Journal articles: 'Curiosities and wonders – Rome' – Grafiati (2024)

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Relevant bibliographies by topics / Curiosities and wonders – Rome / Journal articles

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Author: Grafiati

Published: 4 June 2021

Last updated: 1 February 2022

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1

LUKE,TREVORS. "A Healing Touch for Empire: Vespasian's Wonders in Domitianic Rome." Greece and Rome 57, no.1 (March8, 2010): 77–106. http://dx.doi.org/10.1017/s0017383509990295.

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Before Vespasian returned to Rome to take up the reins of imperial government, he reportedly had a vision in the Serapeum of Alexandria and, as the New Serapis, healed two men. These wonders came to define Vespasian's time in Egypt and yet, for modern readers, their prominence in the story of the emperor's rise to power creates an apparent inconsistency. The same man who on his deathbed joked about his impending divinization also apparently played the part of a god at the beginning of his reign. Such contradictions are to be expected in the colourful accounts of emperors' lives, but this particular one invites further investigation because of its significance to the historical development of the conception of the emperor's divinity. Through detailed consideration of the prospects for reception of these wonders both during and after the Flavian dynasty, this article seeks to demonstrate the predominance of Domitianic influence on the story of Vespasian's wonders. Domitian's reign saw a new emphasis on the living emperor's divinity, which diminished again under Trajan. Nevertheless, wonders were a means through which the charisma of the emperor was manifested in Flavian Rome and later.

2

Bjørnerud Mo, Gro. "Collecting uncollectables: Joachim Du Bellay." Culture Unbound 9, no.1 (September4, 2017): 23–37. http://dx.doi.org/10.3384/cu.2000.1525.179123.

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Lists of wonders have circulated for millennia. Over and over, such inventories of spectacular man made constructions have been rewritten, re-edited and reimagi-ned. Both the wonders and the lists of wonders, preferably of the seven, have had a profound and long-lasting effect, and have been abundantly imitated, copied and reworked. Renaissance creative thinking was obsessed with the seven wonders of the ancient world, and early-modern Europe experienced a surge of visual and verbal depictions of wonders. This article is about a remarkable list of seven wonders, included in one of Joachim Du Bellay’s canonical poems on Roman antiquities (Antiquités de Rome), published in Paris in 1558. Du Bellay shapes his list of wonders by exploring pat-terns of both repetition and mutability. Almost imperceptibly, he starts suggesting connections between 16th-century Rome and distant civilizations. Through the eyes of a fictive traveller and collector, the poet venerates the greatness and la-ments the loss of ancient buildings, sites and works of art, slowly developing a ver-bal, visual and open-ended gallery, creating a collection of crumbling or vanished, mainly Roman, architecture. This poetic display of ruins and dust in the Eternal City is nourished by the attraction of the inevitable destruction of past splendour and beauty. In the sonnets, Du Bellay imitates classical models and patterns. Whi-le compiling powerful images and stories of destruction, he combines techniques associated with both a modern concept of copy and more ancient theories of co-pia. In this context, this article also explores whether Pliny’s Natural History might be a source for the imaginary collection of lost sites and wonders in Du Bellay’s Antiquités.

3

FAVRO, DIANE. "The iconiCITY of ancient Rome." Urban History 33, no.1 (May 2006): 20–38. http://dx.doi.org/10.1017/s0963926806003506.

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Urban icons were common in the Roman world, with monuments, cityscapes and personifications all used as metonyms. Yet an icon for the most important city of all is not easily identified. Rome was always sui generis, too large to be easily captured visually. Filled with innumerable wonders, no single structure or artwork stood for the whole. Representing the collective, as well as the great extent of the empire, the city could not be encapsulated in a single image.

4

Bolton, Brenda. "Signs, Wonders, Miracles: Supporting the Faith in Medieval Rome." Studies in Church History 41 (2005): 157–78. http://dx.doi.org/10.1017/s042420840000019x.

