Tonnies argues help to enforce the stability of the Gemeinschaft by
creating sanctions against the violation of its norms. The seductive and socially
fragmenting force of the city is vividly represented in one of the film's key moments as
the city woman urges the farmer to murder his wife and run away with her. She writhes
in her slinky black dress as she describes to him the temptations and sensations of the
city and images of urban nightlife (city skylines, bright lights, jazz bands) appear
behind her almost as if they were projected onto a movie screen. Murnau uses camera
movements, superimposition, and layered images to convey something of the
heterogeneity, intensity, and fragmentation of the Gesellschaft. The farmer's wife, by
contrast, is a plain, simple woman who loves her husband and remains faithful to him,
despite his infidelities. When she visits the city, she is drawn towards simple pleasures,
such as watching the church wedding of a young couple or getting a photograph taken
with her spouse. She is suspicious of the easy, informal social relations of the city,
anxiously eyeing the manicurist who trims her husband's nails. The city is full of
threats and seductions that can destroy a marriage; they both are eager to return home
to the country.
The story is a familiar one -- the farm couple comes to the city, takes in its sights, and
then returns back home where they belong. In Neil Simon's The Out-of-Towners
(1970), George (Jack Lemmon), a small town businessman, comes to New York City
with his wife, Glen (Sandy Dennis) for a job interview. George and Glen have big
plans for how they will enjoy their night on the town, but all of their plans go awry.
Before the night is over, George and Glen stand, shivering, starving, and desperate, in a
New York Police Station. "We were in a hold-up. We might have been killed," Glen
proclaims, but they have great difficulty holding the attention of the police officer on
duty. The sanitation strike which has left the city piled high with garbage has at last
been settled, they are told, but now the milkmen have gone out. A horde of people all
press towards the desk, each with their own stories of crime, woe, and distress, each
interrupting with their own demands for resolution and assistance. Gwen is herself
distracted, worrying about everyone's problems but her own: "I know what you're
going through," she explains, which is, of course, literally true. George and Gwen's
troubles stem from their assumption that their experiences matter when the city
operates on the basis of statistics, not individuals. One missed train, one lost piece of
luggage, one mislaid hotel reservation, one stolen wallet, one important business
transaction amount to little. There are too many people, too many problems, for city
services to respond to any of them. And, George can only react by trying to order the
events by preparing for a law suit, taking down names, making a list of grievances, as
if the whole experience were one great conspiracy against him. He screams to the
skies, "You're just a city. Well, I'm a person and a person is stronger than a city. You're
not getting away with anything. I have all your names and addresses." In the end, the
couple finds they have no place in the city and they go back home to the Midwest, a
region with a stronger sense of human proportion.
On a Street Corner: Gemeinschaft, as Tonnes describes it, has many of the familiar
features of a classically constructed narrative -- a unity of time and place, a consistency
of viewpoint, a shared goal, a relatively limited cast of characters. In fact, to illustrate
the social relations that arise in such a culture, Tonnes constantly evokes plots that
have long been building blocks of the western storytelling tradition -- stories of the
relationship between generations, between father and son, between siblings, between
husbands and wives, between neighbors. In such a world, relationships are defined
through their continuity and reciprocity, the intensity and permanence of the emotional
investments we make in other community members. Relationships within a
Gesellschaft culture, on the other hand, are "transitory and superficial"; people have
many more social encounters in such a world but they do not cohere into a consistent
narrative, because they do not demand the same emotional investments and thus do not
leave lasting imprints.
Street Scene (King Vidor, 1931), which is based on a stage play by Elmer Rice, was a
bold experiment in narrative form because it attempts to create a plot structure
appropriate for a Gesselschaft culture. Set on a tenement block, the film's opening
scenes have little or no consistent focus. Children play in the streets. Neighbors linger
on their stoops, shout from window to window, come and go along the sidewalks.
Their conversation shifts from topic to topic. They get into arguments that reflect their
conflicting moral codes. Vidor captures the seeming randomness of Rice's plot with
fluid camera movements that sweep the space, following dialogue from window to
window, or tracking down the street with one character and then pivoting and tracking
back with another.[fig.10] Within these early scenes, there are many potential plots -- a
woman cheating on her husband, a young couple awaiting a birth, a family about to be
evicted because they can no longer pay their bills, a sister worried about her brother. In
one shot, the camera pans across adjacent windows that reveal residents shaving,
dressing, stretching and exercising, bouncing their babies, hanging the laundry,
applying make-up. Each neighbor seems totally unself-conscious about the close
proximity of the others.
Only late in the film does a single plotline dominate: a husband returns home
unexpectedly and catches his wife in the arms of her lover; he murders her and the
entire community is drawn into the investigation and its aftermath. Street Scene signals
its sudden shift in plot structure by altering its editing style -- from long-takes and
camera movements to close-ups and rapid editing. A succession of reaction shots show
the startled and alarmed people as they witness the acts of violence or run down the
street to see what has happened. Then, finally, the camera pulls back to show the entire
city block mobbed with people. The multiplicity of urban life coheres into a narrative
only when disaster occurs. Even then, coherence is provisional. Soon, attention will be
drawn elsewhere.
Spike Lee's Do the Right Thing (1989) could almost be understood as an attempt to
update Street Scene. Rice and Vidor documented the cultural conflicts that arose within
a multicultural neighborhood as waves of immigration were changing the character of
life on the Lower East Side. Street Scene's Jews, Italians, Irish, and Swedes watch each
other with suspicion, debate religious and social values, hurl ethnic slurs, but somehow
co-exist on the same block. They constitute a community, despite their differences. Do
the Right Thing is about the uneasy compromises that enable life to continue in a
multiracial Bed-Stuy neighborhood. Through a series of vividly drawn vignettes, Spike
Lee moves us beyond sociological generalizations to more directly experience the
emotional investments various characters make in having their own "place" in this
evolving community.
Who speaks for this community? The hot-tempered "Buggin' Out," the sputtering
Smiley with his photocopied images of great black leaders, the dignified but drunk
"mayor," the fast-talking disc-jockey Senior Love Daddy, the wise crone Mother
Sister, or the pragmatic and unreliable Mookie? Each has a chance to articulate Bed-
Stuy's values, but Spike Lee offers us little way of reconciling their contradictory
assumptions. The neighborhood seems constantly on the verge of racial conflict, as
Sal's son resents having to work on "the planet of the apes," Buggin' Out demands that
there should be pictures of "brothers" on the restaurant's wall of fame, the old black
men who sit on the street corner sputter with rage over Korean immigrants buying up
business in their neighborhood, Radio Rasheim's rapping Boombox tries to drown out
his Hispanic neighbor's salsa, and the locals feud with a Celtics supporter who has
invested in an old "brownstone" on their block. At one dramatic moment, the story
stops altogether as Lee shows us one character after another hurling racial epithets
directly into the camera in a montage sequence that traces the cycle of hate and
bigotry. As individuals, these people can form friendships, make moral and personal
distinctions, find ways to relate to each other, even parent children together. But, as
representatives of their own racial communities, they can only fight for space and
seethe over historic injustices.
Lee's film, no less than Street Scene, depends upon a nostalgia for an organic
community whose ties extend across generations and beyond cultural boundaries. Sal
evokes such a vision of Bed-Stuy when he describes the experience of owning his own
restaurant there for decades: "I watch the little kids grow old and the old people grow
older...They grow up on my food." Lee calls attention to the affection that Sal has for
Mookie and his sister and the friendship between Mookie and Sal's younger son. He
depicts Sal as someone who has learned to compromise to avoid conflict and who
respects the hierarchy of the community. Yet, Lee has little faith that these kinds of
sentimental attachments can transcend society-wide racial conflicts, which are evoked
moments later by a shot of graffiti scrawled on the side of the wall, "Tawana told the
truth," or by the images of Malcolm X and Martin Luther King that Smiley peddles in
the street. When violence erupts, the incidents are pulled into the history of police
brutality against black defendants. There is an eerie familiarity to the moment when the
firemen turn their hoses off the blaze and direct them against the community members
who have gathered to watch Sal's place burn to the ground.
No less than Rice and Vidor, Lee wants to use this street corner society as a microcosm
to speak about the larger history of urban America. Much as in Street Scene, the
opening moments of Do The Right Thing are episodic, with their focus shifting from
one vivid character to another, until we know our way around Lee's fully drawn and
richly populated milieu. And much like Street Scene, the film builds towards a moment
of violence when all of the various characters and their stories come together. The
violence in Street Scene was personal -- a jealous husband murders his wife -- though
in the tightly-woven communities of the Lower East Side, it is impossible to extract
oneself fully from your neighbor's business. The violence in Do the Right Thing is
collective and political. No one can remain neutral, as becomes clear as the spiritual
Mother Sister shouts for her neighbors to "burn it down" and then, moment later, cries
with horror at the destruction that has been unleashed. In the end, personal loyalties
matter little. Mookie, who Sal described as "a son," smashes a trash can through the
pizzeria window. But, racial loyalties are of vital importance; the Korean grocer shouts
over and over, "I no white. You, Me, the Same," trying to close ranks against the
Italians while preserving his own precarious status in the neighborhood. All social ties
are temporary, unstable. The story of the city is being re-negotiated along the
At the Train Station: Train stations are narrative nexuses where paths cross and new
relationships are formed. What happens within such spaces depends heavily upon
chance, upon the random ebb and flow of urban traffic. People are brought together
and they are separated. Yet, in the hands of an artist, such flux can become meaningful.
The risk, of course, is that the characters will be swamped by the bustle surrounding
them.
A train pulls into Penn Station at the opening of Vincente Minelli's The Clock (1945)
and a mob of people disembark. Among them is Joe (Robert Walker), a serviceman on
leave. When he stops beside an escalator to read his newspaper, Alice (Judy Garland),
an attractive office worker, trips over him and breaks the heel of her shoe. They meet
and fall in love. Later, the couple gets separated at Grand Central Station. Pushing
through an indifferent mob, Alice gets on a subway train and Joe doesn't. They still
don't know each other's names and have no way of finding each other again. When
Alice seeks advice at the local USO club or when Joe asks a newspaper stand owner
whether he saw a girl get off a train, they are met with incredulousness: "I see a
thousand girls get off trains." All girls look alike to the man who sells the papers; but
only one girl will do for the soldier in love.
Yet, despite all the odds, they do find each again and the closing moments of the film
bring them back to Penn Station once more - now a young married couple separating
for the first time. The camera pans slowly past the people awaiting their trains. A father
clutches his newborn baby. Elderly mothers hold onto their servicemen sons. A
husband discusses last minute details of family business. An old officer bids farewell
to his wife, a young black man to his father, and young lovers kiss one last time. But,
in each cluster, there is at least one person who is serving his country and all of them
are saying goodbye.
What brings the young lovers together again is not so much chance as predestination.
From its beginnings, the classical Hollywood cinema was suspicious of the
arbitrariness of chance and coincidence. Ideally, its stories were structured around well-
motivated causal event-chains. Conventions mandated that each event should be
linked, logically and inextricably to all those that come before and all of those that
follow it. In romantic comedy, however, causality often gives way to predestination.
Some couples are made for each other and will be united, one way or another. The
more daunting the obstacles in True Love's path, the more inevitable the coupling
seems. Consequently, the city becomes the ideal setting for romantic comedy - one that
translates chance encounters into inevitable romances, provides appropriate backdrops
for courtship, and contrasts the intimacy between the lovers with the alienation of
urban culture. Though the enormity of Manhattan constantly threatens to engulf them,
their love story stands out against the hurried backdrop of New York's various
terminals.
But this "city of strangers" can just as readily lend itself to erotic nightmares. In Martin
Scorsese's black comedy, After Hours (1985), a young adventurer encounters a
mysterious woman at an all-night Laundromat and gets pulled into her story, venturing
into Soho during the wee hours of the morning. However, nothing coheres or makes
much sense in this farce about contemporary urban alienation. As one character warns
him, "different rules apply when it gets this late." A series of random encounters with
eccentric women strips him step by step of all the trappings of his identity - his wallet,
his car keys, his clothing, even his hair (punk rockers threaten to give him a Mohawk).
An emblem of the role of happenstance in the film, the twenty dollar bill he is
clutching blows out the window of the fast-moving cab leaving him no way to pay his
tab and no way to get back home. Later in the film, the bill ends up plastered onto a
sculpture he encounters in his ramblings. Everything seems connected to everything
else, but not in predictable ways. Everything that happens is subject to multiple
interpretations and our protagonist usually misunderstands what is happening to him.
He spots a group of Hispanic men struggling with a television set, which he assumes
must be stolen. When he screams, they drop it and run away, which convinces him that
he has foiled a crime in progress. It turns out that both men are normally criminals but
they have actually bought this set: "See what happens when you pay for stuff." As the
night unfolds, he finds himself under suspicion for local break-ins, chased through the
streets by an angry mob. An artist's sketch of his face is plastered on every telephone
post. Robbed of his identity, he has no way to free himself from their unjust suspicions.
Lost in a strange neighborhood, he has no friends or families he can draw upon for
support or assistance.
Through the Rear-View Mirror: Hollywood's spatial stories repeatedly tell us that
we are a product of the spaces we inhabit. As we move through the city, we do not
remain separate from it; the city becomes a part of us, alters our behavior, redefines our
identities. In Taxi Driver (1976), Travis Bickle's eyes pear intently into the rear view
mirror. Rain splatters on the windshield and the wipers swish it away. The street
outside is a neon blur. Red and blue flashing lights illuminate the human figures that
bob in slow motion along steamy streets. And the taxi cab scurries about the city,
picking up passengers and dropping them off. Martin Scorsese's Taxi Driver risks
incoherence in trying to tell the story of a man who sees everything and understands
little, who is constantly in movement and yet moves without purpose. "I go all over,"
he tells us, "It doesn't make any difference to me." The world as seen from the mirror
of Bickle's cab is a lonely place full of lonely people, and he holds it in horror and
contempt: "All of the animals come out at night..." He imagines the approaching
apocalypse: "Some day a real rain will come and wash the scum off the streets."
social relations of urban culture, constantly shifting his goals and tactics. The parts
only come together retrospectively, when his violent impulses are redirected from his
plans to assassinate a presidential candidate and towards the task of rescuing a young
prostitute. He shoots his way into the brothel, leaving a path of bloody bodies, sitting
in a dazed and confused state until the police arrive to take him away. None of this
makes any sense. For the newspapers, however, Bickle has become a hero. The eyes of
New York are upon him.
By the film's closing images, all of coherence has broken down into a fragmented,
almost cubist image, which recalls the stylized and subjective representations of New
York that Frank Stella created in the 1920s and 1930s. We see the world partly through
his front windshield, partially through his rearview mirror. The scene is almost
abstract, flashes of light and color that sometimes take shape into something we
recognize, but more often remain blurry and indistinct.
Dark City (Alex Prokas, 1997) offers a noir-ish vision of the postmodern city,
depicting urban space as an incomprehensible maze. The city is mutating before our
eyes. Nothing remains the same; nothing matters. Yet, Prokas suggests, the city
follows a secret logic; its citizens are manipulated by hidden forces. The Dark City is
not New York, not any place in particular. It has been, we have been told, "fashioned
on stolen memories, different eras, different pasts, all rolled into one." Dark City
makes stunning use of morphing to literally restructure the city before our eyes. We
watch new buildings rise from the concrete. Old buildings grow window ledges,
expand into domes. While the city sleeps, dark hooded figures creep among us,
changing our clothes, imprinting new memories, moving us from place to place, so that
when we awake we are enmeshed in a different life, become part of an alternative
narrative. Our memories are distilled, "mixed like paints," and then re-injected into us,
offering no reliable way of understanding who we are and what is happening to us. As
one of the characters explains, "They steal people's memories and swap them between
us -- back and forth, back and forth -- until nobody knows who he is anymore." The
protagonist awakens, naked and without any memories, conscious while others sleep,
observing but not fully comprehending other people's behavior as he pears through
their windows.
His search for an explanation is mirrored by the detectives and their serial murder
investigation (which may or may not lead back to him). In a classic noir, the detective
was a lone individual who understood better than anyone else the code of the city. His
search for truth promised to untangle the web of relationships that link the story's
various characters. In the neo-noir Dark City, the detectives do not have a clue; they
have no hope of finding answers. One detective has been driven mad by the complexity
of this city, scrawling endless spirals and scribbling cryptic words on his apartment
walls. "I've been spending time in the subway, riding in circles, thinking in circles.
There's no way out. I've been over every inch of the city." Though he never
understands what he has discovered, his circles do contain the pattern that holds all of
this together, linking an early shot of rats being run through a circular maze with the
great clock which controls the waking and sleeping of the citizens and with our final
image of the city -- a spiral of skyscrapers arranging on a flat surface floating in the
vast emptiness of space.
But there is a conspiratorial logic here. The city is controlled by the Strangers, who
personify de Certeau's "alien" or "celestial" perspective. They are hooded figures with
featureless faces and bald heads; they are interchangeable, sharing a collective
memory. They are the very embodiment of urban experience as a totality, of a
deterministic logic that allows little or no room for particular experience. Through a
process of experimentation, they hope to understand the individuality that makes us
human. They are the ones who move the hands of the clock, who set the rhythms of
urban experience. If there is, in the end, a story of the city, they are its authors and its
architects. They, alone, enjoy absolute mobility -- they dwell in secret places
underneath the city; they can walk among us without being seen; they can hover over
the city streets peering down at the pedestrians.
Dark City, thus, uses the struggle against the Strangers to personify the core conflicts
that have run through this essay -- the conflict between abstraction and particularity,
between the city understood as a totality or as heterogeneity, between the urban
environment experienced as ordered or as random and chaotic. What this paper has
described is the struggle to give shape and form to urban experience, to find its
rhythms, map its labyrinthian streets, record its protean activities, and give it an
cohesive identity. This project has inspired -- and arguably, defeated - the imagination
of America's greatest filmmakers. The story of the city can't be told - at least not as a
totality. There is no structure, no coherence, only simultaneous activities, people
walking down sidewalks, pushing their way onto subway trains, standing in their
windows, waiting impatiently at police stations, wandering aimlessly through
museums, pursuing their own particular paths without regard to each other. There is no
single vision which can express and contain our complex and contradictory feelings
towards the American metropolis. There are only ways of seeing, only provisional
vantage points which offer a succession of near perfect images of urban life.
Kevin Lynch arrived at almost the same place. There is a curious passage near the end
of The Image of The City where Lynch tries to imagine an alternative form that might
preserve his own sense of the multiplicity of urban meanings and experiences while
achieving the legibility and clarity that was central to his aesthetic conception of the
city. For a few paragraphs, Lynch imagines the city as given ideal expression in a
multilinear and polysequential form. Though Lynch would not have had access to the
analogy in 1959, Lynch imagines something akin to hypertext:
Lynch seems to suggest that the city itself might be structured as a hypertext, but
suppose that the hypertext gave us a more perfect representation of the city precisely
because it was multilinear and interactive. Suppose a future artist were to construct
such a hypertext, one in which the four million stories that O. Henry imagined in New
York City were all recorded, and viewers could traverse each narrative and observe
their points of intersection and digression. Suppose we could represent at once the
abstract patterns of movement and the particular journeys, searches, and tours that
motivated individual experience. Suppose the structuring elements of this hypertext
were Lynch's various paths, edges, districts, nodes and landmarks, the features around
which so many spatial stories arise and play themselves out. Suppose this artist were to
construct the perfect model of the urban experience, one that was truly totalizing in its
perspective. Could we as spectators comprehend such a story? Would we have time or
the interest to experience the complex interweavings of its various plot strands? Could
we feel its rhythms and witness the unfolding of random chance, romantic
predestination, and urban indifference? Could we stand over the sum total of human
experience as if it were a panorama or a picture postcard? This would be a truly
celestial --and inhuman -- perspective.
This is the story of how a mild mannered MIT Professor ended up being called before
Congress to testify about "selling violence to our children" and what it is like to testify.
Where to start? For the past several months, ever since my book, from Barbie to Mortal
Kombat: Gender and Computer Games appeared, I've been getting calls to talk about
video game violence. It isn't a central focus of the book, really. We were trying to start
a conversation about gender, about the opening up of the girls game market, about the
place of games in "boy culture," and so forth. But all the media wants to talk about is
video game violence. Here is one of the most economically significant sectors of the
entertainment industry and here is the real beach head in our efforts to build new forms
of interactive storytelling as part of popular, rather than avant-garde, culture, but the
media only wants to talk about violence. These stories always follow the same pattern.
