Christopher B. Patterson
Asian Americans have frequently been associated with video games. As designers they are considered overrepresented, and specific groups appear to dominate depictions of the game designer, from South Asian and Chinese immigrants working for Microsoft and Silicon Valley to auteur designers from Japan, Taiwan, and Iran, who often find themselves with celebrity status in both America and Asia. As players, Asian Americans have been depicted as e-sports fanatics whose association with video game expertise—particularly in games like Starcraft, League of Legends, and Counter-Strike—is similar to sport-driven associations of racial minorities: African Americans and basketball or Latin Americans and soccer. This immediate association of Asian Americans with gaming cultures breeds a particular form of techno-orientalism, defined by Greta A. Niu, David S. Roh, and Betsy Huang as “the phenomenon of imagining Asia and Asians in hypo- or hypertechnological terms in cultural productions and political discourse.” In sociology, Asian American Studies scholars have considered how these gaming cultures respond to a lack of acceptance in “real sports” and how Asian American youth have fostered alternative communities in PC rooms, arcades, and online forums. For still others, this association also acts as a gateway for non-Asians to enter a “digital Asia,” a space whose aesthetics and forms are firmly intertwined with Japanese gaming industries, thus allowing non-Asian subjects to inhabit “Asianness” as a form of virtual identity tourism.
From a game studies point of view, video games as transnational products using game-centered (ludic) forms of expression push scholars to think beyond the limits of Asian American Studies and subjectivity. Unlike films and novels, games do not rely upon representations of minority figures for players to identify with, but instead offer avatars to play with through styles of parody, burlesque, and drag. Games do not communicate through plot and narrative so much as through procedures, rules, and boundaries so that the “open world” of the game expresses political and social attitudes. Games are also not nationalized in the same way as films and literature, making “Asian American” themes nearly indecipherable. Games like Tetris carry no obvious national origins (Russian), while games like Call of Duty and Counter-Strike do not explicitly reveal or rely upon the ethnic identities of their Asian North American designers. Games challenge Asian American Studies as transnational products whose authors do not identify explicitly as Asian American, and as a form of artistic expression that cannot be analyzed with the same reliance on stereotypes, tropes, and narrative. It is difficult to think of “Asian American” in the traditional sense with digital games. Games provide ways of understanding the Asian American experience that challenge traditional meanings of being Asian American, while also offering alternative forms of community through transethnic (not simply Asian) and transnational (not simply American) modes of belonging.
Insofar as literature is defined negatively, by what it is not, censorship has had a determining role in its historical constitution. Contemporary scholarship emphasizes the dynamic interplay between literary expression and forms of cultural regulation, recognizing its paradoxically productive capacity to generate as well as suppress meaning. At the same time, accounting for censorship’s role in the history of the world’s literature means coming to grips with the often brutal repression, prohibition, and persecution of writing, writers, performance, and cultural producers by sovereign power underwritten by violence. Tracing the genealogies of literary censorship, from its formulations in ancient Rome, through medieval religious persecution, sedition and heresy charges, theatre controls, early modern print and copyright licensing, to the seeming breakthroughs of the Enlightenment, details the interdependence of modernity and cultural regulation. At stake in this history are defining relations between culture and society, knowledge and power, not least in the manner in which literature traverses the boundary between public and private, and censorship polices that divide. The art-for-art’s-sake defense, which separates the literary from what is offensive—nominally from obscenity, pornography, libel, blasphemy, and sedition and effectively from politics, intimacy, and the real—stumbles and fails in the face of culture’s variant aims and readers’ differing pleasures. And the state’s use of the law to enforce its role as a custosmorum has placed not only art in opposition to the law, as Gustave Flaubert saw, but also culture in opposition to morality, when the state becomes the modern arbiter of culture’s social and political roles. The available frames for understanding censorship, from liberal, materialist, psychoanalytic, linguistic, and poststructuralist positions, face challenges from diversifying and yet synthesizing situations for literature in a global world.
Films incorporating fairy-tale narratives, characters, titles, images, plots, motifs, and themes date from the earliest history of the cinema, beginning with director Georges Méliès’s made in 1896, the year after Auguste and Louis Lumière’s first public showing of their “cinematograph” in Paris in 1895. Fairy tales can be oral (told by people in different geographical locations and at various historical times up to the present) and/or literary (created by known authors) in origin, but they manifest in numerous media, including film. While the Disney formula of innocent persecuted heroines, handsome princes, and happy-ever-afters has dominated popular understandings of such narratives (at least in the English-speaking world), fairy tales need not contain these elements. They concern the fantastic, the magical, the dark, the dreamy, the wishful, and the wonderful.
Short and feature length, animated and live action, produced in film stock, video, and digital formats, fairy-tale films have appeared in movie theaters and more recently on television and computer screens. Using Kevin Paul Smith’s classification for literary fairy tales, fairy-tale filmic intertexts can include explicit reference in the title—for example, Duane Journey’s Hansel & Gretel Get Baked (2013); implicit reference in the title—for example, Tarsem Singh Dhandwar’s Mirror Mirror (2012); explicit incorporation into the text—as when Micheline Lanctôt’s Le piège d’Issoudun (2003) includes a play of “The Juniper Tree”; implicit incorporation into the text—as when Steven Spielberg’s A.I.: Artificial Intelligence (2001) has the mechanical child David’s human mother abandon him in the woods, as do Hansel and Gretel’s parents; discussing fairy tales, as in the “Once Upon a Crime” episode of the American television show Castle (2009–2016), when the writer and police talk about what fairy tales really mean; and invoking fairy-tale chronotopes (settings and/or environments)—as in the portions of Guillermo del Toro’s Pan’s Labyrinth (2006) set in the heroine Ofelia’s father’s magical kingdom. Alternatively, filmmakers may re-vision a story, sometimes with new spin, as when Matthew Bright’s Freeway 2 (1999) relocates “Hansel and Gretel” to 1990s America, with two delinquent teen girls fleeing to Mexico, or may create an entirely new tale—like Pan’s Labyrinth, not based on any specific previous literary or traditional fairy tale. This article focuses on the cinema—movies made for theatrical and/or video release—but draws on television and Internet films when they offer telling illustrations. Most examples are from English-language media.