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Judging by the quantity of surviving texts – whether vitae or saints’ lives, libelli miraculorum or narratives of miracles for public reading in church, lectionaries or collections of liturgical readings, inventiones and translationes or accounts of relics found and later moved to a new location, popular receptivity to signs, wonders and miracles had reached a high point by the turn of the twelfth century. Whilst ordinary laypeople remained fascinated by supernatural phenomena, intellectuals were already beginning to challenge the preternatural in a process described by Chenu as the ‘desacralizing’ of nature. In the first book of his treatise, De Sanctis et eorum pignoribus (c.1120), Guibert, Abbot of Nogent, had contrasted the credulity of the faithful towards pseudo-miracles with the growing unease experienced by many scholars at inadequate written evidence for the authentication of relics. Andrew of Saint-Victor (d.1175), in an exposition on the literal interpretation of Scripture, found himself arguing for a natural explanation of events before any recourse to the miraculous. In the School of Pastoral Theology at Paris, Master Peter the Chanter (d.1197) vehemently criticized trial by ordeal as a flagrant tempting of God whereby a supposedly miraculous intervention was allowed to intrude into the regular legalistic operation of the courts. In the years immediately following the Chanter’s death, his former students, led by Pope Innocent III (1198–1216) and like-minded clerical associates, developed a significant agenda, emphasizing rationality and record keeping to sustain the faith of the Church within a new and more firmly pastoral context.

5

Cook,A. "Rome and the Royal Society, 1660-1740." Notes and Records of the Royal Society of London 58, no.1 (January22, 2004): 3–19. http://dx.doi.org/10.1098/rsnr.2003.0222.

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Most Fellows of The Royal Society in the late seventeenth century knew Rome through their classical education and would have been attracted to visit it for the remains of antiquity and for the new churches and palaces of the papal city. John Evelyn, in Rome 16 years before the foundation of the Society, John Ray, Edmond Halley and Robert Nelson, and Bishop Burnet and G.W. Leibniz, also met people who had links to the Accademia dei Lincei of Prince Federico Cesi, and to the later Accademia Fisica-mathematica associated with Queen Christina of Sweden. Besides astronomy, they were especially interested in cabinets of curiosities and in Vesuvius and other volcanic sites. They met English residents in Rome, especially those around the Venerable English College.

6

Dall’Aglio, Stefano. "The great collector and his man in Rome." Journal of the History of Collections 32, no.3 (December12, 2019): 431–42. http://dx.doi.org/10.1093/jhc/fhz040.

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Abstract This article analyses the relationship between one of early modern Italy’s most illustrious collectors, Prince and Cardinal Leopoldo de’ Medici (1617–1675), and his principal agent in Rome, Ottavio Falconieri (1636–1675). It draws on an extraordinary new source: a volume containing 350 original letters sent by Leopoldo to Ottavio, never before seen by any other scholar. Letters written by Leopoldo are rare documents: they provide a unique insight into his expectations, instructions and reactions, showing the active role he always played in the collecting process. These new letters also demonstrate that Falconieri was far more than just an art agent: he was Leopoldo’s point of reference in Rome, a man with whom the cardinal shared many interests, ranging from literature to astronomy, from poetry to natural science, and Falconieri’s indefatigable collecting work went well beyond antiquities to include books, scientific instruments, curiosities and much more.

7

Lubis, Fenny Rahmawati, and Dwi Budiwiwaramulja. "KARAKTERISTIK DESAIN HIBRIDA PADA KOMIK 7 WONDERS KARYA METALU." Gorga : Jurnal Seni Rupa 9, no.2 (October5, 2020): 309. http://dx.doi.org/10.24114/gr.v9i2.20161.