I talk with an intelligent reporter who gives every sign of getting what the issues are all
about. Then, the story comes out and there's a long section discussing one or another of
a
seemingly endless string of anti-popular culture critics and then a few short comments
by me rebutting what they said. A few times, I got more attention but not most. But
these calls came at one or two a week all fall and most of spring term. Then, with the
Littleton shootings, they increased dramatically. Suddenly, we are finding ourselves in
a national witch hunt to determine which form of popular culture is to blame for the
mass murders and video games seemed like a better candidate than most. So, I am
getting calls back to back from the LA TIMES, The New York Times, The Christian
Science Monitor, The Village Voice, Time, etc., etc., etc. I am finding myself
denounced in The Wall Street Journal op-ed page for a fuzzy headed liberal who
blames the violence on "social problems" rather than media images. And, then, the call
came from the U.S. Senate to see if I would be willing to fly to Washington with just a
few days notice to testify before the Senate Commerce Committee hearings. I asked a
few basic questions, each of which feared me with greater dread. Turned out that the
people testifying were all anti-popular culture types, ranging from Joseph Lieberman to
William Bennett, or industry spokesmen. I would be the only media scholar who did
not come from the "media effects" tradition and the only one who was not representing
popular culture as a "social problem." My first thought was that this was a total setup,
that I had no chance of being heard, that nobody would be sympathetic to what I had to
say, and gradually all of this came to my mind as reasons to do it and not reasons to
avoid speaking. It felt important to speak out on these issues.
A flashback: When I was in high school, I wore a trenchcoat (beige, not black), hell, in
elementary school I wore a black vampire cape and a medallion around my neck to
school. I was picked on mercilessly by the rednecks who went to my school and I spent
a lot of time nursing wounds, both emotional and some physical, from an essentially
homophonic environment. I was also a sucker for Frank Capra movies -- Mr. Smith
Goes to Washington most of all -- and films like 1776 which dealt with people who
took risks for what they believed. I had an amazing high school teacher, Betty Leslein,
who taught us about our government by bringing in government leaders for us to
question (among them Max Cleveland, who was then a state legislature and now a
member of the Commerce Committee) and sent us out to government meetings to
observe. I was the editor of the school paper and got into fights over press censorship.
And I promised myself that when I was an adult, I would do what I could to speak up
about the problems of free speech in our schools. Suddenly, this was a chance.
I also had been reading Jon Katz' amazing coverage on the web of the crackdown in
schools across America on free speech and expression in the wake of the shootings.
Goth kids harassed for wearing subcultural symbols and pushed into therapy. Kids
suspended for writing the wrong ideas in essays or raising them in class discussions.
Kids pushed off line by their parents. And I wanted to do something to help get the
word out that this was going on.
I was running a major conference the next day and then I would have one day to pull
together my written testimony for the Senate. I didn't have much in my own writings I
could draw on. I pulled together what I had. I scanned the web. I sent out a call for
some goth friends to tell me what they felt I should say to Congress about their
community and a number of them stayed up late into the night sending me information.
And I pulled an all-nighter to write the damn thing that was really long because I didn't
have time to write short. And then, I worked with my colleague, Shari Goldin, to get it
proofed, edited, revised, and sent off to Congress. And to make arrangements for a last
minute trip.
When I got there, the situation was even worse than I had imagined. The Senate
chamber was decorated with massive posters of video game ads for some of the most
violent games on the market. Many of the ad slogans are hyperbolic -- and self-
parodying -- but that nuance was lost on the Senators who read them all dead seriously
and with absolute literalness. Most of the others testifying were professional witnesses
who had done this kind of thing many times before. They had their staff. They had
their props. They had professionally edited videos. They had each other for moral
support. I had my wife and son in the back of the room. They are passing out press
releases, setting up interviews, being tracked down by the major media and no one is
talking to me. I try to introduce myself to the other witnesses. Grossman, the military
psychologist who thinks video games are training our kids to be killers, won't shake
my hand when I wave it in front of him. I am trying to keep my distance from the
media industry types because I don't want to be perceived as an apologist for the
industry -- even though, given the way this was set up, they were my closest allies in
the room. This is set up so you can either be anti-popular culture or pro-industry and
the thought that as citizens we might have legitimate investments in the culture we
consume was beyond anyone's comprehension.
The hearings start and one by one the senators speak. There was almost no difference
between Republicans and Democrats on this one. They all feel they have to distance
themselves from popular culture. They all feel they have to make "reasonable"
proposals that edge up towards censorship but never quite cross the constitutional lines.
It is political suicide to come out against the dominant position in the room.
One by one, they speak. Hatch, Lieberman, Bennett, the Archbishop from Littleton....
Bennett starts to show video clips which removed from context seem especially
horrific. The fantasy sequence from The Basketball Diaries reduced to 20 seconds of
Leonardo DiCaprio blasting away kids. The opening sequence from Scream reduced to
its most visceral elements. Women in the audience are gasping in horror. The senators
cover their faces with mock dread. Bennett starts going on and on about "surely we can
agree upon some meaningful distinctions here, between Casino and Saving Private
Ryan, between The Basketball Diaries and Clear and Present Danger..." I am just
astonished by the sheer absurdity of this claim which breaks down to a pure ideological
distinction that has neither aesthetic credibility nor any relationship to the media
effects debate. Basketball Diaries is an important film; Clear and Present Danger is a
right wing potboiler! Scorsese is bad but Spielberg is good?
Meanwhile, the senators are making homophobic jokes about whether Marilyn Manson
is "a he or a she" that I thought went out in the 1960s. These strike me as precisely the
kind of intolerant and taunting comments that these kids must have gotten in school
because they dressed differently or acted oddly in comparison with their more
conformist classmates.
By this point, we reach the hour when the reporters have to call in their stories if they
are going to make the afternoon addition and so they are heading for the door. It's
down to the C-Span camerawoman and a few reporters from the game industry trade
press.
And then I am called to the witness stand. Now, the chair is something nobody talks
about. It is a really, really low chair and it is really puffy so you sit on it and your butt
just keeps sinking and suddenly the tabletop is up to your chest. It's like the chairs they
make parents sit in when they go to talk to elementary school teachers. The Senators
on the other hand sit on risers peering down at you from above. And the whole power
dynamics is terrifying.
I am doing OK with all of this. I am surprisingly calm while the other people speak,
and then Senator Brownback calls my name, and utter terror rushes through my body. I
have never felt such fear. I try to speak and can hardly get the words out. My throat is
dry. I reach for a glass of water and my hands are trembling so hard that I spill water
all over the nice table. I am trying to read and the words are fuzzing out on the page.
Most of them are handwritten anyway by this point because I kept revising and editing
until the last minute. And I suddenly can't read my writing. Cold sweat is pouring over
me. I have visions of the cowardly lion running down the halls in OZ escaping the
great blazing head of the wizard. But there's no turning back and so I speak and
gradually my words gain force and I find my voice and I debating the congress about
what they are trying to do to our culture. I take on Bennett about his distorted use of
The Basketball Diaries clip; explaining that he didn't mention this was a film about a
poet, someone who struggles between dark urges and creativity, and that the scene was
a fantasy intended to express the rage felt by many students in our schools and not
something the character does, let alone something the film advocates. I talked about the
ways these hearings grew out of the fear adults have of their own children and
especially their fear of digital media and technological change. I talked about the fact
that youth culture was becoming more visible but its core themes and values had
remained pretty constant. I talked about how reductive the media effects paradigm is as
a way of understanding consumer's relations to popular culture. I attacked some of the
extreme rhetoric being leveled against the goths, especially a line in TIME from a GOP
hack that we needed "goth control" not "gun control." I talked about the stuff that Jon
Katz had been reporting about the crackdown on youth culture in schools across the
country and I ended with an ad-libbed line, "listen to your children, don't fear them."
Then, waited.
The Senator decided to take me on about the goths, having had some staff person find
him a surprisingly banal line from an ad for a goth nightclub which urged people to
"explore the dark side." And I explained what I knew about goths, their roots in
romanticism and in the aesthetic movement, their nonviolence, their commitment to
acceptance, their strong sense of community, their expression of alienation. I talked
about how symbols could be used to express many things and that we needed to
understand what these symbols meant to these kids. I spoke about Gilbert and
Sullivan's Patience as a work that spoke to the current debate, because it spoofed the
original goths, the Aesthetics, for their black garb, their mournful posturing, and said
that they were actually healthy and well adjusted folks underneath but they were
enjoying playing dark and soulful. The Senator tried repeating his question as if he
couldn't believe I wasn't shocked by the very concept of giving yourself over to the
"dark side." And then he gave up and shuffled me off the stand.
The press warmed around the anti-violence speakers but didn't seem to want to talk to
me. I just wanted to get out of there. I felt no one had heard what I had to say and that I
had been a poor messenger because I had stumbled over my words. But several people
stopped me in the hallway to thank me. And dozens more have sent me e-mail since
having seen it on C-Span or heard it on the radio or seen the transcript on the web or
heard about it from friends. And suddenly I feel better and better about what had
happened. I had spoken out about something that mattered to me in the halls of
national power and people out there had heard my message, not all of them certainly,
but enough.
I know the fight isn't over -- at least I hope it isn't. There will be more chances to
speak, but I felt like I had scored some victory just by being there and speaking.
Someone wrote me that it was all the more powerful to have one rational voice amid a
totally lopsided panel of extremists. People would see this was a witch hunt of sorts. I'd
like to believe that.
The key thing was that I got a statement into the record that was able to say more than I
could in five minutes and people can now read it on the web.
What follows is the text of my oral remarks that are rather different from the written
statement because I was still doing research and writing on the airplane.
I am Henry Jenkins, Director of The MIT Comparative Media Studies Program. I have
published six books and more than fifty essays on various aspects of popular culture.
My most recent books, The Children's Culture Reader and From Barbie to Mortal
Kombat: Gender and Computer Games deal centrally with the questions before this
committee. I am also the father of a high school senior and the house master of a MIT
dormitory housing 150 students. I spent my life talking with kids about their culture
and I have come here today to share with you some of what I have learned.
The massacre at Littleton, Colorado has provoked national soul searching. We all want
answers. But we are only going to find valid answers if we ask the right questions. The
key issue isn't what the media are doing to our children but rather what our children are
doing with the media. The vocabulary of "media effects," which has long dominated
such hearings, has been challenged by numerous American and international scholars
as an inadequate and simplistic representation of media consumption and popular
culture. Media effects research most often empties media images of their meanings,
strips them of their contexts, and denies their consumers any agency over their use.
Far from being victims of video games, Eric Harris and Dylan Klebold had a complex
relationship to many forms of popular culture. They consumed music, films, comics,
videogames, television programs. All of us move nomadically across the media
landscape, cobbling together a personal mythology of symbols and stories taken from
many different places. We invest those appropriated materials with various personal
and subcultural meanings. Harris and Klebold were drawn toward dark and brutal
images that they invested with their personal demons, their antisocial impulses, their
maladjustment, their desires to hurt those who had hurt them.
Shortly after I learned about the shootings, I received e-mail for a 16 year old girl who
shared with me her web site. She had produced an enormous array of poems and short
stories drawing on characters from popular culture and had gotten many other kids
nationwide to contribute. Though they were written for no class, these stories would
have brightened the spirit of
writing teachers. She had reached into contemporary youth culture, including many of
the same media products that have been cited in the Littleton case, and found there
images that emphasized the power of friendship, the importance of community, the
wonder of first romance. The mass media didn't make Harris and Klebold violent and
destructive and it didn't make this girl creative and sociable but it provided them both
with the raw materials necessary to construct their fantasies.
Of course, we should be concerned about the content of our culture and we all learn
things from The mass media. But popular culture is only one influence on our
children's imaginations. Real life trumps media images every time. We can shut down
a video game if it is ugly, hurtful, or
displeasing. But many teens are required to return day after day to schools where they
are ridiculed and taunted and sometimes physically abused by their classmates. School
administrators are slow to respond to their distress and typically can offer few
strategies for making the abuse stop. As one Littleton teen explained, "Everytime
someone slammed them against a locker or threw a bottle at them, they would go back
to Eric and Dylan's house and plot a little more."
We need to engage in a rational conversation about the nature of the culture children
consume but not in the current climate of moral panic. I believe this moral panic is
pumped up by three factors.
1) Our fears of adolescents. Popular culture has become one of the central
battlegrounds through which teens stake out a claim on their own autonomy from their
parents. Adolescent symbols from zoot suits to goth amulets define the boundaries
between generations. The intentionally cryptic nature of these symbols often means
adults invest them with all of our worst fears, including our fear that our children are
breaking away from us. But that doesn't mean that these symbols carry all of these
same meanings for our children. However spooky looking they may seem to some
adults, goths aren't monsters. They are a peaceful subculture committed to tolerance of
diversity and providing a sheltering community for others who have been hurt. It is,
however, monstrously inappropriate when GOP strategist Mike Murphy advocates
"goth control" not "gun control."
2) Adult fears of new technologies. The Washington Post reported that 82 percent of
Americans cite the Internet as a potential cause for the shootings. The Internet is no
more to blame for the Columbine shootings than the telephone is to blame for the
Lindbergh kidnappings. Such statistics suggest adult anxiety about the current rate of
technological change. Many adults see computers as necessary tools for educational
and professional development. But many also perceive their children's on-line time as
socially isolating. However, for many "outcasts," the on-line world offers an alternative
support network, helping them find someone out there somewhere who doesn't think
they are a geek.
3) The increased visibility of youth culture. Children fourteen and under now constitute
roughly 30 percent of The American population, a demographic group larger than the
baby boom itself. Adults are feeling more and more estranged from the dominant
forms of popular culture, which now reflect their children's values rather than their
own. Despite our unfamiliarity with this new technology, the fantasies shaping
contemporary video games are not profoundly different from those that shaped
backyard play a generation ago. Boys have always enjoyed blood and thunder
entertainment, always enjoyed risk-taking and rough housing, but these activities often
took place in vacant lots or backyards, out of adult view. In a world where children
have diminished access to play space, American mothers are now confronting directly
the messy business of turning boys into men in our culture and they are alarmed at
what they are seeing. But the fact that they are seeing it at all means that we can talk
about it and shape it in a way that was impossible when it was hidden from view.
We are afraid of our children. We are afraid of their reactions to digital media. And we
suddenly can't avoid either. These factors may shape the policies that emerge from this
committee but if they do, they will lead us down the wrong path. Banning black
trenchcoats or abolishing violent video games doesn't get us anywhere. These are the
symbols of youth alienation and rage -- not the causes.
Journalist Jon Katz has described a backlash against popular culture in our high
schools. Schools are shutting down student net access. Parents are cutting their
children off from on-line friends. Students are being suspended for displaying cultural
symbols or expressing controversial views.
Katz chillingly documents the consequences of adult ignorance and fear of our
children's culture. Rather than teaching children to be more tolerant, high school
teachers and administrators are teaching students that difference is dangerous, that
individuality should be punished, and that self expression should be constrained. In this
polarized climate, it becomes IMPOSSIBLE for young people to explain to us what
their popular culture means to them. We're pushing this culture further and further
underground and thus further and further from our understanding.
I urge this committee to listen to youth voices about this controversy and have
submitted a selection of responses from young people as part of my extended
testimony.
by Henry Jenkins
1,482 words
posted: december 3, 1997
Students who would like to know more about these issues are
encouraged to enroll in a new HASS-D subject, 21L:015
Introduction to Media Studies, which examines the social,
cultural, and political impact of communications technologies
from Homer to cyberspace.
Rev 1.0
WebPosted: wayne johnnie
´ Back to Articles Page
Saturday,
February 3
8:30 - 9 am Registration in Ting Foyer, Bldg. 51
Bldg. 51
9 -10:15 am EMERGING MODELS OF LEARNING
Wong Aud.
Keynote: Chris Dede, Harvard GSE, Next Generation
"Virtual Environment" Technologies for Enhanced
Learning
INTRODUCTION
In the Summer of 1996, the Democratic Party held its presidential nominating
convention in Chicago and the Republican Party held its convention in San Diego.
Both gatherings focused as much on childhood and the family as on tax cuts or other
traditional issues. The Republicans wanted to overcome the gender gap, while the
Democrats wanted to show they still felt our pain after Clinton's support for
devastating welfare cutbacks. Neither could resist the attractions of the innocent child.
Both conventions offered classic stagings of parental concern.
The cameras were equally obliging when the first lady, Hillary Clinton, addressed the
Democratic convention several weeks later. Hillary and her handlers hoped to shift
public attention from her controversial role in shaping health care policy onto her more
traditional concern for America's children. When she spoke about the nation as a
"family," the camera consistently showed the first daughter, Chelsea as visible proof of
Hillary and Bill's success as parents.
These close-ups of Susan Ruby and Chelsea rendered explicit the implicit politics of
these occasions, giving us concrete images to anchor more abstract claims about
childhood and the family. Both Susan and Hillary gained authority from their status as
"moms" and both supported their agendas by referencing their children. While their
political visions were dramatically different, the images of children they evoked, and
the rhetorical purposes they served, were remarkably similar. Both Molinari and
Clinton tapped into an established mythology of childhood innocence in the late 20th
century.
The myth of childhood innocence, as James Kincaid notes, "empties" the child of its
own political agency, so that it may more perfectly fulfill the symbolic demands we
make upon it. The innocent child wants nothing, desires nothing, and demands nothing
-- except, perhaps, its own innocence. Kincaid critiques the idea that childhood
innocence is something pre-existing - an "eternal" condition -- which must be
"protected." Rather, childhood innocence is a cultural myth that must be "inculcated
and enforced" upon children.
Until recently, cultural studies has said little about the politics of the child. Like
everyone else, we have a lot invested in seeing childhood as banal and transparent, as
without any concealed meanings of the sort that ideological critics might excavate, as
without any political agency of the kinds that ethnographers of subcultures document,
as without any sexuality that queer and feminist critics might investigate. Carey
Bazalgette and David Buckingham identify a "division of labor" within academic
research, which subjects youth culture to intense sociological scrutiny while seeing
childhood as a fit subject only for developmental psychology. Children are understood
as "asocial or perhaps, pre-social," resulting in an emphasis on their "inadequacies,"
"immaturity" and "irrationality," on their need for protection and nurturing. Because
developmental psychology focuses on defining and encouraging "normative"
development, it does not provide us tools for critiquing the cultural power invested in
childhood innocence. Sociological critics focus on the "deviance" and
"destructiveness" of youth cultures, their "irresponsibility" or the "rituals" of their
subcultural "resistance." While we often celebrate the "resistant" behaviors of youth
cultures as subversive, the "misbehavior" of children is almost never understood in
similar terms. This historic split has started to break down over the past five or six
This marginalization effects not only how we understand the child, its social agency,
its cultural contexts, and its relations to powerful institutions but also how we
understand adult politics, adult culture, and adult society, which often circles around
the specter of the innocent child. The Children's Culture Reader is intended to both
explore what the figure of the child means to adults and offer a more complex account
of children's own cultural lives.
Given the wealth of material about childhood which has emerged in sociology,
anthropology, pedagogical theory, social and cultural history, women's studies, literary
criticism, and media studies in recent years, it seems important to identify what this
collection won't do. It will not be a collection of essays centered primarily around
issues of motherhood, fatherhood, adult identities, pedagogy, schooling, advertising,
media reform, mass marketing, computers, public policy and the like, though all of
these topics will be explored in so far as they impact contemporary and historical
understandings of childhood. A surprising number of the essays written about
children's media, children's literature, or education manage not to talk about children or
childhood at all. The essays in The Children's Culture Reader, on the other hand, will
be centrally about childhood, about how our culture defines what it means to be a
child, how adult institutions impact on children's lives, and how children construct
their cultural and social identities.
This book is not intended as a guidebook for media and social reformers, not a series of
attacks on the corrupting force of mass culture on children's lives. Rather, it will
challenge some key assumptions behind those reform movements, rejecting the myth
of childhood innocence in order to better map the power relations between children and
adults. This book avoids texts that see children primarily as victims in favor of works
that recognize and respect their social and political agency.
Some may question the "political stakes" in studying the child, especially in moving
beyond powerful old binarisms about adult corruption and victimized children. Such
myths have survived because they are useful, useful for the left as well as for
conservative and patriarchal agendas. At a time when Republican crime bills would try
children as adults and toss them into federal prisons or when we want to motivate state
action against child abuse, images of innocent and victimized children are our most
powerful weapon. Yet, the right increasingly draws on a vocabulary of child protection
as the bulwark of their campaign against multiculturalism, feminism, Internet
expression and queer politics. Any meaningful political response to this conservative
agenda must reassess childhood innocence.
disciplines and suggest some of this research's implications for thinking about
contemporary cultural politics. In doing so, I will identify what I see as three major
strands in recent writings about childhood: (1)the examination of the meanings which
children carry for adults; (2)historical research into our shifting understanding of the
relations between children and adults; and (3)studies of children as cultural and social
agents. Each of the next three sections of this introduction takes one of those strands as
its central focus. In the closing section, I return to the question of the politics of
childhood and outline some of the implications of this research.