Although classic works like director Jean Cocteau’s La belle et la bête (1946) have received considerable attention from cinema studies and the fairy-tale structural analysis of Vladimir Propp (1968) has greatly influenced film analysis, only since the beginning of the 21st century has fairy-tale scholarship merged with film scholarship. Scholars of fairy-tale film often consider adaptation and intermediality in cinematic versions of tales. This article uses the example of director Tarsem Singh Dhandwar’s The Fall (2007), which draws on and references fairy-tale magic to collapse, expand, and generally fictionalize time and space to invoke the postmodern and postcolonial as well as the transnational and transcultural.
Since the 1960s, film theory has undergone rapid development as an academic discipline—to such an extent that students new to the subject are quickly overwhelmed by the extensive and complex research published under its rubric. “Film Theory in the United States and Europe” presents a broad overview of guides to and anthologies of film theory, followed by a longer section that presents an historical account of film theory’s development—from classical film theory of the 1930s–1950s (focused around film as an art), the modern (or contemporary) film theory of the 1960s–1970s (premised on semiotics, Marxism, feminism, and psychoanalysis), to current developments, including the New Lacanians and cognitive film theory. The second section ends with a very brief overview of film and/as philosophy. The article covers the key figures and fundamental concepts that have contributed to film theory as an autonomous discipline within the university. These concepts include ontology of film, realism/the reality effect, formalism, adaptation, signification, voyeurism, patriarchy, ideology, mainstream cinema, the avant-garde, suture, the cinematic apparatus, auteur-structuralism, the imaginary, the symbolic, the real, film and emotion, and embodied cognition.
“Liveness” is a crucial concept that traverses the boundaries of many academic disciplines; however, most prominently, performance studies, media studies, and music studies have been engaged in the ongoing debate regarding its shifting parameters. Not only does the concept navigate through multiple academic disciplines, but it also calls attention to the constantly morphing conditions of social interaction and community formation in an ever-digitizing world. Defined from a wide range of perspectives throughout history under specific sociocultural circumstances, the idea has brought critical scrutiny to the related questions of presence, disappearance, absence, and recurrence of the performing subject. At the same time, immediacy, temporality, and authenticity of human contact as well as human-to-nonhuman contact have also been interrogated under the rubric of liveness.
Interdisciplinary studies of liveness tend to inquire into three areas: ideology, technology, and ontology of performance, which are by no means fixed terrains but rather overlapping and corroborating regimes reflecting the transforming notions of liveness. As the medium of performance became more diversified and convergent over time, the notion of liveness accordingly became complicated. Liveness is no longer defined simply as “bodily co-presence of actors and spectators” (Erika Fischer-Lichte), but with historical specificity in mind and with an eye to the way “the idea of what counts culturally as live experience changes over time in relation to technological change” (Philip Auslander, “Digital Liveness: A Historic-Philosophical Perspective,” PAJ: A Journal of Performance and Art 34, no. 3 , 3).
There are no limitations to the performance genres and platforms that fall under the critical analysis of liveness: music, TV, stage plays, online media, live-action roleplay (LARP), and mixed-reality performance—“mixing of the real and virtual as well as their combination of live performance and interactivity” (Steve Benford and Gabriella Giannachi, Performing Mixed Reality [Cambridge, MA: MIT Press, 2011], 1)—all wrestle with the ontological questions of what is live. On a more profound level, the derivative semantics of liveness, such as “live,” “alive,” and “life,” point to the ontological dimension of the term as they collectively articulate the “ephemerality, mediation, reproduction, and representation” (Daniel Sack, After Live [Ann Arbor: University of Michigan Press, 2015], 13) of human life.
Networks influence practically every subfield of literary studies. Unlike hierarchies and centralized structures, networks connote decentralization and distribution. The abstraction of this form makes it applicable to a wide variety of phenomena. For example, the metaphor and form of the network informs the way we think about communication systems in early American writing, social networks in Victorian novels, transnational circulation in postcolonial literature, and computer networks in late 20th-century cyberpunk fiction. Beyond traditional literary genres, network form is also accessible through comparative media analysis. Films, television serials, video games, and transmedia narratives may represent or evoke network structures through medium-specific techniques. The juxtaposition of different literary and artistic forms, across media, helps to defamiliarize network forms and make these complex structures available to thought. Across subfields of literary studies, critics may be drawn to networks because of their resonance with histories of the present and contemporary technoscience. Scholars may also recognize the sense of complexity and interconnection inherent in networks, which resonates with experiences of intertextuality and close reading itself. In addition to studying representations of networks, literary critics employ a variety of network-related methods. These approaches include historicist scholarship that uses network structures to think about social organization and communication in different eras, quantitative digital humanities tools that map networks of literary circulation, qualitative sociology of literature and reader-response theory that analyze networks of readers and publishers, and formalist work that compares network and aesthetic forms.