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AbstrakKomik Jepang menjadi salah satu kiblat untuk referensi dalam membuat komik khususnya komik manga. Tidak sedikit komik Indonesia yang sangat kental dengan unsur manga hingga sulit membedakan komikus Jepang dengan komikus Indonesia bila hanya di lihat dari bentuk visualnya. Selain menggarap style gambar manga jepang, tak sedikit komikus-komikus Indonesia yang menghibridakan karakteristik pada desain karakter visual Indonesia. Sepeti pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini bertujuan untuk mengetahui identitas dari desain karakter visual yang di hibrida pada salah satu komik Indonesia yaitu komik 7 Wonders. Penelitian ini menggunakan pendekatan metode deskriptif kualitatif yaitu dengan menguraikan masing-masing objek yang akan diteliti. Hasil temuan penelitian ini menunjukkan bahwa karakter yang memiliki unsur hibrida paling menonjol adalah pada karakter bidadari 7 Wonders. Desain karakter visual pada karakter tujuh bidadari 7 Wonders telah mengalami deformasi dan pengabungan dua atau lebih identitas visual, baik pada busana maupun pada karakter figurnya. Identitas hibrida pada desain karakter visual yang digunakan di busana tujuh bidadari 7 Wonders yaitu berasal dari Indonesia, Jepang, Arab, Turki, India, Inggris era Victoria dan Romawi Kuno.Kata Kunci: desain karakter, hibrida, komik, busana.AbstractJapanese comics become one of the mecca for reference in making comics, especially manga comics. Not a few Indonesian comics are so thick with manga elements that it is difficult to distinguish Japanese comics from Indonesian comics if only viewed from their visual form. In addition to working on the style of Japanese manga drawings, not a few Indonesian comic artists have displayed characteristics on Indonesian visual character designs. A case in one of the Indonesian comics that is 7 Wonders comics. This study aims to determine the identity of a hybrid visual character design in one of the Indonesian comics, namely the 7 Wonders comics. This study uses a qualitative descriptive method approach that is by describing each object to be studied. The findings of this study indicate that the characters that have the most prominent hybrid elements are the 7 Wonders angel characters. The visual character design of the seven Wonders 7 nymphs has been deformed and the combination of two or more visual identities, both in fashion and in the character figure. The hybrid identity in the visual character design used in the fashion of the seven Wonders 7 nymphs is originating from Indonesia, Japan, Arabia, Turkey, India, the Victorian era and Ancient Rome. Keywords: character design, hybrids, comics, clothing

8

Ładoń, Tomasz. "Obraz wojny domowej z lat 83-82 przed Chr. w Żywocie Lucjusza Korneliusza Sulli Plutarcha z Cheronei." Argument: Biannual Philosophical Journal 7, no.2 (December1, 2017): 247–58. http://dx.doi.org/10.24917/20841043.7.2.4.

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An image of the civil war of the years 83–82 BCE in Plutarch’s the Life of Sulla The author of this article is interested in how Plutarch of Chaeronea created the picture of the Sullan War in Parallel lives, especially in the Life of Lucius Cornelius Sulla. Firstly, the author notes that in presenting the civil war Plutarch was dependent on the Memoirs of Sulla. But not only. There are fragments from other source too, probably the same that Appian of Alexandria used. Therefore the Author wonders to what extend Plutarch was tendentious in presenting the Sullan War. Secondly, the author shows which moments of the Sullan War were of especial interest to Plutarch of Chaeronea and tries to answer why some of the events (for example the negotiations between Sulla and Scipio) Plutarch was to described so briefly. Finally, the author indicates why this report of Plutarch of Chaeronea remains a very important source for any historian of the civil wars in Rome.

9

Baker, Patricia. "J. C. McKeown, A Cabinet of Ancient Medical Curiosities: Strange Tales and Surprising Facts from the Healing Arts of Greece and Rome." Social History of Medicine 31, no.1 (October27, 2017): 177–78. http://dx.doi.org/10.1093/shm/hkx087.

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10

Nuño, Antón Alvar. "Ocular Pathologies and the Evil Eye in the Early Roman Principate." Numen 59, no.4 (2012): 295–321. http://dx.doi.org/10.1163/156852712x641769.