Too often, our culture imagines childhood as a utopian space, separate from adult cares
and worries, free from sexuality, outside social divisions, closer to nature and the
primitive world, more fluid in its identity and its access to the realms of imagination,
beyond historical change, more just, pure, and innocent, and in the end, waiting to be
corrupted or protected by adults. Such a conception of the child dips freely in the
politics of nostalgia. As Susan Stewart suggests, nostalgia is the desire to recreate
something that has never existed before, to return to some place we've never been, and
to reclaim a lost object we never possessed. In short, nostalgia takes us to never-never-
land.
This book assumes that childhood is not timeless, but rather subject to the same
historical shifts and institutional factors that shape all human experience. Children's
culture is not the result of purely top-down forces of ideological and institutional
control, nor is it a free space of individual expression. Children's culture is a site of
conflicting values, goals, and expectations. As Henry Giroux has argued:
Children, no less than adults, are active participants in that process of defining their
identities, though they join those interactions from positions of unequal power. When
children struggle to reclaim dignity in the face of a schoolyard taunt or confront
inequalities in their parents' incomes, they are engaged with politics just as surely as
adults are when they fight back against homophobia or join a labor union. Our
grownup fantasies of childhood as a simple space crumbles when we recognize the
complexity of the forces shaping our children's lives and defining who they will be,
how they will behave, and how they will understand their place in the world.
PART ONE
THE "FORT" AND THE "VILLAGE": THE POLITICS OF FAMILY VALUES
In this section, I will examine the convention speeches of Molinari and Clinton as
embodying different ideological strategies for mobilizing the figure of the innocent
child. For Hillary Clinton, the child represents our "bridge to the 21st century," the
catalyst transforming uncontrollable change into meaningful progress, while for Susan
Molinari, the child represents our link to the past, carrying forth family tradition and
"the American Dream" in a troubled world. For Clinton, the child is a figure of the
utopian imagination, enabling her to conceive of a better world -- a new "village" --
that must be built in the present. For Molinari, the child is a figure of nostalgic
remorse, whose violated innocence demands that parents "hold down the fort" against
contemporary culture. But, both women, in Kincaid's sense, use their children to "carry
things." As Kincaid acknowledges, the very impermanence of childhood, its status as a
transitional (and fragile) moment in our life cycle, enables many different symbolic
uses: "Any meaning would stick but no meaning would stick for long." Often, in our
rhetoric, the child embodies change, its threat and its potential. The child, both literally
and metaphorically, is always in the process of becoming something else. As Kincaid
writes:
"If the child had a wicked heart from birth, that heart could be ripped out
and a new one planted there in no time. If the child was ignorant, that
wouldn't last long; if disobedient, there was always the whipping cure; if
angelic, death would take him or, more likely, her; if loved or loving,
that too would pass."
Childhood -- a temporary state -- becomes an emblem for our anxieties about the
passing of time, the destruction of historical formations, or conversely, a vehicle for
our hopes for the future. The innocent child is caught somewhere over the rainbow --
between nostalgia and utopian optimism, between the past and the future.
Her "American dream" was, at core, the story of heterosexual courtship and
reproduction: "find a job, marry your sweetheart, have children, buy a home and
maybe start a business and in the process, always build a better life for your children."
This "American" dream has become harder to achieve in the face of crippling taxes and
other assaults upon the family. Far from an incidental detail, the child surfaces here
both as a reward for living the right life and as a responsibility heterosexuals bear.
Barbara Ehrenreich's The Hearts of Men offers a somewhat more critical account of
this 1950s era version of the "American dream." Psychological discourse of the period
made the reproductive imperative not only a social obligation but a test of maturation
and sexual normality. Getting married and having children became one of those things
"mature," "normal" adult men were expected to do, while the failure to father was seen
as evidence of maladjustment, immaturity, and often, homosexuality. Ehrenreich notes,
"fear of homosexuality kept heterosexual men in line as husbands and breadwinners;
and, at the same time, the association with failure and immaturity made it almost
impossible for homosexual men to assert a positive image of themselves." If having
children became proof of mature heterosexuality, then, it is hardly surprising that the
reverse -- the prospect of homosexuals having access to children - was regarded as a
horrifying contamination.
While Ehrenreich's book recounts the breakdown of this formulation over the past
three decades of male-female relations, its persistence in Molinari's speech, and in
Republican rhetoric more generally, suggests it is still a powerful tool for enforcing
normative assumptions about gender roles and sexual identities. This common-sensical
connection between heterosexuality and childhood innocence undergirds the exercise
of homophobia in the late 20th century. The idea that only heterosexuals can bear -- or
should raise -- children shapes custody decisions which deny lesbian mothers access to
their offspring. The shock that occurs when queerness and children's culture come
together shaped the Southern Baptist Convention's choice of Disney as the target of its
campaign against corporations that provide health insurance for domestic partners. The
image of the crazed pedophile threatens the employment rights of gay teachers and led
to a campaign to get Bert and Ernie banned from Sesame Street because of their
"unnatural" relations. Molinari's version of the "American Dream" represents a more
benign version of these arguments, one that erases -- rather than denounces --
homosexuality as an aspect of American family life.
modern world, she suggests, is a world which places our innocent children at risk:
"Every morning they [parents] hesitate, at the kindergarten door, even if only for a
moment, afraid to let go of that small hand clinging so tightly onto theirs." For a
moment, Molinari hesitates, gesturing towards feminist protests against the
unreasonable expectations placed on contemporary women, only to retreat back
towards a more traditional solution:
"I don't know a mom today who isn't stretched to her limits trying to
hold down a job and trying to hold down the fort too. How many times
have we said to ourselves that there just aren't enough hours in a day....
Well, the Republicans can't promise you any more hours in your day but
we can help you spend more hours at home with your children."
The figure of the defenseless child has been consistently mobilized in both support of
and in opposition to American feminism. Since women have carried special
responsibilities for bearing and caring for children, their attempts to enter political and
economic life have often been framed in terms of possible impacts on children and the
family. Fatherhood is one role among many for most men; historically, for many
women, motherhood was the role that defined their social, economic, and political
identity. Early suffrage leaders represented their campaign for the vote in the late 19th
and early 20th century as a logical extension of their responsibilities as mothers to
shield the home from the corruptions of the outside world. This maternal politics, or
"domestic feminism," focused its attention on issues of alcoholism and prostitution and
on the social conditions faced by the children of the urban poor. As one early suffrage
leader explained, "The Age of Feminism is also the age of the child." Yet, this maternal
politics also restricted women's political voice to a narrow range of issues associated
with children, home and family.
Speaking as mothers gave the early feminists, who came mostly from the upper and
middle classes, a vocabulary for linking their experiences, across class and racial
divides, with those of other women. The revitalization of American feminism in the
1960s and 1970s often focused around issues of abortion, daycare, child custody, and
other family issues; middle class women's entry into identity politics emerged from
consciousness raising strategies and the recognition that the "personal is the political."
Women could gain economic autonomy only by shifting child-rearing burdens within
the family and only by gaining greater control over the reproductive process. Decades
later, Hillary Clinton evoked this rhetorical tradition of sisterly solidarity through
motherhood when she told her convention audience, "I wish we could be sitting around
a kitchen table, just us, talking about our hopes and fears for our children's futures."
This tradition of maternal feminism has given urgency to female politicians when they
speak on behalf of children. Heather Hendershot has shown, for example, that Action
for Children's Television gained attention from the press and from the Federal
Communications Commission in the 1970s because it could speak as a group of
"mothers from Newton;" ACT expressed impatience with the demands for traditional
media effects research and spoke with "common sense" about the impact of media on
their own children's lives.
Yet, the heightened public discourse about maternalism has also provided a weapon for
criticizing female politicians as "bad mothers" when they place too much attention on
issues not directly linked to childhood or the family. Hillary Clinton was sharply
criticized for the public roles she played in her husband's administration and for her
flip remarks about not wanting to be reduced to "baking cookies." In her convention
speech, she made fun of the need to reposition herself as a mother, joking that she
might appear at the Democratic convention arm in arm with "Benti the child-saving
gorilla from the Brookfield Zoo." Dan Quayle's 1992 attacks on Murphy Brown's status
as an unwed mother became a major campaign issue.
The figure of the absent mother, the neglectful mother, the mother who abandons her
children for political and economic ambition, always shadows the use of the maternal
voice in American politics. Two of Clinton's choices to become the first female
Attorney General of the United States were ultimately withdrawn because of public
controversy surrounding their child-rearing arrangements, questions rarely if ever
raised in considering the confirmation of male cabinet appointments. So, it is perhaps
not surprising that when Molinari claimed common cause with other working mothers,
it was in part to urge their return to the kitchen table. Less than a year after she
delivered the keynote address at the Republican national convention, Molinari herself
resigned from the U.S. Congress to accept a job as a network anchorwoman, justifying
her choice on the grounds that it would allow her to spend more time with her
daughter.
violence and vulgarity which flood into our lives every day... [and]
defeat the scourge of drugs and crime and incivility that threaten us."
This formulation of family values uses the figure of the innocent child to police
boundaries between the family and the outside world. It often masks class and racial
divisiveness, despite the presence of the African-American Colin Powell as a living
symbol of Republican efforts towards becoming a "party of inclusion." This
formulation, as Eric Freedman notes, also presupposes that the primary threat to our
children comes from outside, while most cases of violence against children and most
cases of "missing children" can be traced back to family members. The Republican
version of "family values," which sharpens our fears and anxieties about outside forces,
lets the family itself off the hook.
One of the most memorable moments of the Republican convention involved the
speech of a wheelchair bound former policeman, crippled in the line of duty and now
an advocate of tougher sentencing laws. He was attended by his young son, who stood
behind him, one hand resting on his shoulder throughout the speech. With a slow and
pained voice, he explained:
"My son, Conner McDonald, is nine years old and he has never seen his
father move his arms or legs but when he puts his soft hands to his
father's face I feel the promise of America and when he looks into my
eyes I know that he can see the pride of America."
Few images more perfectly capture the melodramatic qualities of this "family values"
politics! One of the moment's most striking aspects was its embodiment of male
vulnerability and suffering. If conservative ideology has tended to hold women
responsible for nurturing and raising the child, it sees the father as a breadwinner and
as a bulwark protecting the family against the outside world. As Robert L. Griswold
notes:
"Men's virtual monopoly of bread winning has been part and parcel of
male dominance. The seventeenth century patriarch has long since
disappeared, but twentieth-century men have profited from their status as
fathers. The linkage between fatherhood and bread winning, for
example, has helped legitimate men's monopoly of the most desirable
jobs....So, too, insurance policies, pension plans, retirement programs,
tax codes, mortgage and credit policies, educational opportunities and
many more practices have bolstered men's roles as providers."
domestic sphere, men have found fatherhood a win-win situation, justifying their
continued presence in public life, which, in turn, explains their negligible role in child-
rearing. While the charge of being a negligent mother can be directed against any
woman entering into politics, the "dead-beat dad," only now emerging as a political
category, is treated as an aberration - a breakdown of the family wage system. There is
something unnatural, then, about this spectacle of a father, who desperately wants to
care for his son but is unable to do so.
The wounded father, who can not wrap strong arms around his needful son, and the
wide-eyed son, who struggles to still believe in the "pride" of his nation, intensify our
horror over the breakdown of law and order. As Mary Lynn Stevens Heininger notes,
the discourse of childhood innocence has historically provided powerful tools for
criticizing the "vicious, materialistic, and immoral qualities of American society." The
horrors of modernity are magnified through children's innocent eyes. Children serve as
"soft and smiling foils to a more grim and grownup reality." Young Conner, his blond
hair slicked down, his blue eyes shifting nervously, personifies suffering innocence and
its rebuke against the adult order. At the same time, as Heininger notes, the figure of
the "pristine" child has been an "indispensable element of American optimism": "It is
precisely because the young are untainted that the nation can willingly vest in them its
best hopes." The father feels "the promise of America" in his son's touch. The speech
precariously balances the image of Conner as already damaged by a harsh world
against the image of Conner (and his unblemished innocence) as potentially healing
that world. As Heininger explains, "because simplicity and innocence were considered
to be children's most distinguishing characteristics, it followed that happiness should
be their natural state."
This ideologically powerful assumption allows us to direct anger against any social
force that makes our children unhappy. As Kincaid argues, "an unhappy child was and
is unnatural, an indictment of somebody: parent, institution, nation." The figure of the
endangered child surfaced powerfully in campaigns for the Communications Decency
Act, appearing as a hypnotized young face awash in the eerie glow of the computer
terminal on the cover of Time, rendering arguments about the First Amendment beside
the point. As one letter to Time explained, "If we lose our kids to cyberporn, free
speech won't matter." The innocent child was to be protected at "all costs."
Throughout the 1996 campaign, Bob Dole consistently characterized liberal politics
and counter-cultural "social experiments" in terms of the threats they posed to our
children: "crime, drugs, illegitimacy, abortion, the abdication of duty and the
abandonment of children." Higher taxes, Dole argued, meant a grandmother might be
unable to call her grandchild or a parent might be unable to buy her child a book.
Evoking the title of Hillary Clinton's best-selling book, Dole proclaimed:
"After the virtual devastation of the American family, the rock upon
which this country was founded, we are told it takes the village -- that is,
the collective and thus the state -- to raise a child... I am here to tell you.
It doesn't take a village to raise a child - it takes a family."
Dole's slippage between the village, the collective, and the state is characteristic of a
Republican rhetoric which reduces the problems of children to those confronted and
solved by volunteerism and by individual families; Dole frames government action as
the threat that makes children's lives miserable. Of course, many Republican solutions,
such as the Communications Decency Act, depend upon the policing power of the
village!
Hillary's law review essays defending the concept of "children's rights" and her
participation in Marian Edelman's Children Defense Fund were ruthlessly attacked at
the 1992 Republican convention by Marilyn Quayle and Barbara Bush as too
"extremist" for a proper first lady. While she acknowledged in her writing that "the
phrase 'children's rights' is a slogan in search of definition," Hillary Rodham presented
a powerful case for reconsidering how the courts and other legal institutions dealt with
children's issues. Sounding like many cultural critics of childhood innocence, Rodham
wrote:
She stressed the need of children to have a more powerful voice in custody disputes,
insisted on an expanded conception of their rights to free expression, and argued for
greater procedural protections for juveniles charged with criminal violations.
Republican critics felt that her arguments depended on state authorities to protect
children's interests even in the face of parental opposition and thus undermined the
sovereignty of the family. Her book, It Takes a Village, reworked some of these earlier
arguments, shifting from a discourse of children's rights to a language of parental
responsibility. Her new approach to "family values" was consistent with the Clinton
administration's endorsement of school uniforms, curfews, and the V Chip. Republican
critics still found within the book's more banal prose signs of the state power central to
her earlier formulations.
town American life, depends upon the historic linkage of childhood innocence to
pastoralism (an image that can be traced back to Rousseau and the Romantics.)
If the Republican formulation of family values pits the "collective" against the family,
the Democratic version sees the individual and the community as vitally and positively
linked. In her speech to the convention, Hillary Clinton evoked an image of a national
community where:
"Right now in our biggest cities and our smallest towns there are boys
and girls being tucked gently into their beds and there are boys and girls
who have no one to call Mom and Dad and no place to call home."
What unites the haves and the have-nots, according to this account, is that all of us care
about our children. Therefore, the needs of children must somehow be removed from
the realm of the political and into a space of shared understanding and communal
action, as we work together to create a "nation that does not just talk about family
values but acts in ways that values family."
Her vision of a world where "we are all part of one family" depends on state actions
(such as "dedicated teachers preparing their lessons for the new school year...or police
officers working to help kids stay out of trouble") but also on individual action
("volunteers tutoring and coaching children...and of course, parents, first and
foremost.") These community members work together against various threats: "gang
leaders and drug pushers on the corners of their neighborhoods...a popular culture that
glamorizes sex and violence, smoking and drinking." Their united efforts on behalf of
childhood innocence become the basis for a utopian revitalization of the nation. This
image of transformation is explicit in the final paragraph of her book:
For Clinton, it is not simply that children need the village, but the future of the village
depends upon its shared commitments to children.
been an accident. Hillary cites Marian Wright Edelman, the African-American woman
who is the founder and head of the Children's Defense Fund as a mentor and friend. At
the same time, she retreats from the explicit links Edelman draws between children's
plight and racial politics. Edelman connects present day struggles on behalf of children
with the legacy of Martin Luther King's civil rights movement:
"We must put social and economic underpinnings beneath the millions
of African-American, Asian American, Latino, White and Native
American children left behind when the promise of the civil rights laws
and the significant progress of the 1960s and 70s in alleviating poverty
were eclipsed by the Vietnam War, economic recession, and changing
national leadership priorities."
Edelman recognizes that suffering occurs most often to particular children, marked by
racial and class differences, while Hillary engages in what Jacqueline Rose describes
as the "impossible fiction" of the universalized child. In our culture, the most persistent
image of the innocent child is that of a white, blond-haired, blue-eyed, boy, someone
like Conner, while the markers of middle classness, whiteness, and masculinity are
read as standing for all children. It Takes A Village adopts a multicultural variant of
this universalized child, depicting Hillary on the back cover surrounded by children of
all different racial and ethnic background, all well-dressed, all squeaky clean, all
smiling. The implications of this "Family of Man"-style image are complex: the
photograph envisions a utopian community united despite racial differences, while at
the same time, bleaching away Edelman's racial and class specificity.
For several generations, progressive civil rights policies, especially those surrounding
school desegregation, have rested on the hope that children, born without prejudice,
might escape racial boundaries. As Shari Goldin notes, school desegregation advocates
promote the image of black and white children interacting freely together on the
playgrounds and in the schoolrooms as the advanced guard for tomorrow's "color
blind" society. Hillary Clinton depicts childhood as an escape from racial antagonism
when she recalls the old hymn, "Jesus Loves Me," which finds "all the children of the
world, red, yellow, black, and white ... precious in His sight." She wonders how
"anyone who ever sang" this song "could dislike someone solely on for the color of
their skin." Her cover photo mimics classic pictures of Jesus "suffering the children."
At the same time, segregationists -- from rural Alabama to South Boston -- often posed
school busing as a violation of childhood innocence, as a cynical bureaucratic
"experiment" which turned children into "guinea pigs," "scapegoats" and "hostages" of
a "liberal agenda." Racism, no less than the Civil Rights movement, has mobilized our
hopes and fears for our children. Moreover, as Ashis Nandy has suggested, dominant
ideologies of racism and colonialism have often mapped onto racial and cultural others
the image of the child as:
Such paternalism framed the official politics of colonial domination and the unofficial
politics of racial bigotry; white domination was presented as a rational (and benign)
response to the "immaturity" of nonwhite peoples. Asian and African adults were often
ascribed with the childlikeness of good "obedient" children or the childishness of bad
"rebellious" children.
Common Ground
Both the Republican and Democratic formulations of "family values" cast popular
culture as a social problem, roughly on the same level as crime and drugs. The same
week that Congress passed welfare reform, President Clinton met with television
executives to set up a ratings system and Bob Dole went to Hollywood to attack movie
violence. Democratic Senator Joseph Lieberman, who backed the welfare reform
effort, has focused congressional attention on the problem of video game violence,
which he calls the "nightmare before Christmas." In each case, the attacks on popular
culture shift attention away from material problems effecting children and onto the
symbolic terrain.
Throughout the twentieth century, the myth of childhood innocence has helped to erect
or preserve cultural hierarchies, dismissing popular culture in favor of middle-brow or
high cultural works viewed more appropriate for children. As Lynn Spigel and Henry
Jenkins write, "By evoking the 'threat to children,' social reformers typically justified
their own position as cultural custodians, linking (either implicitly or explicitly)
anxieties about violence, sexuality and morality to mandates of good taste and artistic
merit." Within this protectionist rhetoric, taste distinctions get transformed into moral
issues, with the desire to shelter children's "purity" providing a rationale for censorship
and regulation. Once the innocent child has been evoked, it becomes difficult to pull
back and examine these cultural issues from other perspectives, thus accounting for the
bipartisan attacks against Hollywood.
Both the Republican and Democratic versions of family values presuppose the
innocent child as requiring adult protection; they both speak for the child who is
assumed to be incapable of speaking for herself. Young Conner remains mute as his
father speaks of his own sufferings and those of his son. Three-month old Susan Ruby
was too young to talk, while the Clintons turned down Chelsea's request to speak at the
convention, "protecting" her from the glare of the public spotlight.
Both the Republican and Democratic visions presume a clear separation between
childhood and adulthood, with different rights and responsibilities ascribed to each
phase of human development. The myth of childhood innocence depends upon our
ability to locate such a break, as well as upon our sense of nostalgic loss when we cross
irreversibly into adulthood. As the next section will suggest, this particular conception
of childhood innocence is of fairly recent historical origins. In this next section, I will
move beyond contemporary debates between Republicans and Democrats to frame the
concept of childhood innocence in a larger historiographic context.