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Abstract Ocular pathologies are a natural phenomenon that can be detected empirically. All over the world, such phenomena are often interpreted as an index of inherent personal capacity for causing harm. The Graeco-Roman world was no exception. During the early Roman Principate, the literary representation of such malformations was clearly influenced by two genres that had been developed in the Greek world during the Hellenistic period. The first was the paradoxographic or mirabilia tradition, a literary genre that in the aftermath of Alexander’s conquests inventoried supposed natural and anthropological wonders, reports that were subsequently brought up to date and adapted by Roman authors such as Cicero and Varro. The second was physiognomics, the systematization, mainly by the Peripatetics but also by some Hippocratic authors, of the popular idea that ethical character can be read from somatic signs. This paper understands Pliny the Elder’s accounts of peoples and families able to cast the evil eye, objectified in the possession of a double pupil, as a significant aspect of his socio-moral account of the effects of world-empire upon Rome. In transposing the theme to his figure of the procuress Dipsas almost a century earlier, Ovid created a synecdoche for moral disorder at Rome itself shortly before the two Augustan laws of 18 b.c.e. regulating sexual conduct. In short, if we are to progress in our understanding of Roman socio-moral instrumentalization of ocular malformation in relation to the evil eye, we must pay careful attention to the contexts and strategies of our texts.

11

Day, Alan, and Vaughan Hart. "The architectural guidebook: from Palladio to pod." Architectural Research Quarterly 11, no.2 (June 2007): 151–58. http://dx.doi.org/10.1017/s1359135507000620.

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In 1554 the Renaissance architectural master, Andrea Palladio (born Andrea della Gondola, or ‘di Pietro’), produced two little-known guidebooks to the city of Rome. These were unillustrated texts, one of which described the ancient wonders of the city while the other concentrated on the later medieval churches. Guidebooks of this kind had existed since medieval times but Palladio introduced a new kind of structure to the guide by organising the material into logical routes which the tourist could follow. Since then architectural guidebooks have proliferated and the introduction of photography and high quality graphics has changed their appearance significantly. However, in many respects things have not altered a great deal. Architectural guidebooks still present a view of a city which is that of a single individual (or small group of authors) and the selection of the material determines what is deemed to be of significance. Some guides, such as those by Nikolaus Pevsner, attempt to present the buildings in as neutral a way as possible in order to give the work a degree of objectivity but, nonetheless, the visitor is still being presented with a particular view of the city.

12

Benvegnù, Damiano. "The Dialogues Bioregional Project: Landscape Ecology in Central Italy from the Sixth Century to the Present." Semantic Metadata, Humanist Computing, and Digital Humanities 6, no.1 (December31, 2019): 69–85. http://dx.doi.org/10.5399/uo/hsda.6.1.5.

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Pope Gregory I (r. 590-604), commonly known as Saint Gregory the Great, is celebrated for re-organizing both the institutional and liturgical life of the Roman Catholic Church; for instigating the first recorded large-scale mission from Rome to England; and for his writings. Among these, a distinct importance has been attributed to his “Dialogues,” a collection of four books of miracles, signs, wonders, and healings carried out by then little-known holy men, which represent a portion of central Italy as a sacred space where the Christian God is present in both human and non-human form, while also interacting with the environment by performing landscaping functions. This article outlines the “Dialogues Bioregional Project,” a digital, interdisciplinary interface on Italian landscape ecology which would promote dialogues between scientists and humanists as well as provide a modeling tool for environmental and cultural awareness. Shaped around the “Dialogues” of Pope Gregory I, this digital humanities project explores continuities and discontinuities between the socio-political and ecological history of a specific section of Italian territory, a set of multidisciplinary environmental narratives (from c. 600 AD to the present), and local communities. My aim is to introduce readers to the ecological potentials of Gregory’s book and thus prompt scholars interested in the environmental humanities and the integration of biophysical and analytical approaches with humanistic and holistic perspectives to become part of the “Dialogues Bioregional Project” and collaborate in its further development.

13

Izzet, Vedia, and Robert Shorrock. "General." Greece and Rome 61, no.1 (March4, 2014): 142–46. http://dx.doi.org/10.1017/s0017383513000338.