PART TWO
THE HISTORICAL EVOLUTION OF THE CHILD
Our modern conception of the innocent child presumes its universality across historical
periods and across widely divergent cultures. The pre-socialized child exists in a state
of nature. When we want to prove that something is so basic to human nature that it
can not be changed (the differences between the genders, for example), we point to its
presence in our children. This universalized conception of the innocent child effaces
gender, class and racial differences, even if it holds those differences in place. This
essentialized conception of the innocent child frees it of the taint of adult sexuality,
even as we use it to police adult sexuality, and even as we use the threat of adult
sexuality to regulate children's bodies. This decontextualized conception of the
innocent child exists outside of culture, precisely so that we can use it to regulate
cultural hierarchies, to separate the impure influence of popular culture from the
sanctifying touch of high culture. This historical conception of the innocent child is
eternal, even as our political rhetoric poses childhood as constantly under threat and
always on the verge of "disappearing" altogether. In short, the innocent child is a myth,
in Roland Barthes' sense of the word, a figure that transforms culture into nature.
Like all myths, the innocent child has a history. In fact, one reason it can carry so many
contradictory meanings is that our modern sense of the child is a palimpsest of ideas
from different historical contexts -- one part Romantic, one part Victorian, one part
medieval and one part modern. We do not so much discard old conceptions of the
child, as accrue additional meanings around what remains one of our most culturally
potent signifiers. In this section, I will not trace a single lineage of the myth of the
child, a task well beyond the scope of this essay. Rather, I will outline how various
historians have approached this question and will examine the most prevalent
meanings that have stuck to the semiotically-adhesive child.
As the conception of a child as separate from an adult took shape, however, it still did
not bear connotations of innocence. As Aries notes, sexual contact between children
and adults, touching and stroking of the genitals, dirty jokes, sharing rooms and beds,
and casual nudity, was taken for granted well into the ancient regime. Children were
assumed to be closer to the body, less inhibited, and thus, unlikely to be corrupted by
adult knowledge.
The idea of the child as innocent first took shape, Aries argues, within pedagogical
literature, helping to justifying a specialized body of knowledge centered around the
education and inculcation of the young; this ideal rationalized the learned class's
expanded social role and efforts to police their culture. Other historians suggest
alternative or supplementary explanations for this modern conception of the child. One
key factor was the emergence of commercial capitalism and the rise of the middle
classes; the child became central to the discussion of transfer of property and the rights
of inheritance. The emerging bourgeois classes placed particular importance on the
education and rearing of their sons as preparation for participation in the market
economy. Out of the future-orientation of capitalism came a new focus on child rearing
and pedagogy. Some subsequent historians, notably Lawrence Stone and Lloyd de
Mause, have pushed beyond Aries' account to suggest that pre-modern parents had
little attachment to their children, treating them with neglect and abuse. These claims
have been sharply criticized by other historians as going well beyond available
evidence.
The importance of Aries' research may not depend on whether he is correct on every
particular: his book opened a space for examining the social construction of childhood
This emerging distinction between child and adult also played a central role in shaping
and regulating adult behavior. In The Civilizing Process, Norbert Elias describes the
gradual "refinement" of manners and etiquette as the upper classes adopted modes of
behavior which separated them from the lower classes; the cultural transmission and
imitation of those norms responded to the emerging middle class's desire for social
betterment and political access. In his account, rules of etiquette must first be explicitly
expressed and consciously imitated, but subsequently, are internalized, becoming part
of what defines us as human. However, since these norms must be acquired, they must
be transmitted to children, who are initially perceived as operating outside the civilized
order. The child behaved in ways that adults would not, while the adults were obligated
to shape the child into conformity with social norms. According to Elias, the child
comes of age in a context of fear and shame; shame is the process through which social
norms are internalized. Elias sees our history since the middle ages in terms of
increased restraint of the body and tighter regulations of emotions, necessary to
facilitate participation in ever-more complex spheres of social relations. However,
more recent historians, such as John Kasson , have pointed to historical fluctuations
during which society loosened or tightened its control over body and affect. These
fluctuations determine whether parents "discipline" or "coddle" children, whether they
react to violations of adult norms with horror or amusement.
Drawing her evidence both from analysis of material culture and from popular
discourse about childhood, Karin Calvert locates three distinct shifts in the cultural
understanding and adult regulation of American childhood between 1600-1900. In the
first phase, children led precarious lives confronting the harsh conditions of frontier
settlement, subject to high infant mortality rates, "childhood illnesses, accidents, and a
lack of sufficient nourishment." In such a culture, Calvert argues, childhood was
experienced as "essentially a state of illness" or physical vulnerability: "Growing up
meant growing strong and gaining sufficient autonomy to be able to take care of
oneself." Such a culture had little nostalgia for childhood, stressing the early
Around the turn of the 18th century, attitudes shifted dramatically, with a "growing
confidence in the rationality of nature." If before, parents saw themselves as protecting
their children from natural threats, this new paradigm viewed excessive parental
intervention as producing invalid children. Childhood was now perceived as a period
of "robust health" during which "natural forces" took their course, allowing the young
to grow into vital adulthood. Childhood was seen as a period of "freedom" before the
anticipated constraints of adult civilization and so parents valued the "childishness" of
their children, their nonconformity to adult expectations.
In the third phase, from 1830-1900, adults did not simply take pleasure in childhood;
they sought to prolong and shelter it as a special period of innocence from the adult
world. As Calvert notes:
This new myth of childhood innocence served, in part, as the basis for criticism of
modernity and the breakdown of traditional forms of family and community life.
"Nature intends that children shall be children before they are men. If we
insist on reversing this order we shall have fruit early indeed, but unripe
and tasteless and liable to early decay....Childhood has its own methods
of seeing, thinking, and feeling. Nothing shows less sense than to try to
substitute our own methods for these."
"The mind should be left undisturbed till its faculties have developed....
Therefore education of the earliest years should be merely negative. It
consists, not in teaching virtue or truth, but in preserving the heart from
vice and from the spirit of error....Exercise his body, his limbs, his
senses, his strength but keep his mind idle as long as you can....Leave
childhood to ripen in your children."
The Romantics valued the child's easy access to the world of the imagination and
sought to free themselves to engage with the world in a more child-like fashion.
"Children's minds are like wax, readily receiving all impressions." (1880)
"Like clay in the hands of the potter, they are waiting only to be
molded." (1882)
These wax, clay, and botanical metaphors rationalize increased adult control over
children's minds and bodies, often resulting in harsh punishment.
creature of the wood, and it is as cruel to confine the physical activities of young
children as those of squirrels and swallows." Hall might state, "Childhood is the
paradise of the race from which adult life is a fall." Yet, both promoted organized and
supervised play activities, such as the Boy Scouts or the YMCA, and urged the
development of classroom rituals intended to foster patriotism and religion. Drawing
on social Darwinism, the young child was, in the words of one progressive reformer,
"essentially a savage, with the interests of a savage, the body of a savage, and to no
small extent, the soul of one." Hall and his associates were remarkably literal minded
in insisting that the child be pushed through the various stages of civilization -- "from
Rome to Reason" -- in order to gain adulthood.
Advertising aimed at children violated the "social contract" forged during this period of
sacredization. Madison Avenue, the critics charge, no longer viewed children as
outside the sphere of economic life. However, as Stephen Kline suggests, the ideology
of the "sacred" child also contained the roots of a consumerist ideology. The marketing
of consumer goods was coupled with parents' concerns for their children's well-being,
ideals of sanitation or education, and improvements in domestic life. The child became
a central salesman for mass-marketed goods, with marketing researchers exploiting
each new breakthrough in child psychology to more effectively reach this lucrative
market.
adult regulation offered a way of coping with grown-up repression and conformity.
Post-War America was ripe for a new conception of parent-child relations; American
women were having children at younger and younger ages; their dislocation from
urban centers towards outlying suburbs separated them from their mothers and other
traditional sources of child-rearing advice. Spock's book guided their day-to-day
practices; its mixture of "commonsense" and expert advice offered a security blanket
for young and inexperienced parents. This new approach to child rearing also helped to
transform gender relations within the family, leading, as Robert Griswold notes,
towards a reconceptualization of the father as playmate rather than patriarch, and
preparing for the revival of feminist politics in the 1960s.
At the same time, precisely because this shift in the power relations in the home meant
a break with the way mothers and fathers had themselves been raised, young parents
demanded more and more information and thus, permissiveness proved a highly
productive cultural discourse. In the child-centered culture of post-war America,
permissive themes and images surface everywhere, from advice manuals to magazine
and television advertisements, from children's programming to adult novels. Not
surprisingly, the child became a potent political metaphor with liberal critics
characterizing Joseph McCarthy as "Dennis the Menace" and Spiro Agnew suggesting
that anti-war protesters should have been "spanked" more often when they were
children. Similarly, political metaphors surface consistently in child-rearing guides,
with a guilty conscience compared to the Gestapo or parental control to "brain-
washing."
The mobilization of the image of the innocent child at the 1996 conventions reflected
the continued break-down of the permissive era paradigm, which has been caught
within conservative backlash against the 1960s "counterculture." Republican ideology
has tended to embrace a more discipline-centered approach, while Democratic
ideology tends towards "authoritative parenting" as a middle position between
permissive and authoritarian approaches.
The actual business of living and parenting during these historical periods was no
doubt much messier than our intellectual and social histories might suggest. In our own
times, parents often find themselves muttering "my parents would never have let me
get away with that," reflecting an internal conflict between their own experience of
childhood and their idealized conceptions of how children should be raised. Many
contemporary parents hold themselves accountable to the ideals of the permissive
family culture of the 1950s and 1960. These ideals can not be met within a changed
economy that demands that both parents work outside the home or a changed social
structure where more than half of American children have divorced parents. Faced with
these uncertainties, parents, not surprisingly, are unable to maintain consistent ideology
or a coherent style of parenting; instead, they respond to local conditions in confused
and contradictory ways.
Recent scholarship also suggests that contemporary America may be a far less "child-
centered" nation than it imagines. Joe Kincheloe locates a core "ambivalence" in
American attitudes towards childhood, while Nancy Scheper-Hughes and Howard F.
Stein describe a "pathological" culture where "bad" children become scapegoats for
our frustrations and guilt. Often, Scheper-Hughes and Stein suggests, we focus on the
individual child-abuser as an aberration rather than acknowledge what our society
exacts from its children. Their descriptions of abusive families, latchkey kids, and
neglected children could not be further from the squeaky clean and loving ideals of
permissive child rearing -- a nightmare culture which manifests itself most fully in
black humor and horror movies.
PART THREE
CHILDREN'S CULTURE
"Parents and children negotiate all kinds of deals over television and
toys....The battle lines between public versus commercial television,
educational videos and literary adaptations versus toy-based animated
series, this video over that one, or one more hour of viewing versus one
Many important contributions to the new scholarship about childhood have made the
child disappear; cultural critics and historians have pulled the rug out from under our
prevailing cultural myths to show us that the innocent child is often a figment of adult
imaginations. Philippe Aries taught us not only that childhood has a history but that
there may have been a period before childhood existed. James Kincaid tells us that
"what the child is matters less than what we think it is." Jacqueline Rose suggests that
behind the category of children's fiction, there exists only a fictional child -- a
projection of adult desire. Children's fictions, after all, are written by adults, illustrated
by adults, edited by adults, marketed by adults, purchased by adults, and often read by
adults, for children. As Rose's analysis suggests, children's writers have a wide array of
motives, some illicit, some benign, for their desire to "get close" to the child and to
shape her thoughts and fantasies. The examination of children's fiction, then, starts by
stripping away the fantasy child reader, or even the fantasy of "children of all ages," in
order to locate and interpret the adult goals and desires which shape cultural
production.
This displacement of the child from the center of our analysis was a necessary first step
for critiquing the mythology of childhood innocence. Yet, such work often leaves
children permanently out of equation, offering no way to examine the social experience
of actual children or to talk about the real-world consequences of these ideologies.
Increasingly, the child emerges purely as a figment of pedophilic desire. Rose suggests
that our desire to erase children's sexuality has less to do with adult needs to suppress
or regulate children's bodies than with the desire to "hold off" our "panic" at the
prospect of sexualities radically different from our own. At the same time, she sees the
process of storytelling as one of "seduction;" adults tell tales to justify their prolonged
closeness to the objects of their desire. Photography critic Carol Mavor has traced the
complex desires which link Lewis Carroll's photographs of naked girls with his
children's books; both reflect his urge to arrest young girls' development at the moment
when they first "bud" while forestalling the inevitable approach of adult sexuality and
death.
Far from a perversion of the Victorian era, this fascination with the erotic child, James
Kincaid argues, is utterly pervasive in our contemporary culture, surfacing in scandal
sheet headlines about molestation and murder, in Coppertone and Calvin Klein ads,
and in popular films such as Pretty Baby. Such images, he suggests, allow us to have
our cake and eat it too -- to be titillated by erotically charged images of children, while
clinging to their innocence of adult sexual knowledge. These interpretations reveal
some of the fundamental hypocrisy surrounding childhood innocence in Victorian and
contemporary culture. For writers like Kincaid and Mavor, pedophilia becomes a
scandalous category, shocking us out of complacency and forcing us to examine the
In evoking the shock of pedophilia, they are playing a dangerous game. Contemporary
media scares about child molestation at day care centers are the latest in a long series
of attempts to use the ideology of the innocent child to force working women back in
the home, especially when coupled with equally sensationalistic accounts of latch key
children and the horrors of video game/television violence. No one is denying that
child seduction and molestation can be real problems, but the over-reporting of the
most sensationalistic cases denies us any meaningful perspective for examining the
actual incidence of such problems. These media campaigns leave working mothers
feeling that there is no safe way to raise their children, short of providing them with the
constant supervision demanded by child-rearing experts.
In such a culture, almost all representations that acknowledge children's sexuality are
subject to legal sanctions. Courts and media reformers are taking legal actions against
award-winning art films like The Tin Drum, the photographs of Robert Mapplethorpe,
Sally Mann and Jock Sturges, the class projects of a Harvard undergraduate, and
hardcore pornography. Even Kincaid has been attacked in the British press for
allegedly advocating pedophilia. Elementary schools in Wisconsin organized "secrets
clubs" where children were encouraged to tell social workers about their parent's
sexual and drug use habits. There is no question that our culture proliferates eroticized
images of children, yet there is also no question that our culture engages in a constant
and indiscriminate witch-hunt against anyone who shows too much interest in such
images. Such hysteria makes it difficult for artists to question more traditional modes
of depicting children, for social critics to ask hard questions about sexuality, or for
mothers and fathers to be certain which family photographs might become weapons in
child custody battles. I am not denying the validity of cultural analysis that recognizes
pedophilic impulses, yet there are serious dangers in reducing the question of adult
power over children to erotic desire.
Strip away pedophilia and we are still left with questions about how contemporary
scholarship might represent the power relations between children and adults. Many
accounts of children's culture focus almost exclusively on the exercise of adult
authority over children, leaving little space for thinking about children's own desires,
fantasies, and agendas. For example, Stephen Kline denies children any role in the
production of their own culture:
Children's culture is, within this formulation, something that happens to children.
Children are not participants or contributors to that culture. However powerful it may
seem as a criticism of the regulatory power of adult institutions, Kline's formulation
rests on the familiar myth of the innocent and victimized child whom we must protect
-- the mute one whose voice we must assume.
Childhood Identities
Writing about our fascination with eroticized images of young girls, Valerie
Walkerdine suggests that popular culture is often experienced as "the intrusion of adult
sexuality into the sanitized space of childhood." This model is too simple, she argues,
since it denies children's own role in shaping and deploying these fantasies. As
Walkerdine notes, such an account does not acknowledge, for example, the ways that
working class girls actively embrace elements from adult erotic representations as
offering a fantasy of escape from limited social opportunities or restrictive adult
authority. Walkerdine would find equally simplistic any account which celebrated the
working class girl's performance of erotic identities as "resistance to the position
accorded her at school and in high culture," since this reading ascribes too much social
autonomy to children. She describes popular culture as the site of contested and
contradictory attempts to define the child. Children's culture is shaped both by adult
desires and childhood fantasies, with material conditions determining whether or not
we -- as adults or as children -- are able to enact our fantasies.
Walkerdine represents a larger scholarly tradition that examines the complex processes
by which children acquire identities or internalize cultural norms. Annette Kuhn's
Family Secrets, for example, uses close readings of family photographs to explore her
own struggle with her mother to define personal memory. Her autobiographical
discussion becomes all the more poignant because, as a feminist, Kuhn recognizes the
desperation behind her mother's attempt to project her own meanings onto her daughter:
"If a daughter figures for her mother as the abandoned, unloved, child
that she, the mother, once was, and in some ways remains, how can
mother and daughter disengage themselves from these identifications
without harm, without forfeiture of love?"
In adopting the voice of the daughter, while acknowledging her mother's fears and
fantasies, Kuhn reintroduces children's experiences into the discussion of "family
values." Carolyn Steedman's The Tidy House explores how creative writing by young
working class girls reveals a pained recognition of their parents' ambivalence towards
child rearing. Steedman explains:
"They knew that their parents' situation was one of poverty, and that the
Steedman reads the stories as the girls' "urgent" attempts to "understand what set of
social beliefs had brought them into being."
This tradition of feminist analysis slides back and forth between psychological and
sociological investigation, exploring the charged and unstable relations between
mothers and daughters in order to rethink the social and psychic dynamics of the
patriarchal family. Such analysis casts the child -- whether understood through
autobiographical introspection (Family Secrets) or textual analysis and ethnographic
description (The Tidy House) -- as an active participant in these family dramas;
children's desires, hopes, fears, and fantasies are central to the process of constructing
personal identities.
One limitation of our current research is that almost all such work has focused around
issues of motherhood and femininity. This is not surprising given women's primary
responsibility for child-raising. However, we lack solid critical analysis of the relations
between fathers and sons within these same critical terms; we need more work on the
construction of masculinity through the rituals of boyhood. Feminism probably offers
the best tools for initiating such a project, yet few male scholars have adopted its
modes of analysis to confront their own formative experiences.
Children are subject to powerful institutions that ascribe meanings onto their minds
and bodies in order to maintain social control. Barrie Thorne suggests, for example,
that teachers' needs to routinize their procedures and to break their classes into
manageably scaled groups results in a constant reinforcement of the basic binaries
between "boys and girls." Children are more likely to play together across gender
differences in their own neighborhoods, outside of adult supervision, than within
school cafeterias and playgrounds.
Children's culture is shaped by adult agendas and expectations, at least on the site of
production and often at the moment of reception, and these materials leave lasting
imprints on children's social and cultural development. Elizabeth Segel has examined
how publishers, librarians, and educators shape children's access to different genres,
resulting in gender divides in reading interests that carry into adult life. The separation
of domestic based stories for girls and adventure stories for boys re-affirm the
gendering of the public and private spheres. Boy's books were often "chronicles of
growth to manhood," while girl's books often "depicted a curbing of autonomy in
adolescence." The two forms of literature prepare girls and boys for their expected
roles in adult society. However, these gender designations are not totally rigid in
practice. Young girls often read boys books for pleasure and boys books are more
consistently taught in the classroom. On the other hand, boys typically have been
reluctant to engage with books with female protagonists or feminine subject matter.
Such an imbalance, Segel argues, extracts "a heavy cost in feminine self-esteem" and
may be even "more restrictive of boys'... freedom to read." Ellen Seiter has extended
Segel's analysis to the gendering of children's television. Feminists, she argues, may be
well-meaning when they attack hyper-feminine programs like My Little Pony and
Strawberry Shortcake, but their continued disparagement of the things girls like may
contribute to -- rather than help to rectify -- girls' declining self esteem.
Erica Rand's Barbie's Queer Accessories suggests such localized resistance continues
in contemporary doll play. Rand solicited and interpreted adult's memories of Barbie
play, finding that these recollections often circle around unsanctioned and often
erotically charged play. Many lesbians remembered transforming the fashion model
into a "gender outlaw," drawing on their memories of childhood doll play to frame
"dyke destiny" stories. Just as the myth of childhood innocence naturalizes
heterosexual assumptions about appropriate gender roles, "dyke destiny" stories
suggest the inevitability of queer sexual orientation by tracing its roots back to early
childhood. Rand encourages skepticism about such stories, examining the way that
memory retrospectively rewrites the past to conform to our present-day identities.
Rand sees a constant struggle within children's culture (and within adult memories of
childhood) between moments of hegemonic incorporation and moments of resistance.
The same girl or boy may sometimes conform and sometimes disobey.
Adult institutions and practices make "bids" on how children will understand
themselves and the world around them, yet they can never be certain how children will
take up and respond to those "bids." A growing literature depicts children as active
creators, who use the resources provided them by the adult world as raw materials for
their play activities, their jokes, their drawings, and their own stories. Shelby Ann Wolf
and Shirley Brice Heath's The Braid of Literature offers a detailed description of
Heath's own young daughters as readers, documenting the many ways they integrated
favorite books their lives. Children's books became reference points for explaining
their own experiences. The girls often spoofed their language, characters, and
situations. The young girls felt compelled not only to re-read favorite stories but to
enact them with their bodies. Such play represents a testing of alternative identities.
Maintaining a fluid relationship to adult roles, children try things out through their
play, seeing if they fit or make sense, and discarding them when they tire of them.
James describes "children's culture" as children's space for cultural expression using
materials bought cheaply from the parent culture but viewed with adult disapproval.
Her account could not differ more from Kline's conception of a children's culture
produced and controlled by adults. The cheaper they are in price, the more cultural
goods are likely to reflect children's own aesthetic and cultural sensibilities. Materials
children can purchase with their allowances (such as candy, bubblegum cards, or
comic books) are less likely to bear the heavy imprint of adult gatekeepers than high
cost items (books and videos) parents purchase as gifts.
This "ket" aesthetic can also be recognized within children's television programs, such
as the "scream-real-loud" realm of Pee-Wee's Playhouse or the slop-and-slime world of
Nickelodeon's game shows, or in video games, which have often faced reformist
pressures because of their use of scatological or gory imagery. As Marsha Kinder has
suggested, Nickelodeon's self-promotion has often encouraged an ethos of
"generational conflict," stressing that parents "just don't get" its appeal to children:
"adults are untrustworthy; they wear deodorant and ties; they shave under their arms,
they watch the news and do other disgusting things." Nickelodeon's self-presentation
walks a thin line, using children's oppositional aesthetic to package shows (such as
Lassie) which contain little parents would find offensive and creating programs (such
as Kids Court or Linda Ellerbee's news specials) which almost -- but usually not quite
-- embrace a politics of kid-empowerment. Some of Nick's shows encourage children
to cast a critical eye towards adult institutions, teach them to be skeptical readers of
media images, encourage them to take more active roles in their communities
(including leading fights for free expression within their schools) and take seriously
their own goals for the nation's future (as in their Kids Pick the President campaign
coverage). Nickelodeon's claims to be "the kids only network" erects a sharp line
between the realms of children and adults.
This approach contrasts sharply with the children's programs of the 1950s (such as
Howdy Doody and Winky Dink and You) which Lynn Spigel has characterized as
inviting a "dissolution of age categories." Such programs, she argues, were "filled with
liminal characters, characters that existed somewhere in between child and adult" and
which encouraged a playful transgression of age-appropriate expectations. Spigel
points to their covert appeal to adult fantasies of escaping into the realm of childhood
free play from the conformity and productivity expected of grownups in Eisenhower's
America. The Nickelodeon programs such as Double Dare or What Would You Do, on
the other hand, stage contests between children and adults, invite children to judge
their parents or to smack them with cream pies and douse them with green slime. They
support children's recognition of a core antagonism with grownups, while positioning
the network, its programs, and its spin-off products on the kid side of that divide.
This desire to create an autonomous cultural space for children's play is not new, nor
does such freedom from adult control necessarily retard the child's inculcation into
anticipated social roles. Children must break with their parents before they can enter
into adult roles and responsibilities. Children's play has often been a space where they
experimented with autonomy and self-mastery. E. Anthony Rotundo's analysis of "Boy
Culture" in 19th century America suggests its complex relationship to the adult world.
As industrialization led to a greater division of labor, forcing men to leave the home to
work in the factories and leaving women in the domestic sphere to raise the young, the
formation of masculine identities entered a new phase. Young boys sought an escape
from maternal restraint, fleeing into a sphere of male action and adventure. Their play
with other boys was clearly framed as oppositional to adults, taking the form of daring
raids on privileged adult spaces, comic assaults on parental authority, or simply a
rejection of maternal rules and restrictions. Through this play, boys acquired the
aggression, competitiveness, daring, self-discipline, and physical mastery expected of
those who would inhabit a culture of rugged individualism. The more rambunctious
and irresponsible aspects of this culture would need to be tempered as the young males
entered adult jobs and family relations, yet this rough-and-tumble "boy culture"
prepared them more fully for their future roles than the maternal sanctioned activities
of the domestic sphere.
CONCLUSION
THE POLITICAL STAKES OF CHILDREN'S CULTURE
-- Jon Katz
The Children's Culture Reader seeks modes of cultural analysis that do not simply
celebrate children's resistance to adult authority but provide children with the tools to
realize their own political agendas or to participate in the production of their own
culture. The challenge is to find models that account for the complexity of the
interactions between children and adults, the mutuality and the opposition between
their cultural agendas. Feminist analysis has taught us that politics works as much
through the micro-practices of everyday life as through large-scale institutions and that
our struggle to define our identities in relations to other members of our families often
determines how we understand our place in the world.
As I have been editing this collection, I have been continually asked to explain and
justify the "political stakes" in re-examining children's culture. As this discussion has
already suggested, I consider such questions misguided, both because they accept at
face value the premise that childhood is a space largely "innocent" of adult political
struggles and because they fail to recognize how foundational the figure of the
innocent child is to almost all contemporary forms of politics. Issues involving children
are often viewed as "soft" compared to "hardcore" issues like tax cuts, crime bills, and
defense expenditures, a language that suggests historic divisions between a feminine
domestic sphere and a masculine public sphere. Feminists have long campaigned for a
reassessment of those priorities and a recognition of the political stakes in domestic
life. Yet, the politics of the public sphere, no less than the politics of the domestic
sphere, rests on the figure of the child, as we saw in the various evocations of
childhood at the Republican and Democratic national conventions. Often, the figure of
the brutalized and victimized child gets mobilized in campaigns to build support for
war; the figure of the dead child is the most powerful trope in the campaign for tougher
sentencing of criminals. For example, the recent "Megan's Law," which requires public
notification of the movement of convicted child molesters and other offenders into the
community, will be forever associated with the memory of a specific child victim.
Herb Kohl confronts these questions when he debates whether we should "burn
Babar." He invites us to question whether our recognition of noxious ideologies in
traditional children's literature (such as Babar's pro-colonialism agenda) compels us to
banish them or whether we should encourage children to become critical readers
locating and questioning the implicit assumptions they find in the culture around them.
As Kohl writes:
Jon Katz confronts these challenges when he shifts the focus of debates about
cyberspace away from the question of how we might protect our children from
corrupting influences (whether through legal sanctions or filtering technology) and
towards how we might empower children to actively contribute to the political culture
of the net. Katz argues that children, no less than adults, have "certain inalienable
rights not conferred at the caprice of arbitrary authority," rights that include access to
the materials of their culture and the technologies which enable more widespread
communication as well as "the right to refuse to be force-fed other generation's
values." Katz's polemical and suggestive essay points towards a reassessment of the
role of education, away from a focus on the transmission of established cultural norms
and towards the development of skills which enable children to question the society
around them and to communicate their ideas, via new technologies, with others of their
generations. He writes:
constructs that governed their own lives and culture are no longer the
only relevant or useful ones."
Sally Mann confronts these challenges when she creates photographs of children,
which emphasize their fears, anxieties, and uncertainties, their everyday scrapes and
bruises, and sexuality rather than representing childhood as a wholesome utopia. At
their best, Mann's photographs strip away the myth of childhood innocence to show the
struggles of children to define themselves.
Linda Ellerbee confronts these challenges when she creates television programs that
encourage children's awareness of real-world problems, such as the LA Riots, and
enable to find their own critical voice to speak back against the adult world. She trusts
children to confront realities from which other adults might shield them, offering them
the facts needed to form their own opinions and the air time to discuss issues.
These critics, educators, and artists offer us models of a children's culture which is
progressive in both its form and its content. They move beyond mythic innocence and
toward a recognition and advocacy of children's cultural, social, and political agency.
Such works do not ignore the fact that children suffer real material problems, including
neglect, abuse, and poverty, and that there are times and places where adults must
protect them from themselves and from the world. There are also times and places
where we need to listen to our children and factor their needs, desires, and agendas into
our own sense of the world and into the decisions that effects our children's lives.
Children need adults to create the conditions through which they develop a political
consciousness, to defend their access to the information they need to frame their own
judgments, and to build the technologies which enable them to exchange their ideas
with others of their generation. They need us to be more than guardians of the fort or
protectors of the village, and we will not rise to those challenges as long as our actions
are governed by familiar myths of the innocent child. The goal is not to erase the line
between children and adult, which we must observe if we are both to protect and
empower the young. The goal is to offer a fuller, more complex picture of children's
culture that can enable more meaningful, realistic, and effective political change.
Between my house and the school, there was another forest, which, for the full length
of my youth, remained undeveloped. A friend and I would survey this land, claiming it
for our imaginary kingdoms of Jungleloca and Freedonia. We felt a proprietorship over
that space, even though others used it for schoolyard fisticuffs, smoking cigarettes or
playing kissing games. When we were there, we rarely encountered adults, though
when we did, it usually spelt trouble. We would come home from these secret places,
covered with Georgia red mud.
Of course, we spent many afternoons at home, watching old horror movies or action-
adventure series reruns, and our mothers would fuss at us to go outside. Often,
something we had seen in television would inspire our play, stalking through the
woods like Lon Chaney Jr.’s Wolfman or “socking” and powing” each other under the
influence of Batman. Today, each time I visit my parents, I am shocked to see that
most of those “sacred” places are now occupied by concrete, bricks, or asphalt. They
managed to get a whole subdivision out of Jungleloca and Freedonia!
My son, Henry, now 16, has never had a backyard. He has grown up in various
apartment complexes, surrounded by asphalt parking lots with, perhaps, a small grass
buffer from the street. Children were prohibited by apartment policy from playing on
the grass or from racing their tricycles in the basements or from doing much of
anything else that might make noise, annoy the non-childbearing population, cause
damage to the facilities, or put themselves at risk. There was, usually, a city park some
blocks away which we could go on outings a few times a week and where we could
watch him play. Henry could claim no physical space as his own, except his toy-strewn
room, and he rarely got outside earshot. Once or twice, when I became exasperated by
my son’s constant presence around the house, I would forget all this and tell him he
should go outside and play. He would look at me with confusion and ask “Where?”
But, he did have video games which took him across lakes of fire, through cities in the
clouds, along dark and gloomy back streets, and into dazzling neon-lit Asian
marketplaces. Video games constitute virtual playing spaces which allow home-bound
children like my son to extend their reach, to explore, manipulate, and interact with a
more diverse range of imaginary places than constitute the often drab, predictable, and
overly-familiar spaces of their everyday lives. Keith Feinstein (1997), President of the
Video Game Conservatory, argues that video games preserve many aspects of
traditional play spaces and culture, maintaining aspects that motivates children to:
learn about the environment that they find themselves living in. Video
games present the opportunity to explore and discover, as well as to
combat others of comparable skill (whether they be human or electronic)
and to struggle with them in a form that is similar to children wrestling,
or scrambling for the same ball - they are nearly matched, they aren't
going to really do much damage, yet it feels like an all-important fight
for that child at that given moment. Space Invaders gives us visceral
thrill and poses mental/physical challenges similar to a schoolyard game
of dodge-ball (or any of the hundred of related kids games). Video
games play with us, a never tiring playmate.
revelation of a new level the reward for having survived and mastered the previous
environment. (Fuller and Jenkins, 1995)
Video games advertise themselves as taking us places very different from where we
live:
Say hello to life in the fast lane. Sonic R for Sega Saturn is a full-on,
pedal-to-the-metal hi-speed dash through five 3D courses, each rendered
in full 360 degree panoramas....You’ll be flossing bug guts out of your
teeth for weeks. (Sonic R, 1998)
Hack your way through a savage world or head straight for the arena....
Complete freedom of movement. (Die By the Sword, 1998)
Strap in and throttle up as you whip through the most realistic and
immersive powerboat racing game ever made. Jump over roadways, and
through passing convoys, or speed between oil tankers, before they close
off the track and turn your boat to splinters. Find a shortcut and take the
lead, or better yet, secure your victory and force your opponent into a
river barge at 200 miles per hour. (VR Sports, 1998)
Who wouldn’t want to trade in the confinement of your room for the immersion
promised by today’s video games? Watch children playing these games, their bodies
bobbing and swaying to the on-screen action, and it’s clear they are there — in the
fantasy world, battling it out with the orcs and goblins, pushing their airplanes past the
sound barrier, or splashing their way through the waves in their speed boats. Perhaps,
my son finds in his video games what I found in the woods behind the school, on my
bike whizzing down the hills of the suburban back streets, or settled into my treehouse
during a thunder storm with a good adventure novel — intensity of experience, escape
from adult regulation; in short, “complete freedom of movement.”
This essay will offer a cultural geography of video game spaces, one which uses
traditional children’s play and children’s literature as points of comparison to the
digital worlds contemporary children inhabit. Specifically, I examine the “fit” between
video games and traditional boy culture and review several different models for
creating virtual play spaces for girls. So much of the existing research on gender and
games takes boy’s fascination with these games as a given. As we attempt to offer
video games for girls, we need to better understand what draws boys to video games
Video games are often blamed for the listlessness or hyperactivity of our children, yet
sociologists find these same behavioral problems occurring among all children raised
in highly restrictive and confined physical environments. (Booth and Johnson, 1975;
van Staden, 1984). Social reformers sometimes speak of children choosing to play
video games rather than playing outside, when, in many cases, no such choice is
available. More and more Americans live in urban or semi-urban neighborhoods.
Fewer of us own our homes and more of us live in apartment complexes. Fewer adults
have chosen have children and our society has become increasingly hostile to the
presence of children. In many places, “no children” policies severely restrict where
parents can live. Parents, for a variety of reasons, are frightened to have their children
on the streets, and place them under “protective custody.” “Latch key” children return
from school and lock themselves in their apartments (Kincheloe, 1997).
In the 19th century, children living along the frontier or on America’s farms enjoyed
free range over a space which was ten square miles or more. Elliot West (1992)
describes boys of 9 or 10 going camping alone for days on end, returning when they
were needed to do chores around the house. The early 20th century saw the
development of urban playgrounds in the midst of city streets, responding to a growing
sense of children’s diminishing access to space and an increased awareness of issues of
child welfare (Cavallo, 1991), but autobiographies of the period stress the availability
of vacant lots and back allies which children could claim as their own play
environments. Sociologists writing about the suburban America of my boyhood found
that children enjoyed a play terrain of one to five blocks of spacious backyards and
relatively safe subdivision streets (Hart, 1979). Today, at the end of the 20th century,
many of our children have access to the one to five rooms inside their apartments.
Video game technologies expand the space of their imagination.
Let me be clear — I am not arguing that video games are as good for kids as the
physical spaces of backyard play culture. As a father, I wish that my son could come
home covered in mud or with scraped knees rather than carpet burns. However, we
sometimes blame video games for problems which they do not cause — perhaps
because of our own discomfort with these technologies which were not part of our
childhood. When politicians like Sen. Joseph Lieberman (D-Ct.) target video game
violence, perhaps it is to distract attention from the material conditions which give rise
to a culture of domestic violence, the economic policies which make it harder for most
of us to own our homes, and the development practices which pave over the old
grasslands and forests. Video games did not make backyard play spaces disappear;
rather, they offer children some way to respond to domestic confinement.
impact of “sunshine and good exercise” upon our physical well-being. Roger Hart’s
Children’s Experience of Place (1979), for example, stresses the importance of
children’s manipulations and explorations of their physical environment to their
development of self-confidence and autonomy. Our physical surroundings are
“relatively simple and relatively stable” compared to the “overwhelmingly complex
and ever shifting” relations between people, and thus, they form core resources for
identity formation. The unstructured spaces, the playforts and treehouses, children
create for themselves in the cracks, gullies, back allies, and vacant lots of the adult
world constitute what Robin C. Moore (1986) calls “childhood’s domain” or William
Van Vliet (1983) has labeled as a “fourth environment” outside the adult-structured
spaces of home, school, and playground. These informal, often temporary play spaces
are where free and unstructured play occurs. Such spaces surface most often on the
lists children make of “special” or “important” places in their lives. M. H. Matthews
(1992) stresses the “topophilia,” the heightened sense of belonging and ownership,
children develop as they map their fantasies of empowerment and escape onto their
neighborhoods. Frederick Donaldson (1970) proposed two different classifications of
these spaces — home base, the world which is secure and familiar, and home region,
an area undergoing active exploration, a space under the process of being colonized by
the child. Moore (1986) writes:
These discoveries arise from active exploration and spontaneous engagement with their
physical surroundings. Children in the same neighborhoods may have fundamentally
different relations to the spaces they share, cutting their own paths, giving their own
names to features of their environment. The “wild spaces” are far more important,
many researchers conclude, than playgrounds, which can only be used in sanctioned
ways, since they allow many more opportunities for children to modify their physical
environment.
Children’s access to spaces are structured around gender differences. Observing the
use of space within 1970s suburban America, Hart (1979) found that boys enjoyed far
greater mobility and range than girls of the same age and class background. In the
course of an afternoon’s play, a typical 10-12 year old boy might travel a distance of
2452 yards, while the average 10-12 year old girl might only travel 959 yards. For the
most part, girls expanded their geographic range only to take on responsibilities and
perform chores for the family, while parents often turned a blind eye to a boy’s
movements into prohibited spaces. The boys Hart (1979) observed were more likely to
move beyond their homes in search of “rivers, forts and treehouses, woods, ballfields,
hills, lawns, sliding places, and climbing trees” while girls were more like to seek
commercially developed spaces, such as stores or shopping malls. Girls were less
likely than boys to physically alter their play environment, to dam creeks or build forts.
Such gender differences in mobility, access and control over physical space increased
as children grew older. As C. Ward (1977) notes:
One study found that parents were more likely to describe boys as being “outdoors”
children and girls as “indoor” children (Newson and Newson, 1976). Another 1975
study (Rheingold and Cook), which inventoried the contents of children’s bedrooms,
found boys more likely to possess a range of vehicles and sports equipment designed to
encourage outside play, while the girls rooms were stocked with dolls, doll clothes, and
other domestic objects. Parents of girls were more likely to express worries about the
dangers their children face on the streets and to structure girls’ time for productive
household activities or educational play (Matthews, 1992).
Historically, girl culture formed under closer maternal supervision and girls toys were
designed to foster female-specific skills and competencies and prepare girls for their
future domestic responsibilities as wives and mothers. The doll’s central place in
girlhood reflected maternal desires to encourage daughters to sew; the doll’s china
heads and hands fostered delicate gestures and movements (Formanek-Brunnel, 1998).
However, these skills were not acquired without some resistance. Nineteenth century
girls were apparently as willing as today’s girls to mistreat their dolls, cutting their
hair, driving nails into their bodies.
If cultural geographers are right when they argue that children’s ability to explore and
modify their environments plays a large role in their growing sense of mastery,
freedom and self confidence, then the restrictions placed on girls’ play have a crippling
effect. Conversely, this research would suggest that children’s declining access to play
space would have a more dramatic impact on the culture of young boys, since girls
already faced domestic confinement.
What E. Anthony Rotundo (1994) calls “boy culture” emerged in the context of the
growing separation of the male public sphere and the female private sphere in the wake
of the industrial revolution. Boys were cut off from the work life of their fathers and
left under the care of their mothers. According to Rotundo, boys escaped from the
home into the outdoors play space, freeing them to participate in a semi-autonomous
“boy culture” which cast itself in opposition to maternal culture:
The boys took transgressing maternal prohibitions as proof they weren’t “mama’s
boys.” Rotundo argues that this break with the mother was a necessary step towards
autonomous manhood. One of the many tragedies of our gendered-division of labor
may be the ways that it links misogyny — an aggressive fighting back against the
mother — with the process of developing self-reliance. Contrary to the Freudian
concept of the oedipal complex (which focuses on boy’s struggles with their all-
powerful fathers as the site of identity formation), becoming an adult male often means
struggling with (and in many cases, actively repudiating) maternal culture. Fathers, on
the other hand, offered little guidance to their sons, who, Rotundo argues, acquired
masculine skills and values from other boys. By contrast, girls play culture was often
“interdependent” with the realm of their mother’s domestic activities, insuring a
smoother transition into anticipated adult roles, but allowing less autonomy.
What happens when the physical spaces of 19th century boy culture are displaced by
the virtual spaces of contemporary video games? Cultural geographers have long
argued that television is a poor substitute for backyard play, despite its potential to
present children with a greater diversity of spaces than can be found in their immediate
surroundings, precisely because it is a spectatorial rather than a participatory medium.