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The last few years have brought us handbooks, companion guides and encyclopaedias in serried ranks. In size these works have ranged from magnum (opus) through to double magnum or perhaps (in the case of the 2010 Oxford Encyclopedia of Ancient Greece and Rome) to jeroboam. The new Wiley-Blackwell Encyclopedia of Ancient History outdoes them all in capacity (clearly a rehoboam) and range. This vast work – comprising over 5,000 entries in more than 7,000 pages – advances confidently (note the bold use of the definite article in the title: TheEncyclopedia of Ancient History) beyond the confines of the ‘classical world’ and ‘ancient Greece and Rome’ to provide nothing less than a reference work for the whole of Ancient History from the Near East to the Egypt of the Pharaohs, from the Neolithic to the eighth century ce. The refusal of this work to recognize traditional boundaries would clearly have appealed to the spirit of Alexander III, the Great (whose entry spans an impressive six pages). Alexander would no doubt also be impressed by the remarkable juxtapositions which occur within this alphabetized encyclopaedia: in volume 11 we move within five pages from an Egyptian residence and town associated with Rameses II (Piramese) to the Greek district of Elis around Olympia (Pisa) to a ‘short Jewish magical text of a Late Antique Babylonian provenance’ (Pishra de-Rabbi Hanina ben Dosa; 5337). Alexander's attempts at eastward expansion proved, in the end, too much for his men. One wonders if this work too – in the form of thirteen printed volumes – may prove to be similarly overwhelming to many an undergraduate whose starting point lies in Augustan Rome or Periclean Athens:(consider, for example the daunting thirty-five pages of maps which precede the first entry in volume 1 (not ‘Aardvark’, alas, but ‘Abantes’). However, it is important to consider that the print version of this work is not the end of the project nor even the main point of the project at all. The Encyclopedia of Ancient History is a true child of the World Wide Web. It has clearly been conceptualized as an online resource (not simply as a printed text that can be viewed on a computer screen) that will continue to expand and evolve: The electronic form of the EAH will continue to add new articles, indeed new areas of the ancient world; to revise existing ones; and to create spaces for correction and discussion of published articles – even, in line with our conviction of the open-endedness of history, counter-articles… . It will try to represent something of the unsettledness of our disciplines and their vitality. It will continue to evolve as historical studies do. (cxxxvi)

14

Pulsiano, Phillip. "Jaunts, Jottings, and Jetsam in Anglo-Saxon Manuscripts." Florilegium 19, no.1 (January 2002): 189–216. http://dx.doi.org/10.3138/flor.19.010.

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A pageant of curiosities and dynamic images inhabits the margins of manuscripts, sometimes ornamenting, sometimes competing, sometimes commenting on the text they surround. They are a commonplace of codicological study, even more so since the publication of Lilian Randall's Images in the Margins of Gothic Manuscripts in 1966 and of Michael Camille's Image on the Edge in 1992, which has done much to bring us to understand and interpret this panoply in ink and paint. The images these writers treat, of course, are late, and it is the more rich and entertaining margins that command the attention, such as the copulating figures in the top margin of a book of hours (New York, Pierpont Morgan Library, M. 754, f. 65v), or the Christ-like figure showing forth his buttocks to a spear-wielding, monkey-like creature mounted on an ostrich in the Rutland Psalter (London, British Library, Additional 62,925, ff. 66v-67r). The margins of Anglo-Saxon manuscripts seem, by comparison, rather barren fields. There are certainly some notable exceptions, such as the illustrations in the Bury St Edmunds Psalter (Rome, Vatican Library, MS Reg. lat. 12), or perhaps those in the Exeter Book (Exeter Cathedral Library MS 3501, ff. 78r, 87v, 123r). But in truth, such examples are few in number and rather sober occasions in any case, lacking the spirited, immensely entertaining, and often surprising creations that fill the margins of later manuscripts. But if the Anglo-Saxons possessed vastly different conceptions of space, margins, and response to text than later generations, we nevertheless often find in their manuscripts a quiet, typically hidden or overlooked world of text and image entered into manuscripts by Anglo-Saxon and later users of these codices.

15

CRONIN, RICHARD. "Byron, Clough, and the Grounding of Victorian Poetry." Romanticism 14, no.1 (April 2008): 13–24. http://dx.doi.org/10.3366/e1354991x08000068.

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In Scene VI of Dipsychus, the Spirit wonders, as people on holiday often do, what he should do next: What now? The Lido shall it be? That none may say we didn't see The ground which Byron used to ride on, And do I don't know what beside on. (VI. 1–4)1 When Byron was living in Venice or nearby, for two years from 1817 to 1819, he had already, as he frequently complained, become one of the objects that English visitors to Venice liked to inspect. But he had only himself to blame, because it was Byron, even more powerfully than Scott, who had established the fashion for literary tourism. The thousands of British visitors who took a boat on Lake Leman or a guided tour of the dungeons of the castle of Chillon did so to honour Rousseau and the Swiss patriot Bonnivard, but also and more directly as witnesses to the fame of the poet of Childe Harold and The Prisoner of Chillon. It is no wonder that they were drawn in such numbers to the Lido when the poet himself rode on it, and continued to visit it when it summoned into presence not the poet himself but, perhaps still more potently, his memory. ‘Murray's faithful guide / Informs us’ (Dipsychus, V. 190–1) that the ‘shore of the Littorale, towards the Adriatic’ which ‘constitutes the Lido,’ is ‘now associated with the name of Byron, as the spot where he used to take his rides, and where he designed to have been buried.’2 There is then a double appropriateness in Clough's reference to Byron. Byron himself was, both in his own lifetime and after it, one of the prime tourist sites of Venice, and it was Byron who, more than any other poet, had set the fashion for tourist poetry of the kind that Clough himself wrote,3 not just in Dipsychus, but in The Bothie of Tober-na-Vuolich in which an Oxford reading party spends the long vacation in the Scottish Highlands, and in Amours de Voyage, in which an Oxford intellectual visits Rome in the Spring of 1849. Clough is, of course, a very different poet from Byron, but I want to begin by suggesting that one clue to their differences may be found in the different ways in which they thought about tourism and tourist poetry.

16

Ridgway, David. "Etruria - Francesco Buranelli: Gli Scavi a Vulci della Società Vincenzo Campanari – Governo Pontificio (1835–1837). (Studia Archaeologica, 58; Monumenti, Musei e Gallerie Pontificie.) Pp. xvi+412; numerous illustrations, half-tone and line (mostly unnumbered). Rome: ‘LľErma’ di Bretschneider, 1991. Cased, L. 350,000. - Francesco Buranelli: The Etruscans: Legacy of a Lost Civilization from the Vatican Museums. Pp. 208; numerous illustrations, mainly colour (unnumbered). Memphis, TN: Wonders, in cooperation with Memphis Museum Systems, Inc., 1992. Paper." Classical Review 44, no.1 (April 1994): 164. http://dx.doi.org/10.1017/s0009840x00291087.

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Langlands, Rebecca. "Latin Literature." Greece and Rome 61, no.1 (March4, 2014): 118–22. http://dx.doi.org/10.1017/s0017383513000284.