Moore (1986), however, leaves open the prospect that a more interactive digital
medium might serve some of the same developmental functions as backyard play. A
child playing a video game, searching for the path around obstacles, or looking for an
advantage over imaginary opponents, engages in many of the same “mapping”
activities as children searching for affordances in their real-world environments.
Rotundo’s core claims about 19th century boy culture hold true for the “video game
culture” of contemporary boyhood. This congruence may help us to account for the
enormous popularity of these games with young boys. This “fit” should not be
surprising when we consider that the current game genres reflect intuitive choices by
men who grew up in the 1960s and 1970s, when suburban boy culture still reigned.
(1) Nineteenth century “boy culture” was charactered by its independence from the
realm of both mothers and fathers. It was a space where boys could develop autonomy
and self confidence. Twentieth century video game culture also carves out a cultural
realm for modern day children separate from the space of their parents. They often play
the games in their rooms and guard their space against parental intrusion. Parents often
express a distaste for the games’ pulpy plots and lurid images. As writers like Jon Katz
(1997) and Don Tapscott (1997) note, children’s relative comfort with digital media is
itself a generational marker, with adults often unable to comprehend the movement and
colored shapes of the video screen. Here, however, the loss of spacial mobility is
acutely felt — the “bookworm,” the boy who spent all of his time in his room reading,
had a “mama’s boy” reputation in the old “boy culture.” Modern day boys have had to
accommodate their domestic confinement with their definitions of masculinity, perhaps
accounting, in part, for the hypermasculine and hyperviolent content of the games
themselves. The game player has a fundamentally different image than the “book
worm.”
(2) In 19th century “boy culture,” youngsters gained recognition from their peers for
their daring, often proven through stunts (such as swinging on vines, climbing trees, or
leaping from rocks as they cross streams) or through pranks (such as stealing apples or
doing mischief on adults.)
In 20th century video game culture, children gain recognition for their daring as
demonstrated in the virtual worlds of the game, overcoming obstacles, beating bosses,
and mastering levels. Nineteenth century boys’s trespasses on neighbor’s property or
confrontations with hostile shopkeepers are mirrored by the visual vocabulary of the
video games which often pit smaller protagonists against the might and menace of
much larger rivals. Much as cultural geographers describe the boys’ physical
movements beyond their home bases into developing home territories, the video games
allow boys to gradually develop their mastery over the entire digital terrain, securing
their future access to spaces by passing goal posts or finding warp zones.
(3)The central virtues of the 19th century “boy culture” were mastery and self-control.
The boys set tasks and goals for themselves which required discipline in order to
complete. Through this process of setting and meeting challenges, they acquired the
virtues of manhood.
The central virtues of video game culture are mastery (over the technical skills required
by the games) and self-control (manual dexterity). Putting in the long hours of
repetition and failure necessary to master a game also requires discipline and the ability
to meet and surpass self-imposed goals. Most contemporary video games are ruthlessly
goal-driven. Boys will often play the games, struggling to master a challenging level,
well past the point of physical and emotional exhaustion. Children are not so much
“addicted” to video games as they are unwilling to quit before they have met their
goals, and the games seem to always set new goalposts, inviting us to best “just one
more level.” One of the limitations of the contemporary video game is that it provides
only pre-structured forms of interactivity, and in that sense, video games are more like
playgrounds and city parks rather than wild-spaces. For the most part, video game
players can only exploit built-in affordances and pre-programed pathways. “Secret
codes,” “Easter Eggs,” and “Warp zones” function in digital space like secret paths do
in physical space and are eagerly sought by gamers who want to go places and see
things others can’t find.
(4) The 19th century “boy culture” was hierarchical with a member’s status dependent
upon competitive activity, direct confrontation and physical challenges. The boy
fought for a place in the gang’s inner circle, hoping to win admiration and respect.
Twentieth century video game culture can also be hierarchical with a member gaining
status by being able to complete a game or log a big score. Video game masters move
from house to house to demonstrate their technical competency and to teach others
have to “beat” particularly challenging levels. The video arcade becomes a proving
ground for contemporary masculinity, while many games are designed for the arcade,
demanding a constant turn-over of coins for play and intensifying the action into
roughly two minute increments. Often, single-player games generate digital rivals who
may challenge us to beat their speeds or battle them for dominance.
(5) Nineteenth century “boy culture” was sometimes brutally violent and physically
aggressive; children hurt each other or got hurt trying to prove their mastery and
daring. Twentieth century video game culture displaces this physical violence into a
symbolic realm. Rather than beating each other up behind the school, boys combat
imaginary characters, finding a potentially safer outlet for their aggressive feelings. We
forget how violent previous boy culture was. Rotundo (1994)writes:
The prevailing ethos of the boys’ world not only supported the
expression of impulses such as dominance and aggression (which had
evident social uses), but also allowed the release of hostile, violent
feelings (whose social uses were less evident). By allowing free passage
to so many angry or destructive emotions, boy culture sanctioned a good
deal of intentional cruelty, like the physical torture of animals and the
emotional violence of bullying....If a times boys acted like a hostile pack
of wolves that preyed on its own kind as well as on other species, they
behaved at other times like a litter of playful pups who enjoy romping,
wrestling and testing new skills. (45)
Even feelings of fondness and friendship were expressed through physical means,
including greeting each other with showers of brickbats and offal. Such a culture is as
violent as the world depicted in contemporary video games, which have the virtue of
allowing growing boys to express their aggression and rambunctiousness through
indirect, rather than direct, means.
(6) Nineteenth century “boy culture” expressed itself through scatological humor. Such
bodily images (of sweat, spit, snot, shit, and blood) reflected the boy’s growing
awareness of their bodies and signified their rejection of maternal constraints.
Twentieth century video game culture has often been criticized for its dependence
upon similar kinds of scatological images, with the blood and gore of games like
Mortal Kombat (with its “end moves” of dismemberment and decapitation), providing
some of the most oft-cited evidence in campaigns to reform video game content
(Kinder, 1996). Arguably, these images serve the same functions for modern boys as
for their 19th century counterparts — allowing an exploration of what it’s like to live
in our bodies and an expression of distance from maternal regulations. Like the earlier
‘boy culture,’ this scatological imagery sometimes assumes overtly misogynistic form,
directed against women as a civilizing or controlling force, staged towards women’s
bodies as a site of physical difference and as the objects of desire/distaste. Some early
games, such as Super Metroid, rewarded player competence by forcing female
characters to strip down to their underwear if the boys beat a certain score.
(7) Nineteenth century “boy culture” depended on various forms of role-playing, often
imitating the activities of adult males. Rotundo (1994) notes the popularity of games of
settlers and Indians during an age when the frontier had only recently been closed,
casting boys sometimes as their settler ancestors and other times as “savages.” Such
play mapped the competitive and combative boy culture ethos onto the adult realm,
thus exaggerating the place of warfare in adult male lives. Through such play, children
tested alternative social roles, examined adult ideologies, and developed a firmer sense
of their own abilities and identities. Boy culture emphasized exuberant spontaneity; it
allowed free rein to aggressive impulses and revealed in physical prowess and
assertion. Boy culture was a world of play, a social space where one evaded the duties
and restrictions of adult society...Men were quiet and sober, for theirs was a life of
serious business. They had families to support, reputations to earn, responsibilities to
meet. Their world was based on work, not play, and their survival in it depended on
patient planning, not spontaneous impulse. To prosper, then, a man had to delay
gratification and restrain desire. Of course, he also needed to be aggressive and
competitive, and he needed an instinct for self-advancement. But he had to channel
those assertive impulses in ways that were suitable to the abstract battles and complex
issues of middle-class men’s work. (55) Today, the boys are using the same
technologies as their fathers, even if they are using them to pursue different fantasies.
(8) In 19th century “boy culture,” play activities were seen as opportunities for social
interactions and bonding. Boys formed strong ties which formed the basis for adult
affiliations, for participation in men’s civic clubs and fraternities, and for business
partnerships. The track record of contemporary video game culture at providing a basis
for a similar social networking is more mixed. In some cases, the games constitute both
play space and playmates, reflecting the physical isolation of contemporary children
from each other. In other cases, the games provide the basis for social interactions at
home, at school and at the video arcades. Children talk about the games together, over
the telephone or now, over the Internet, as well as in person, on the playground or at
the school cafeteria. Boys compare notes, map strategies, share tips, and show off their
skills, and this exchange of video game lore provides the basis for more complex social
relations. Again, video games don’t isolate children but they fail, at the present time, to
provide the technological basis for overcoming other social and cultural factors, such
as working parents who are unable to bring children to each other’s houses or enlarged
school districts which make it harder to get together.
Far from a “corruption” of the culture of childhood, video games show strong
continuities to the boyhood play fondly remembered by previous generations. There is
a significant difference, however. The 19th century “boy culture” enjoyed such
freedom and autonomy precisely because their activities were staged within a larger
expanse of space, because boys could occupy an environment largely unsupervised by
adults. Nineteenth century boys sought indirect means of breaking with their mothers,
escaping to spaces that were outside their control, engaging in secret activities they
knew would have met parental disapproval. The mothers, on the other hand, rarely had
to confront the nature of this “boy culture” and often didn’t even know that it existed.
The video game culture, on the other hand, occurs in plain sight, in the middle of the
family living room, or at best, in the children’s rooms. Mothers come face to face with
the messy process by which western culture turns boys into men, and it becomes the
focus of open antagonisms and the subject of tremendous guilt and anxiety. Sega’s Lee
McEnany (this volume) acknowledges that the overwhelming majority of complaints
game companies receive come from mothers, and Ellen Seiter (1996) has noted that
this statistic reflects the increased pressure placed on mothers to supervise and police
children’s relations to popular culture. Current attempts to police video game content
reflect a long history of attempts to shape and regulate children’s play culture, starting
with the playground movements of progressive America and the organization of social
groups for boys such as the Boy Scouts or Little League which tempered the more
rough-and-tumble qualities of “boy culture” and channeled them into games, sports,
and other adult-approved pastimes.
Many of us might wish to foster a boy culture that allowed the expression of affection
or the display of empowerment through nonviolent channels, that disentangled the
development of personal autonomy from the fostering of misogyny, and that
encouraged boys to develop a more nurturing, less domineering attitude to their social
and natural environments. These worthy goals are worth pursuing. We can’t simply
adopt a “boys will be boys” attitude. However, one wonders about the consequences of
such a policing action in a world that no longer offers “wild” outdoor spaces as a safety
valve for boys to escape parental control. Perhaps, our sons—and daughters — need an
unpoliced space for social experimentation, a space where they can vent their
frustrations and imagine alternative adult roles without inhibiting parental pressure.
The problem, of course, is that unlike the 19th century “boy culture,” the video game
culture is not a world children construct for themselves but rather a world made by
adult companies and sold to children. There is no way that we can escape adult
intervention in shaping children’s play environments as long as those environments are
built and sold rather than discovered and appropriated. As parents, we are thus
implicated in our children’s choice of play environments, whether we wish to be or
not, and we need to be conducting a dialogue with our children about the qualities and
values exhibited by these game worlds. One model would be for adults and children to
collaborate in the design and development of video game spaces, in the process,
developing a conversation about the nature and meanings of the worlds being
produced. Another approach (Cassell, This Volume) would be to create tools to allow
children to construct their own playspaces and then give them the space to do what
they want. Right now, parents are rightly apprehensive about a playspace which is
outside their own control and which is shaped according to adult specifications but
without their direct input.
One of the most disturbing aspects of the “boy culture” is its gender segregation. The
19th century “boy culture” played an essential role in preparing boys for entry into
their future professional roles and responsibilities; some of that same training has also
become essential for girls at a time when more and more women are working outside
the home. The motivating force behind the “girls game” movement is the idea that
girls, no less than boys, need computers at an early age if they are going to be
adequately prepared to get “good jobs for good wages.” (Jenkins and Cassell, this
volume) Characteristically, the girl’s game movement has involved the transposition of
traditional feminine play cultures into the digital realm. However, in doing so, we run
the risk of preserving, rather than transforming, those aspects of traditional “girl
culture” which kept women restricted to the domestic sphere, while denying them the
spacial exploration and mastery associated with the “boy culture.” Girls, no less than
boys, need to develop an exploratory mindset, a habit of seeking unknown spaces as
opposed to settling placidly into the domestic sphere.
Alex looked around him. There was no place to seek cover. He was too
weak to run, even if there was. His gaze returned to the stallion,
fascinated by a creature so wild and so near. Here was the wildest of all
wild animals — he had fought for everything he had ever needed, for
food, for leadership, for life itself; it was his nature to kill or be killed.
The horse reared again; then he snorted and plunged straight for the boy.
(27) — Walter Farley, The Black Stallion (1941)
The space of the boy book is the space of adventure, risk-taking and danger, of a wild
and untamed nature that must be mastered if one is to survive. The space of the boys
book offers “no place to seek cover,” and thus encourages fight-or-flight responses. In
some cases, most notably in the works of Mark Twain, the boy books represented a
nostalgic documentation of 19th century “boy culture,” its spaces, its activities, and its
values. In other cases, as in the succession of pulp adventure stories that form the
background of the boys game genres, the narratives offered us a larger-than-life
enactment of those values, staged in exotic rather than backyard spaces, involving
broader movements through space and amplifying horseplay and risktaking into
scenarios of actual combat and conquest. Boys book writers found an easy fit between
the ideologies of American “manifest destiny” or British colonialism and the adventure
stories boys preferred to read, which often took the form of quests, journeys, or
adventures into untamed and uncharted regions of the world — into the frontier of the
American west (or in the 20th century, the “final frontier” of Mars and beyond), into
the exotic realms of Africa, Asia, and South America. The protagonists were boys or
boy-like adult males, who have none of the professional responsibilities and domestic
commitments associated with adults. The heroes sought adventure by running away
from home to join the circus (Toby Tyler), to sign up as cabin boy on a ship (Treasure
Island), or to seek freedom by rafting down the river (Huckleberry Finn). They
confronted a hostile and untamed environment (as when The Jungle Book’s Mowgli
must battle “tooth and claw” with the tiger, Sheer Khan, or as when Jack London’s
protagonists faced the frozen wind of the Yukon.) They were shipwrecked on islands,
explored caves, searched for buried treasure, plunged harpoons into slick-skinned
whales, or set out alone across the dessert, the bush or the jungle. They survived
through their wits, their physical mastery, and their ability to use violent force. Each
chapter offered a sensational set piece — an ambush by wild Indians, an encountered
with a coiled cobra, a landslide, a stampede, or a sea battle — which placed the
protagonist at risk and tested his skills and courage. The persistent images of blood-
and-guts combat and cliff-hanging risks compelled boys to keep reading, making their
blood race with promises of thrills and more thrills. This rapid pace allowed little room
for moral and emotional introspection. In turn, such stories provided fantasies which
boys could enact upon their own environments. Rotundo (1994) describes 19th century
boys playing pirates, settlers and Indians, or Roman warriors, roles drawn from boys
books.
The conventions of the 19th and early 20th century boys adventure story provided the
basis for the current video game genres. The most successful console game series, such
as Capcom’s Mega Man or Nintendo’s Super Mario Brothers games, combine the
iconography of multiple boys book genres. Their protagonists struggle across an
astonishingly eclectic range of landscapes — desserts, frozen wastelands, tropical rain
forests, urban undergrounds — and encounter resistance from strange hybrids (who
manage to be animal, machine, and savage all rolled into one). The scroll games have
built into them the constant construction of frontiers — home regions — which the boy
player must struggle to master and push beyond, moving deeper and deeper into
uncharted space. Action is relentless. The protagonist shoots fireballs, ducks and
charges, slugs it out, rolls, jumps and dashes across the treacherous terrain, never
certain what lurks around the next corner. If you stand still, you die. Everything you
encounter is potentially hostile so shoot to kill. Errors in judgement result in the
character’s death and require starting all over again. Each screen overflows with
dangers; each landscape is riddled with pitfalls and booby traps. One screen may
require you to leap from precipice to precipice, barely missing falling into the deep
chasms below. Another may require you to swing by vines across the treetops, or
spelunk through an underground passageway, all the while fighting it out with the alien
hordes. The game’s levels and worlds reflect the set-piece structure of the earlier boys
books. Boys get to make lots of noise on adventure island, with the soundtrack full of
pulsing music, shouts, groans, zaps, and bombblasts. Everything is streamlined: the
plots and characters are reduced to genre archetypes, immediately familiar to the boy
gamers, and defined more through their capacity for actions than anything else. The
“adventure island” is the archetypal space of both the boys books and the boys games
— an isolated world far removed from domestic space or adult supervision, an
untamed world for people who refuse to bow before the pressures of the civilizing
process, a never-never-land you seek your fortune. The “adventure island,” in short, is
a world which fully embodies the “boy culture” and its ethos.
If it was the key to the closed garden, and she could find out where the
door was, she could perhaps open it and see what was inside the walls,
and what had happened to the old rose-trees. It was because it had been
shut up so long that she wanted to see it. It seemed as if it must be
different from other places and that something strange must have
happened to it during ten years. Besides that, if she liked it she could go
into it every day and shut the door behind her, and she could make up
some play of her own and play it quite alone, because nobody would
ever know where she was, but would think the door was still locked and
the key buried in the earth. (71)---Frances Hodgson Burnett (1911), The
Secret Garden
Girl space is a space of secrets and romance, a space of one’s own in a world which
offers you far too little room to explore. Ironically, “girl books” often open with
fantasies of being alone and then require the female protagonist to sacrifice their
private space in order to make room for others’ needs. The “girls book” genres were
slower to evolve, often emerging through imitation of the gothics and romances
preferred by adult women readers and retaining a strong aura of instruction and self-
improvement. As Segel (1986) writes:
The liberation of nineteenth century boys into the book world of sailors
and pirates, forest and battles, left their sisters behind in the world of
childhood — that is, the world of home and family. When publishers and
writers saw the commercial possibilities of books for girls, it is
interesting that they did not provide comparable escape reading for them
(that came later, with the pulp series books) but instead developed books
designed to persuade the young reader to accept the confinement and
self-sacrifice inherent in the doctrine of feminine influence. This was
accomplished by depicting the rewards of submission and the sacred
joys of serving as ‘the angel of the house.’ (171-172)
If the boys book protagonist escapes all domestic responsibilities, the girls book
heroine learned to temper her impulsiveness and to accept family and domestic
obligations (Little Women, Anne of Green Gables) or sought to be a healing influence
on a family suffering from tragedy and loss (Rebecca of Sunnybrook Farm). Segel
(1986) finds the most striking difference between the two genre traditions is in the
book’s settings: “the domestic confinement of one book as against the extended voyage
to exotic lands in the other.” (173) Avoiding the boys books’ purple prose, the girls
books describe naturalistic environments, similar to the realm of readers’ daily
experience. The female protagonists take emotional, but rarely, physical risks. The tone
is more apt to be confessional than confrontational.
Traditional girls books, such as The Secret Garden, do encourage some forms of spatial
exploration, an exploration of the hidden passages of unfamiliar houses or the
rediscovery and cultivation of a deserted rose garden. Norman N. Holland and Leona
F. Sherman (1986) emphasize the role of spacial exploration in the gothic tradition, a
“maiden-plus-habitation” formula whose influence is strongly felt on The Secret
Garden. In such stories, the exploration of space leads to the uncovering of secrets,
clues, and symptoms that shed light on character’s motivations. Hidden rooms often
contained repressed memories and sometimes entombed relatives. The castle, Holland
and Sherman (1986) note, “can threaten, resist, love or confine, but in all these actions,
it stands as a total environment” (220) which the female protagonist can never fully
escape. Holland and Sherman claim that gothic romances fulfill a fantasy of unearthing
secrets about the adult world, casting the reader in a position of powerlessness and
daring them to overcome their fears and confront the truth. Such a fantasy space is, of
course, consistent with what we have already learned about girls’ domestic
Purple Moon’s Secret Paths in the Forest fully embodies the juvenile gothic tradition
— while significantly enlarging the space open for girls to explore. Purple Moon
removes the walls around the garden, turning it into a woodlands. Producer Brenda
Laurel has emphasized girls’ fascination with secrets, a fascination that readily
translates into a puzzle game structure, though Secret Paths pushes further than
existing games to give these “secrets” social and psychological resonance. Based on
her focus group interviews, Laurel initially sought to design a “magic garden,” a series
of “romanticized natural environments” responsive to “girls’ highly touted nurturing
desires, their fondness for animals.” She wanted to create a place “where girls could
explore, meet and take care of creatures, design and grow magical or fantastical
plants.” (Personal correspondence, 1997) What she found was that the girls did not feel
magical animals would need their nurturing and in fact, many of the girls wanted the
animals to mother them. The girls in Laurel’s study, however, were drawn to the idea
of the secret garden or hidden forest as a “girl’s only” place for solitude and
introspection. Laurel explains:
Girls' first response to the place was that they would want to go there
alone, to be peaceful and perhaps read or daydream. They might take a
best friend, but they would never take an adult or a boy. They thought
that the garden/forest would be place where they could find out things
that would be important to them, and a place where they might meet a
wise or magical person. Altogether their fantasies was about respite and
looking within as opposed to frolicsome play. (Personal correspondence,
1997)
The spaces in Purple Moon’s game are quiet, contemplative places, rendered in
naturalistic detail but with the soft focus and warm glow of an impressionistic water-
color.