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First up for review here is a timely collection of essays edited by Joseph Farrell and Damien Nelis analysing the way the Republican past is represented and remembered in poetry from the Augustan era. Joining the current swell of scholarship on cultural and literary memory in ancient Greece and Rome, and building on work that has been done in the last decade on the relationship between poetry and historiography (such as Clio and the Poets, also co-edited by Nelis), this volume takes particular inspiration from Alain Gowing's Empire and Memory. The individual chapter discussions of Virgil, Ovid, Propertius, and Horace take up Gowing's project of exploring how memories of the Republic function in later literature, but the volume is especially driven by the idea of the Augustan era as a distinct transitional period during which the Roman Republic became history (Gowing, in contrast, began his own study with the era of Tiberius). The volume's premise is that the decades after Actium and the civil wars saw a particularly intense relationship develop with what was gradually becoming established, along with the Principate, as the ‘pre-imperial’ past, discrete from the imperial present and perhaps gone forever. In addition, in a thought-provoking afterword, Gowing suggests that this period was characterized by a ‘heightened sense of the importance and power of memory’ (320). And, as Farrell puts it in his own chapter on Camillus in Ovid's Fasti: ‘it was not yet the case that merely to write on Republican themes was, in effect, a declaration of principled intellectual opposition to the entire Imperial system’ (87). So this is a unique period, where the question of how the remembering of the Republican past was set in motion warrants sustained examination; the subject is well served by the fifteen individual case studies presented here (bookended by the stimulating intellectual overviews provided by the editors’ introduction and Gowing's afterword). The chapters explore the ways in which Augustan poetry was involved in creating memories of the Republic, through selection, omission, interpretation, and allusion. A feature of this poetry that emerges over the volume is that the history does not usually take centre stage; rather, references to the past are often indirect and tangential, achieved through the generation and exploitation of echoes between history and myth, and between past and present. This overlaying crops up in many guises, from the ‘Roman imprints’ on Virgil's Trojan story in Aeneid 2 (Philip Hardie's ‘Trojan Palimpsests’, 117) to the way in which anxieties about the civil war are addressed through the figure of Camillus in Ovid's Fasti (Farrell) or Dionysiac motifs in the Aeneid (Fiachra Mac Góráin). In this poetry, history is often, as Gowing puts it, ‘viewed through the prism of myth’ (325); but so too myth is often viewed through the prism of recent history and made to resonate with Augustan concerns, especially about the later Republic. The volume raises some important questions, several of which are articulated in Gowing's afterword. One central issue, relating to memory and allusion, has also been the subject of some fascinating recent discussions focused on ancient historiography, to which these studies of Augustan poetry now contribute: How and what did ancient writers and their audiences already know about the past? What kind of historical allusions could the poets be expecting their readers to ‘get’? Answers to such questions are elusive, and yet how we answer them makes such a difference to how we interpret the poems. So Jacqueline Febre-Serris, for instance, argues that behind Ovid's spare references to the Fabii in his Fasti lay an appreciation of a complex and contested tradition, which he would have counted on his readers sharing; while Farrell wonders whether Ovid, by omitting mention of Camillus’ exile and defeat of the Gauls, is instructing ‘the reader to remember Veii and to forget about exile and the Gauls’ or whether in fact ‘he counts on having readers who do not forget such things’ (70). In short this volume is an important contribution to the study of memory, history, and treatments of the past in Roman culture, which has been gathering increasing momentum in recent years. Like the conference on which it builds, the book has a gratifyingly international feel to it, with papers from scholars working in eight different countries across Europe and North America. Although all the chapters are in English, the imprint of current trends in non-Anglophone scholarship is felt across the volume in a way that makes Latin literature feel like a genuinely and excitingly global project. Rightly, Gowing points up the need for the sustained study of memory in the Augustan period to match that of Uwe Walter's thorough treatment of memory in the Roman republic; Walter's study ends with some provocative suggestions about the imperial era that indeed merit further investigation, and this volume has now mapped out some promising points of departure for such a study.

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Vallespín Toro, Nuria. "Extrañamientos en la ciudad. Del shock urbano a las derivas situacionistas." ACCADERE. Revista de Historia del Arte, 2020, 69–87. http://dx.doi.org/10.25145/j.accadere.2020.00.04.

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The strange has always been present throughout history. Exploring the links between disciplines such as literature, cinema, art, sociology, etc. We place the concept of strangeness as a state that comes up: as an unforeseen event, as an effect of astonishment, and its derivations as the extraordinary, the rare, the sublime, the stranger, anomalies, random, etc. From strange wonder spaces, such as the Cabinets of Curiosities, Wonders Cameras and the Phantasmagorias linked to special effects, we will focus on estrangement in the context of the urban environment, represented by the flâneur as a distracted passer-by, by Situationists’ derives with utopian cities as New Babylon and their experimental cartographies and by cinematographic characters such Mr. Hulot, who construct poetic discourses on the estrangement of the everyday. Through them we will see how the city offers itself to us as the scene of events where the irruption of the strange in all its complexity is manifested

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Lyons, Siobhan. "From the Elephant Man to Barbie Girl: Dissecting the Freak from the Margins to the Mainstream." M/C Journal 23, no.5 (October7, 2020). http://dx.doi.org/10.5204/mcj.1687.