The world of Secret Paths explodes with subtle and inviting colors — the colors of a
forest on a summer afternoon, of spring flowers and autumn leaves and shifting
patterns of light, of rippling water and moonlit skies, of sand and earth. The soundtrack
is equally dense and engaging, as the natural world whispers to us in the rustle of the
undergrowth or sings to us in the sounds of the wind and the calls of birds. The spaces
of Secret Paths are full of life, as lizards slither from rock to rock, or field mice dart for
cover, yet even animals which might be frightening in other contexts (coyotes, foxes,
owls) seem eager to reveal their secrets to our explorers. Jesse, one of the game’s
protagonists, expresses a fear of the “creepy” nighttime woods, but the game makes the
animals seem tame and the forest safe, even in the dead of night. The game’s puzzles
reward careful exploration and observation. At one point, we must cautiously approach
a timid fawn if we wish to be granted the magic jewels that are the tokens of our quest.
The guidebook urges us to be “unhurried and gentle” with the “easily startled” deer.
Our goal is less to master nature than to understand how we might live in harmony
with it. We learn to mimic its patterns, to observe the notes (produced by singing
cactus) that make a lizard’s head bob with approval and then to copy them ourselves,
to position spiders on a web so that they may harmonize rather than create discord.
And, in some cases, we are rewarded for feeding and caring for the animals. In The
Secret Garden (1911), Mary Lennox is led by a robin to the branches that mask the
entrance to the forgotten rose garden:
Mary had stepped close to the robin, and suddenly the gusts of wind
swung aside some loose ivy trails, and more suddenly still she jumped
toward it and caught it in her hand. This she did because she had seen
something under it — a round knob which had been covered by the
leaves hanging over it....The robin kept singing and twittering away and
tilting his head on one side, as if he were as excited as she was. (80)
Such animal guides abound in Secret Paths: the curser is shaped like a lady-bug during
our explorations and like a butterfly when we want to venture beyond the current
screen. Animals show us the way, if we only take the time to look and listen.
Unlike twitch-and-shoot boys games, Secret Paths encourages us to stroke and caress
the screen with our curser, clicking only when we know where secret treasures might
be hidden. A magic book tells us: As I patiently traveled along [through the paths], I
found that everything was enchanted! The trees, flowers and animals, the sun, sky and
stars — all had magical properties! The more closely I listened and the more carefully I
explored, the more was revealed to me. Nature’s rhythms are gradual and recurring, a
continual process of birth, growth, and transformation. Laurel explains:
We made the "game" intentionally slow - a girl can move down the paths
at whatever pace, stop and play with puzzles or stones, or hang out in the
tree house with or without the other characters. I think that this slowness
is really a kind of refuge for the girls. The game is much slower than
television, for example. One of the issues that girls have raised with us in
our most recent survey of their concerns is the problem of feeling too
busy. I think that "Secret Paths" provides an antidote to that feeling from
the surprising source of the computer. (Personal correspondence, 1997)
Frances Hodgson Burnett’s “Secret Garden” (1911) is a place of healing and the book
links Mary’s restoration of the forgotten rose garden with her repairing a family torn
apart by tragedy, restoring a sickly boy to health, and coming to grips with her
mother’s death: So long as Mistress Mary’s mind was full of disagreeable thoughts
about her dislikes and sour opinions of people and her determined not to be pleased by
or interested in anything, she was a yellow-faced, sickly, bored and wretched child....
When her mind gradually filled itself with robins, and moorland cottages crowded with
children...with springtime and with secret gardens coming alive day by day....there was
no room for the disagreeable thoughts which affected her liver and her digestion and
made her yellow and tired. (294)
Purple Moon’s Secret Paths has also been designed as a healing place, where girls are
encouraged to “explore with your heart” and answer their emotional dilemmas. As the
magical book explains, “You will never be alone here, for this is a place where girls
come to share and to seek help from one another.” At the game’s opening, we draw
together a group of female friends in the treehouse, where each confesses their secrets
and tells of their worries and sufferings. Miko speaks of the pressure to always be the
best and the alienation she feels from the other children; Dana recounts her rage over
losing a soccer companionship; Minn describes her humiliation because her immigrant
grandmother has refused to assimilate new world customs. Some of them have lost
parents, others face scary situations or emotional slights that cripple their confidence.
Their answers lie along the secret paths through the forrest, where the adventurers can
find hidden magical stones that embody social, psychological, or emotional strengths.
Along the way, the girl’s secrets are literally embedded within the landscape, so that
clicking on our environment may call forth memories or confessions. If we are
successful in finding all of the hidden stones, they magically form a necklace and when
given to the right girl, they allow us to hear a comforting or clarifying story. Such
narratives teach girls how to find emotional resources within themselves and how to
observe and respond to others’ often unarticulated needs. Solving puzzles in the
physical environment helps us to address problems in our social environment. Secret
Paths is what Brenda Laurel calls a “friendship adventure,” allowing young girls
rehearse their coping skills and try alternative social strategies.
Harriet the Spy opens with a description of another form of spatial play for girls —
Harriet’s “town,” a “microworld” she maps onto the familiar contours of her own
backyard and uses to think through the complex social relations she observes in her
community. Harriet controls the inhabitants of this town, shaping their actions to her
desires: “In this town, everybody goes to bed at nine-thirty.”(4) Not unlike a soap
opera, her stories depend on juxtapositions of radically different forms of human
experience: “Now, this night, as Mr. Hanley is just about to close up, a long, big old
black car drives up and in it there are all these men with guns....At this same minute
Mrs. Harrison’s baby is born.” (6) Her fascination with mapping and controlling the
physical space of the town makes her game a pre-digital prototype for Sim City and
other simulation games. However, compared to Harriet’s vivid interest in the distinct
personalities and particular experiences of her townspeople, Sim City seems alienated
and abstract. Sim City’s classifications of land use into residential, commercial, and
industrial push us well beyond the scale of everyday life and in so doing, strips the
landscape of its potential as a stage for children’s fantasies. Sim City offers us another
form of power — the power to “play God,” to design our physical environment, to
sculp the landscape or call down natural disasters (Friedman, 1995), but not the power
to imaginatively transform our social environment. Sim City embraces stock themes
from boys’ play, such as building forts, shaping earth with toy trucks, or damming
creeks, playing them out on a much larger scale. For Harriet, the mapping of the space
was only the first step in preparing the ground for a rich saga of life and death, joy and
sorrow, and those of the elements that are totally lacking in most existing simulation
games.
As Fitzhugh’s novel continues, Harriet’s interests shift from the imaginary events of
her simulated town and into real world spaces. She “spies” on people’s private social
interactions, staging more and more “daring” investigations, trying to understand what
motivates adult actions, and writing her evaluations and interpretations of their lives in
her notebook. Harriet’s adventures take her well beyond the constricted space of her
own home. She breaks and enters houses and takes rides on dumbwaiters, sneaks
through back allies and peeps into windows. She barely avoids getting caught.
Harriet’s adventures occur in public space (not the private space of the secret garden),
a populated environment (not the natural worlds visited in Secret Paths). Yet, her
adventures are not so much direct struggles with opposing forces (as might be found in
a boys book adventure) as covert operations to ferret out knowledge of social relations.
The games of Theresa Duncan (Chop Suey, Smarty, Zero Zero) offer a digital version
of Harriet’s “Town.” Players can explore suburban and urban spaces and pry into
bedroom closets in search of the extraordinary dimensions of ordinary life. Duncan
(this volume) specifically cites Harriet the Spy as an influence, hoping that her games
will grant young girls “a sense of inquisitiveness and wonder.” Chop Suey and Smarty
take place in small Midwestern towns, a working class world of diners, hardware
stores, and beauty parlors. Zero Zero draws us further from home — into fin de siecle
Paris, a world of bakeries, wax museums, and catacombs. These spaces are rendered in
a distinctive style somewhere between the primitiveness of Grandma Moses and the
colorful postmodernism of Pee-Wee’s Playhouse. Far removed from the romantic
imagery of Secret Paths, these worlds overflow with city sounds — the clopping of
horse hooves on cobblestones, barking dogs, clanging church bells in Zero Zero — and
the narrator seems fascinated with the smoke stacks and signs which clutter this man-
made environment . As the narrator in Zero Zero rhapsodizes, “smoke curled black and
feathery like a horse’s tale from a thousand chimney pots” in this world “before
popsicles and paperbacks.” While the social order has been tamed, posing few dangers,
Duncan has not rid these worlds of their more disreputable elements. The guy in the
candy shop in Chop Suey has covered his body with tattoos. The Frenchmen in Zero
Zero are suitably bored, ill-tempered, and insulting; even flowers hurl abuse at us. The
man in the antlered hat sings rowdy songs about “bones” and “guts” when we visit the
catacombs, and the women puff on cigarettes, wear too much make-up, flash their
cleavage, and hint about illicit rendezvous. Duncan (this volume) suggests:
Duncan rejects our tendency to “project this fantasy of purity and innocence onto
children,” suggesting that all this “niceness” deprives children of “the richness of their
lives” and does not help them come to grips with their “complicated feelings” towards
the people in their lives.
Duncan’s protagonists, June Bug (Chop Suey), Pinkee LeBrun (Zero Zero), are smart,
curious girls, who want to know more than they have been told. Daring Pinkee
scampers along the roofs of Paris and pops down chimneys or steps boldly through the
doors of shops, questioning adults about their visions for the new century. Yet, she is
also interested in smaller, more intimate questions, such as the identity of the secret
admirer who writes love poems to Bon Bon, the singer at the Follies. Clues unearthed
in one location may shed light on mysteries posed elsewhere, allowing Duncan to
suggest something of the “interconnectedness” of life within a close community. Often,
as in Harriet, the goal is less to evaluate these people than to understand what makes
them tick. In that sense, the game fosters the character-centered reading practices
which Segel (1986) associates with the “girls book” genres, reading practices which
thrive on gossip and speculation.
Duncan’s games have no great plot to propel them. Duncan (this volume) said, “Chop
Suey works the way that real life does: all these things happen to you, but there's no
magical event, like there is sometimes in books, that transforms you.” Lazy curiosity
invites us to explore the contents of each shop, to flip through the fashion magazines in
Bon Bon’s dressing room, to view the early trick films playing at Cinema Egypt or to
watch the cheeses in the window of Quel Fromage which are, for reasons of their own,
staging the major turning points of the French revolution. (She also cites inspiration
from the more surreal adventures of Alice in Wonderland!) The interfaces are flexible,
allowing us to visit any location when we want without having to fight our way
through levels or work past puzzling obstacles. Zero Zero and Duncan’s other games
take particular pleasure in anarchistic imagery, in ways we can disrupt and destabilize
the environment, showering the baker’s angry faces with white clouds of flour, ripping
off the table clothes, or shaking up soda bottles so they will spurt their corks. Often,
there is something vaguely naughty about the game activities, as when a visit to Poire
the fashion designer has us matching different pairs of underwear. In that sense,
Duncan’s stories preserve the mischievous and sometimes anti-social character of
Harriet’s antics and the transformative humor of Lewis Carroll, encouraging the young
gamers to take more risks and to try things that might not ordinarily meet their parent’s
approval. Pinkee’s first actions as a baby are to rip the pink ribbons from her hair!
Duncan likes her characters free and “unladylike.”
In keeping with the pedagogic legacy of the girls book tradition, Zero Zero promises us
an introduction to French history, culture, and language, Smarty a mixture of “spelling
and spells, math and Martians, grammar and glamour,” but Duncan’s approach is sassy
and irreverent. The waxwork of Louis XIV sticks out its tongue at us, while Joan
D’Arc is rendered in marshmallow, altogether better suited for toasting. The breads
and cakes in the bakery are shaped like the faces of French philosophers and spout
incomprehensible arguments. Pinkee’s quest for knowledge about the coming century
can not be reduced to an approved curriculum, but rather expresses a unrestrained
fascination with the stories, good, bad, happy or sad, that people tell each other about
their lives.
Harriet the Spy is ambivalent about its protagonist’s escapades: her misadventures are
clearly excite the book’s female readers, but the character herself is socially ostracized
and disciplined, forced to more appropriately channel her creativity and curiosity.
Pinkee suffers no such punishment, ending up the game watching the fireworks that
mark the change of the centuries, taking pleasure in the knowledge that she will be a
central part of the changes that are coming: “tonight belongs to Bon Bon but the future
belongs to Pinkee.”
contribution when they propose new and different models for how digital media may
be used. The current capabilities of our video and computer game technologies reflect
the priorities of an earlier generation of game makers and their conception of the boys
market. Their assumptions about what kinds of digital play spaces were desirable
defined how the bytes would be allocated, valuing rapid response time over the
memory necessary to construct more complex and compelling characters. Laurel and
Duncan shift the focus — prioritizing character relations and “friendship adventures.”
In doing so, they are expanding what computers can do and what roles they can play in
our lives.
On the other hand, in our desire to open digital technologies as an alternative play
space for girls, we must guard against simply duplicating in the new medium the
gender-specific genres of children’s literature. The segregation of children’s reading
into boy book and girl book genres, Segel (1986) argues, encouraged the development
of gender-specific reading strategies — with boys reading for plot and girls reading for
character relationship. Such differences, Segel suggests, taught children to replicate the
separation between a male public sphere of risk taking and a female domestic sphere of
care taking. As Segel (1986) notes, the classification of children’s literature into boys
books and girls books “extracted a heavy cost in feminine self-esteem,” restricting
girl’s imaginative experience to what adults perceived as its “proper place.” Boys
developed a sense of autonomy and mastery both from their reading and from their
play. Girls learned to fetter their imaginations, just as they restricted their movements
into real world spaces. At the same time, this genre division also limited boys’
psychological and emotional development, insuring a focus on goal-oriented,
utilitarian, and violent plots. Too much interest in social and emotional life was a
vulnerability in a world where competition left little room to be “lead by your heart.”
We need to design digital play spaces which allow girls to do something more than
stitch doll clothes, mother nature, or heal their friend’s sufferings or boys to do
something more than battle it out with the barbarian hordes.
Segel’s analysis of “gender and childhood reading” suggests two ways of moving
beyond the gender-segregation of our virtual landscape. First, as Segel (1986) suggests,
the designation of books for boys and girls did not preclude (though certainly
discouraged) reading across gender lines: “Though girls when they reached ‘that
certain age’ could be prevented from joining boys’ games and lively exploits, it was
harder to keep them from accompanying their brothers on vicarious adventures through
the reading of boys’ books.” (175) Reading boys books gave girls (admittedly limited)
access to the boy culture and its values. Segel finds evidence of such gender-crossing
in the 19th century, though girls were actively discouraged from reading boys books
because their contents were thought too lurid and unwholesome. At other times,
educational authorities encouraged the assignment of boys books in public schools
since girls could read and enjoy them, while there was much greater stigma attached to
boys reading girls books. The growing visibility of the “quake girls,” female gamers
who compete in traditional male fighting and action/adventure games (Jenkins and
Cassell, this volume), suggests that there has always been a healthy degree of
“crossover” interest in the games market and that many girls enjoy “playing with
power.” Girls may compete more directly and aggressively with boys in the video
game arena than would ever have been possible in the real-world of backyard play,
since differences in actual size, strength, and agility have no effect on the outcome of
the game. And they can return from combat without the ripped clothes or black eyes
that told parents they had done something “unladylike.” Unfortunately, much as girls
who read boys books were likely to encounter the misogynistic themes that mark boys’
fantasies of separation from their mothers, girls who play boys games find the games’
constructions of female sexuality and power are designed to gratify preadolescent
males, not to empower girls. Girl gamers are aggressively campaigning to have their
tastes and interests factored into the development of action games.
We need to open up more space for girls to join — or play alongside — the traditional
boy culture down by the river, in the old vacant lot, within the bamboo forest. Girls
need to learn how to explore “unsafe” and “unfriendly” spaces. Girls need to
experience the “complete freedom of movement” promised by the boys games, if not
all the time, then at least some of the time, if they are going to develop the self
confidence and competitiveness demanded of contemporary professional women. Girls
need to learn how to, in the words of a contemporary best-seller, “run with the wolves”
and not just follow the butterflies along the Secret Paths. Girls need to be able to play
games where Barbie gets to kick some butt. However, this focus on creating action
games for girls still represents only part of the answer, for as Segel (1986) notes, the
gender segregation of children’s literature was almost as damaging for boys as it was
for girls: “In a society where many men and women are alienated from members of the
other sex, one wonders whether males might be more comfortable with and
understanding of women’s needs and perspectives if they had imaginatively shared
female experiences through books, beginning in childhood.” (183) Boys may need to
play in secret gardens or toy towns just as much as girls need to explore adventure
islands. In the literary realm, Segel points towards books, such as Little House on the
Prairie or Wrinkle in Time, which fuse the boys and girl genres, rewarding both a
traditionally masculine interest in plot action and a traditionally feminine interest in
character relations.
Sega Saturn’s Nights into Dreams represents a similar fusion of the boys and girls
game genres. Much as in Secret Paths, our movement through the game space is
framed as an attempt to resolve the characters’ emotional problems. In the frame
stories that open the game, we enter the mindscape of the two protagonists as they toss
and turn in their sleep. Claris, the female protagonist, hopes to gain recognition on the
stage as a singer, but has nightmares of being rejected and ridiculed. Elliot, the male
character, has fantasies of scoring big on the basketball court yet fears being bullied by
bigger and more aggressive players. They run away from their problems, only to find
themselves in Nightopia, where they must save the dream world from the evil schemes
of Wileman the Wicked and his monstrous minions. In the dreamworld, both Claris
and Elliot may assume the identity of Nights, an androgynous harlequin figure, who
can fly through the air, transcending all the problems below. Nights’ complex
mythology has players gathering glowing orbs which represent different forms of
energy needed to confront Claris and Elliot’s problems — purity (white), wisdom
(green), hope (yellow), intelligence (blue) and bravery (red) — a structure that recalls
the magic stones in Secret Paths through the Forest.
The tone of this game is aptly captured by one Internet game critic, Big Mitch (n.d.):
“The whole experience of Nights is in soaring, tumbling, and freewheeling through
colorful landscapes, swooping here and there, and just losing yourself in the moment.
This is not a game you set out to win; the fun is in the journey rather than the
destination.” Big Mitch’s response suggests a recognition of the fundamentally
different qualities of this game — its focus on psychological issues as much as upon
action and conflict, its fascination with aimless exploration rather than goal-driven
narrative, its movement between a realistic world of everyday problems and a fantasy
realm of great adventure, its mixture of the speed and mobility associated with the boys
platform games with the lush natural landscapes and the sculpted soundtracks
associated with the girls games. Spring Valley is a sparkling world of rainbows and
waterfalls and Emerald Green forests. Other levels allow us to splash through
cascading fountains or sail past icy mountains and frozen wonderlands or bounce on
pillows and off the walls of the surreal Soft Museum or swim through aquatic tunnels.
The game’s 3-D design allows an exhilarating freedom of movement, enhanced by
design features — such as wind resistance — which give players a stronger than
average sense of embodiment. Nights into Dreams retains some of the dangerous and
risky elements associated with the boys games. There are spooky places in this game,
including nightmare worlds full of day-glo serpents and winged beasties, and there are
enemies we must battle, yet there is also a sense of unconstrained adventure, floating
through the clouds. Our primary enemy is time, the alarm clock which will awaken us
from our dreams. Even when we confront monsters, they don’t fire upon us; we must
simply avoid flying directly into their sharp teeth if we want to master them. When we
lose Nights’ magical, gender-bending garb, we turn back into boys and girls and must
hoof it as pedestrians across the rugged terrain below, a situation which makes it far
less likely we will achieve our goals. To be gendered is to be constrained; to escape
gender is to escape gravity and to fly above it all.
Sociologist Barrie Thorne (1993) has discussed the forms of “borderwork” which
occurs when boys and girls occupy the same play spaces: “The spatial separation of
boys and girls [on the same playground] constitutes a kind of boundary, perhaps felt
most strongly by individuals who want to join an activity controlled by the other
gender.” (64-65) Boys and girls are brought together in the same space, but they
repeatedly enact the separation and opposition between the two play cultures. In real
world play, this “borderwork” takes the form of chases and contests on the one hand
and “cooties” or other pollution taboos on the other. When “borderwork” occurs,
gender distinctions become extremely rigid and nothing passes between the two
spheres. Something similar occurs in many of the books which Segel identifies as
gender neutral — male and female reading interests co-exist, side by side, like children
sharing a playground, and yet they remain resolutely separate and the writers, if
anything, exaggerate gender differences in order to proclaim their dual address. Wendy
and the “lost boys” both travel to Never-Never-Land but Wendy plays house and the
“lost boys” play Indians or pirates. The “little house” and the”prairie” exist side by side
in Laura Wilder’s novels, but the mother remains trapped inside the house, while Pa
ventures into the frontier. The moments when the line between the little house and the
prairie are crossed, such as a scene where a native American penetrates into Ma
Wilder’s parlor, become moments of intense anxiety. Only Laura can follow her pa
across the threshold of the little house and onto the prairie and her adventurous spirit is
often presented as an unfeminine trait she is likely to outgrow as she gets older.
As we develop digital playspaces for boys and girls, we need to make sure this same
pattern isn’t repeated, that we do not create blue and pink ghettos inside the playspace.
On the one hand, the opening sequences of Nights into Dreams, which frame Elliot and
Claris as possessing fundamentally different dreams (sports for boys and musical
performance for girls, graffiti-laden inner city basketball courts for boys and pastoral
gardens for girls), perform this kind of borderwork, defining the proper place for each
gender. On the other hand, the androgenous Nights embodies a fantasy of transcending
gender and thus achieving the freedom and mobility to fly above it all. To win the
game, the player must become both the male and the female protagonists and they must
join forces for the final level. The penalty for failure in this world is to be trapped on
the ground and to be fixed into a single gender.
Thorne finds that aggressive “borderwork” is more likely to occur when children are
forced together by adults than when they find themselves interacting more
spontaneously, more likely to occur in prestructured institutional settings like the
schoolyard than in the informal settings of the subdivisions and apartment complexes.
All of this suggests that our fantasy of designing games which will provide common
play spaces for girls and boys may be an illusive one, one as full of complications and
challenges on its own terms as creating a “girls only” space or encouraging girls to
venture into traditional male turf. We are not yet sure what such a gender neutral space
will look like. Creating such a space would mean redesigning not only the nature of
computer games but also the nature of society. The danger may be that in such a space,
gender differences are going to be more acutely felt, as boys and girls will be repelled
from each other rather than drawn together. There are reasons why this is a place
where neither the feminist entrepreneurs nor the boys game companies are ready to go,
yet as the girl’s market is secured, the challenge must be to find a way to move beyond
our existing categories and to once again invent new kinds of virtual play spaces.
Convergence? I Diverge.
hat’s all this talk about ally describing at least five processes: telling, the development of content
convergence, because it’s on the verge across platforms. hybridity that results from the inter-
of transforming our culture as pro- ■ Economic Convergence: The horizon- national circulation of media content.
foundly as the Renaissance did. tal integration of the entertainment In music, the world-music movement
Media convergence is an ongoing
process, occurring at various intersec- No single medium is going to win the
tions of media technologies, indus- battle for our ears and eyeballs. And
tries, content and audiences; it’s not an when will we get all of our media fun-
end state. There will never be one black
box controlling all media. Rather,
nelled to us through one box? Never.
thanks to the proliferation of channels industry. A company like AOL Time produces some of
and the increasingly ubiquitous nature Warner now controls interests in film, the most inter-
of computing and communications, television, books, games, the Web, esting contempo-
we are entering an era where media music, real estate and countless other rary sounds, and in cinema, the global
will be everywhere, and we will use all sectors. The result has been the restruc- circulation of Asian popular cinema
kinds of media in relation to one turing of cultural production around profoundly shapes Hollywood enter-
another. We will develop new skills “synergies,” and thus the transmedia tainment. These new forms reflect the
for managing information, new struc- exploitation of branded properties— experience of being a citizen of the
tures for transmitting information Pokémon, Harry Potter, Tomb Raider, “global village.”
across channels, and new creative Star Wars. Much as the historical Renaissance
genres that exploit the potentials of ■ Social or Organic Convergence: Con- emerged when Europe responded to
those emerging information structures. sumers’ multitasking strategies for the invention and dispersion of mov-
History teaches us that old media navigating the new information envi- able type, these multiple forms of
never die. And before you say, “What ronment. Organic convergence is what media convergence are leading us
about the eight-track,” let’s distinguish occurs when a high schooler is watch- toward a digital renaissance—a period
among media, genres and delivery tech- ing baseball on a big-screen television, of transition and transformation that
nologies. Recorded sound is a medium. listening to techno on the stereo, word- will affect all aspects of our lives. The
Radio drama is a genre. CDs, MP3 files processing a paper and writing e-mail first Renaissance was a period of
and eight-track cassettes are delivery to his friends. It may occur inside or political and social instability, and the
technologies. Genres and delivery tech- outside the box, but ultimately, it old monastic order crumbled. Today,
nologies come and go, but media per- occurs within the user’s cranium. media convergence is sparking a range
sist as layers within an ever more com- ■ Cultural Convergence: The explosion of social, political, economic and legal
plicated information and entertainment of new forms of creativity at the inter- disputes because of the conflicting
system. A medium’s content may shift, sections of various media technolo- goals of consumers, producers and
its audience may change and its social gies, industries and consumers. Media gatekeepers. These contradictory forces
status may rise or fall, but once a convergence fosters a new participa- are pushing both toward cultural
medium establishes itself it continues tory folk culture by giving average diversity and toward homogenization,
to be part of the media ecosystem. No people the tools to archive, annotate, toward commercialization and toward
one medium is going to “win” the appropriate and recirculate content. grassroots cultural production.
battle for our ears and eyeballs. Shrewd companies tap this culture to The digital renaissance will be the
Part of the confusion about media foster consumer loyalty and generate best of times and the worst of times,
convergence stems from the fact that low-cost content. Media convergence but a new cultural order will emerge
when people talk about it, they’re actu- also encourages transmedia story- from it. Stay tuned. ◊
by Henry Jenkins
853 words
posted: july 7, 1997
Rev 1.0
WebPosted: zachary strider mcgregor-dorsey
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writings of Henry Jenkins, Director of the Comparative Media New Gold Dream?
Is it just us, or…
Studies graduate program at MIT.
Something Wikid
Wikipedia reports on the
Over the last few years, he’s argued that the participatory death of Chris Benoit’s wife
creation led by fans and gamers heralds a transformation in 14 hours before the police
find her body.
creative media. His new book, Convergence Culture: Where Old
Prince Covermount Deal
Irks Retailers
Enter search text Search research, and was recently published to rave reviews from all Legendary musician cuts out
the middleman for release of
sides. his next album
society and as they learn to share media they’ve produced with Save the Spitz
A London music landmark
each other. needs your help.
Right now, they are acquiring and mastering these skills through
their play with popular culture, but soon they will be applying
them towards other powerful institutions. And Stuff.
You are a fan of fans, and argue that fans have long been ahead
of the convergence curve, with their understanding that the ‘text’
of the stories they care about is open to engagement,
involvement, transformation. Now a much wider community is
participating in cultural creation. Is there an essential difference
between fan-created content and other content contributions
from the ‘former audience’?
Fans have been and are likely to continue to be the shock troops
in this transformation of our culture — highly motivated,
passionately committed, and socially networked. They are early
adopters of new technologies and willing to experiment with new
relationships to culture. (We might also throw into this category
As writers like Will Wright and Raph Koster have suggested, there
is a pyramid of participation. Not everyone will want to spend
massive amounts of time generating new content — some will
simply want to engage with content others have produced. Not
Trannies Got Talent
everyone will write fan stories — some may share critical
Blaira
responses with the authors. Not everyone will want to spoil reality
television programs — some will simply enjoy the new
relationships to the program the spoiler community helps to
create for them. But the expansion of this participatory culture
changes the context in which media content gets produced and
distributed and thus it impacts all of us one way or another. Given
this, I would imagine fans may still enjoy a privileged status in
participatory culture but more and more people will benefit from
the once invisible cultural work of fans.
To achieve the first two, you need the skills and creativity of
professional creators. To achieve the second two, you have to
create a context where grassroots creativity is respected rather
than shut down.
Lost would seem to be a show which does very well by the first
two criteria: a decade ago, Lost would be a cult show like Twin
Peaks was in its time. Now, it is one of the highest rated shows on
American television despite the fact that, as Steven Johnson has
pointed out, it is also one of the most intellectually demanding
shows on American television (or more precisely because it is so
demanding.) It is designed in a way to generate constant secrets
which we want to uncover and thus providing fuel for the
participation of large scale knowledge communities. The map
which was flashed across the screen for a split second in a single
episode is, as Jason Mittell has noted, emblematic of that new
relationship with the consumer.
As of this summer, the Lost Team has pushed this one step
further by creating an alternate reality game that will generate
new opportunities for participation and socialization around the
series. There has been some suggestion that the Lost writers also
monitor online communities and reshape the story in response to
their speculations.
Indeed, you can argue that it is the most vivid example of the
potential of niche media for market success. Music is, as you note
above, in general, defined right now by ever more precise niches
or “ghettos of genre” to use your term. While music can be a
shared resource within subcultural communities, there is very little
music we listen to as a culture at large.
Right now, I see people consuming more and more media from
other parts of the world — global fusion music, anime and manga,
Bollywood films, Latin America soaps, Nigerian horror films, etc.
but in fairly localized communities of interests. We are seeing this
culture brought into the western market by a mixture of Otaku
(fans) and Desi (immigrants): fans seek out difference where-ever
they can find it in the world; immigrants seek to maintain ties
back to the mother country which they left. Both contribute to a
cultural landscape where global media is more readily available.
And the results can take off dramatically.
The dead end is the idea of developing content that simply gets
reconfigured easily across all of those platforms. This is an idea
that’s been kicking around for a while and this practice shows little
to no appreciation of the aesthetic and social dimensions of those
various media.
The result will be something like the pan and scan prints of films
which have been reconfigured to fit our television screens as
opposed to the letterboxed prints that reflect a recognition of the
aesthetic practices that shaped the original product and seek a
meaningful compromise as it is moved into the new medium.
I discuss this in the book in terms of The Matrix where the films,
This doesn’t mean that all of the stop gap measures you are
referring to above are here to stay. They will only last if they are
seen by consumers as serving necessary functions or if they serve
a clear niche in the new media infrastructure.
Nobody I suspect imagines the video iPod say is the best possible
way to watch television. It simply came along at the right moment
to provide an infrastructure to support television content on
demand. And we will see a better solution emerge. We are already
seeing Netflix and other services experiment with new ways to get
movies into the hands of consumers besides mailing dvds. On the
other hand, there are signs that people still want to buy books
even where they can download the content for free on the web.
With Columbine and video games, we were lucky that few of the
laws passed in that phase of moral panic withstood judicial review.
With MySpace, we are apt to be less lucky because if DOPA
passes, it will be a law that is going to be hard to challenge in
courts. Technically it isn’t censorship. Schools are not prohibited
for allowing youth to access MySpace. They simply lose federal
funding if they do so. And the Federal government can make any
stipulation it wants on how it distributes its funds.
That said, I think there was a fatal mistake in the discourse about
youth and digital media in the 1990s. It became all about the
digital divide which got defined in terms of access to technologies.
This wasn’t true of [Seymour] Papert and a few others but it
became the mantra. “Let’s build a bridge to the 21st century. Let’s
wire our classroom.” Well, we wired the classroom — now what?
We now face the participation gap — the gap between those who
have unlimited access to new media outside of school (and more
importantly, the skills and experiences they enable) and those
who have limited bandwidth, limited access, on filtered
computers. We dealt with the technological challenges but not the
That’s where Convergence Culture ends — with the call for new
media literacies — and that’s where my new book begins. We are
going to be releasing a white paper later this fall that paves the
way for a whole range of pedagogical activities designed to help
teachers and parents better appreciate the value of gaming, social
networking, fan fiction writing, and all of the other things the most
digitally adept kids are doing now.
future, games, Henry Jenkins, interview, iPod, media theory, MySpace, television,
transmedia, youth
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Anyone see the season finale of Criminal Minds?...
● The Legend of LonelyGirl15: An online fiction with a life of its
own....
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about young people's safety concerns social networking sites.
We think parents are missing the generational sea change that
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LICENSE:
This article is provided under a Creative Commons license.
this past week. I was asked to be part of a plenary session organized by Fred Turner, "What's So Significant about
Social Networking?: Web 2.0 and Its Critical Potential," which also featured Howard Rheingold, Beth Noveck, and
Tiziana Terranova. We had ten minutes to speak so I took this as a challenge and offered nine big ideas about the place
of YouTube in contemporary culture. Many of these ideas will be familiar to regular readers of this blog since most of them
have evolved here over the past year, but I thought you might find them interesting distilled down in this form. (For those
who may be joining us from the ICA crowd, I've included links back to the original posts from which these ideas have evolved.)
Convergence
Culture
1. YouTube represents the kind of hybrid media space described by Yochai Benkler in The Wealth of Networks -- a space
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where commercial, amateur, nonprofit, governmental, educational, and activist content co-exists and interacts in ever
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more complex ways. As such, it potentially represents a site of conflict and renegotiation between different forms of power.
One interesting illustration of this is the emergence of Astroturf -- fake grassroots media -- through which very powerful
Fans, Bloggers
and Gamers groups attempt to mask themselves as powerless in order to gain greater credibility within participatory culture. In the past,
Buy at Amazon these powerful interests would have been content to exert their control over broadcast and mass market media but now,
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they often have to mask their power in order to operate within network culture.
The Wow Climax 2. YouTube has emerged as the meeting point between a range of different grassroots communities involved in the production
and circulation of media content. Much that is written about YouTube implies that the availability of Web 2.0 technologies
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Buy at Powells has enabled the growth of participatory cultures. I would argue the opposite: that it was the emergence of participatory cultures
of all kinds over the past several decades that has paved the way for the early embrace, quick adoption, and diverse use
of platforms like YouTube. But as these various fan communities, brand communities, and subcultures come together through
this common portal, they are learning techniques and practices from each other, accelerating innovation within and across
these different communities of practice. One might well ask whether the "You" in YouTube is singular or plural, given the fact
that the same word functions for both in the English language. Is YouTube a site for personal expression, as is often claimed
in news coverage, or for the expression of shared visions within common communities? I would argue that the most
powerful content on YouTube comes from and is taken up by specific communities of practice and is thus in that sense a form
of cultural collaboration.
3. YouTube represents a site where amateur curators assess the value of commercial content and re-present it for various
niche communities of consumers. YouTube participants respond to the endless flow and multiple channels of mass media
by making selections, choosing meaningful moments which then get added to a shared archive. Increasingly, we are finding
clips that gain greater visibility through YouTube than they achieved via the broadcast and cable channels from which
they originated. A classic example of this might be the Colbert appearance at the Washington Press Club Dinner. The
media companies are uncertain how to deal with the curatorial functions of YouTube: seeing it as a form of viral marketing
on some occasions and a threat to their control over their intellectual property on others. We can see this when Colbert and
his staff encourage fans to remix his content the same week that Viacom seeks legal action to have Colbert clips removed
from YouTube
4. YouTube's value depends heavily upon its deployment via other social networking sites -- with content gaining much
greater visibility and circulation when promoted via blogs, Live Journal, MySpace, and the like. While some people come and
surf YouTube, it's real breakthrough came in making it easy for people to spread its content across the web. In that
regard, YouTube represents a shift away from an era of stickiness (where the goal was to attract and hold spectators on your
site, like a roach motel) and towards an era where the highest value is in spreadability (a term which emphasizes the active
agency of consumers in creating value and heightening awareness through their circulation of media content.)
5. YouTube operates, alongside Flickr, as an important site for citizen journalists, taking advantage of a world where most
people have cameras embedded in their cellphones which they carry with them everywhere they go. We can see many examples
of stories or images in the past year which would not have gotten media attention if someone hadn't thought to record them
as they unfolded using readily accessible recording equiptment: George Allen's "macaca" comments, the tazering incident in
the UCLA library, Michael Richards's racist outburst in the nightclub, even the footage of Sadam Hussein's execution, are
6. YouTube may embody a particular opportunity for translating participatory culture into civic engagement. The ways
that Apple's "1984" advertisement was appropriated and deployed by supporters of Obama and Clinton as part of the
political debate suggests how central YouTube may become in the next presidential campaign. In many ways, YouTube may
best embody the vision of a more popular political culture that Stephen Duncombe discusses in his new book, Dream:
Progressives should have learned to build a politics that embraces the dreams of people and fashions spectacles which gives
these fantasies form - a politics that employs symbols and associations, a politics that tells good stories. In brief, we should
have learned to manufacture dissent.... Given the progressive ideals of egalitarianism and a politics that values the input
of everyone, our dreamscapes will not be created by media-savvy experts of the left and then handed down to the rest of us
to watch, consume, and believe. Instead, our spectacles will be participatory: dreams that the public can mold and
shape themselves. They will be active: spectacles that work only if the people help create them. They will be open-ended:
setting stages to ask questions and leaving silences to formulate answers. And they will be transparent: dreams that one knows
are dreams but which still have power to attract and inspire. And, finally, the spectacles we create will not cover over or
Yet as we do so, we should also recognize that participatory culture is not always progressive. However low they may set the
bar, the existing political parties do set limits on what they will say in the heat of the political debate and we should
anticipate waves of racism, sexism, and other forms of bigotry as a general public, operating outside of those rules and
norms, deploy participatory media to respond to a race which includes women, African-American, Hispanics, Mormans,
Italian-Americans, Catholics, and the like as leading figures in a struggle for control over the White House.
7. YouTube helps us to see the shifts which are occurring in the cultural economy: the grassroots culture appropriates and
media industry monitors trends and pulls innovations back into the system, amplifying them and spreading them to
other populations. Yet as they do so, they often alter the social and economic relations which fueled this cultural production in
the first place. We will see increasing debates about the relations between the gift economy of participatory culture and
the commodity relations that characterize user-generated content. There is certainly a way that these sites can be seen as a way
of economic exploitation as they outsource media production from highly paid and specialized creative workers to their
8. In the age of YouTube, social networking emerges as one of the important social skills and cultural competencies that
young people need to acquire if they are going to become meaningful participants in the culture around them. We need to
be concerned with the participation gap as much as we are concerned with the digital divide. The digital divide has to do
with access to technology; the participation gap has to do with access to cultural experiences and the skills that people
acquire through their participation within ongoing online communities and social networks.
9. YouTube teaches us that a participatory culture is not necessarily a diverse culture. As John McMuria has shown us,
minorities are grossly under-represented -- at least among the most heavily viewed videos on YouTube, which still tend to
come most often from white middle class males. If we want to see a more "democratic" culture, we need to explore
what mechanisms might encouraged greater diversity in who participates, whose work gets seen, and what gets valued within
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Is Disney fueling the growth of tween mags? (if they've revived jump roping, it makes sense that their stable of tween stars
would be a big draw to titles like J-14 and Bop. Plus tweens still love the pin-ups [I... [Read More]
» The Critical Potential of Social Networking - ICA Plenary from Cairns Blog
Alas, the plenary panel on The Critical Potential of Social Networking at the International Communications Association (ICA)
in San Francisco on Friday, May 25, 2007 was not recorded. The following is an attempt to re-create faithfully (of the course
Comments
In regards to point 9: the popular videos on Youtube may in fact be less than diverse, but in the total body of contributions,
there appears to be quite a strong international representation. As an example, a quick look at the Most Recent Uploads page
this morning showed that of the 20 links on the page, 12 of them (60%) led to videos that were non-English in either spoken
or written content.
I've been doing some examination of Youtube contributions for the past few months, and while unpublished, this seems
ballpark-consistent with what I've been seeing throughout. This observation might also be read as support for points 1 and
2 above.
An interesting question is also how 2008 presidential candidates negotiate their participation on YouTube. Clearly they
cannot perform authenticity in the way other YouTube members do, by broadcasting from their bedrooms, clipping their
favorite TV shows, and pajama-dancing. There seems to be an interesting contradiction between the culture of
YouTube dominated by parody and spoofing, and the seriousness of the role of presidential candidates who aspire to lead
the nation. So far this contradiction made it difficult for presidential candidates to fully leverage the potential of YouTube as
a social medium.
EU regulators apparently currently view Youtube as a medium which is not only "neither TV nor TV-like" but also apparently
not "a linear or non-linear audiovisual service" and **therefore not an "audio-visual media service" altogether.**
So consequently, the likes of youtube is subject to far less EU regulation (to the chagrin of broadcasters and cable/DTH operators)
http://www.paidcontent.org/entry/419-youtube-is-not-yet-tv-ec-says-clarifying-new-rules/
http://online.wsj.com/article_email/SB118004402666113909-lMyQjAxMDE3ODIwNTAyNDU0Wj.html
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