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Introduction In The X-Files episode “Humbug”, agents Scully and Mulder travel to Florida to investigate a series of murders taking place in a community of sideshow performers, or freaks. At the episode’s end, one character, a self-made freak and human blockhead, muses on the future of the freak community:twenty-first century genetic engineering will not only eradicate the Siamese twins and the alligator-skinned people, but you’re going to be hard-pressed to find a slight overbite or a not-so-high cheek bone … . Nature abhors normality. It can’t go very long without creating a mutant. (“Humbug”) Freaks, he says, are there to remind people of the necessity of mutations. His observation that genetic engineering will eradicate anomalies of nature accurately illustrates the gradual shift that society was witnessing in the late twentieth century away from the anomalous freak and toward surgical perfection. Yet this desire for perfection, which has manifested itself in often severe surgical deformities, has seen a shift in what constitutes the freak for a contemporary audience, turning what was once an anomaly into a mass-produced creation. While the freaks of the nineteenth and early twentieth century were born with facial or anatomical deformities that warranted their place in the sideshow performance (bearded ladies, midgets, faints, lobster men, alligator-skinned people, etc.), freaks of the twenty-first century can be seen as something created by a plastic surgeon, a shift which undermines the very understanding of freak ontology. As Katherine Dunne put it: “a true freak cannot be made. A true freak must be born” (28). In her discussion of the monstrous body, Linda Williams writes that “the monster’s body is perceived as freakish in its possession of too much or too little” (63). This may have included a missing or additional limb, distorted sizes and heights, and anatomical growths. John Merrick, or the “Elephant Man” (fig. 1), as he was famously known, perfectly embodied this sense of excess that is vital to what people perceive as the monstrous body. In his discussion of freaks and the freakshow, Robert Bogdan notes that promotional posters exaggerated the already-deformed nature of freaks by emphasising certain physical anomalies and turning them into mythological creatures: “male exhibits with poorly formed arms were billed as ‘The Seal Man’; with poorly formed legs, ‘the Frog Man’; with excesses of hair, ‘The Lion Man’ or ‘Dog Boy’” (100). Figure 1: John Merrick (the Elephant Man) <https://www.pinterest.com.au/pin/193584483966192229/>.The freak’s anomalous nature made them valuable, financially but also culturally: “in many ways, the concept of ‘freak,’ is an anomaly in current social scientific thinking about demonstrable human variation. During its prime the freak show was a place where human deviance was valuable, and in that sense valued” (Bogdan 268). Many freaks were presented as “human wonders”, while “their claims to fame were quite commonplace” (Bogdan 200). Indeed, Bogdan argues that “while highly aggrandized exhibits really were full of grandeur, with respectable freaks the mundane was exploited as amazing and ordinary people were made into human wonders” (200). Lucian Gomoll similarly writes that freakshows “directed judgement away from the audience and onto the performers, assuring observers of their own unmarked normalcy” (“Objects of Dis/Order” 205).The anomalous nature of the freak therefore promoted the safety of normality at the same time as it purported to showcase the brilliance of the extraordinary. While the freaks themselves were normal, intelligent people, the freakshow served as a vehicle to gaze at oneself with a sense of relief. As much as many freakshows attempt to dismantle notions of normality, they serve to emphasise empathy, not envy. The anomalous freak is never an envied body; the particular dimensions of the freakshow mean that it is the viewer who is to be envied, and the freak who is to be pitied. From Freakshow to SideshowIn nineteenth-century freakshows, exploitation was rife; as Alison Piepmeier explains, “many of the so-called Aztecs, Pinheads, and What Is Its?”, were, in fact, “mentally disabled people dressed in wild costumes and forced to perform” (53). As a result, “freakishness often implied loss of control over one’s self and one’s destiny” (53). P.T. Barnum profited from his exploitation of freaks, while many freaks themselves also benefited from being exhibited. As Jessica Williams writes, “many freak show performers were well paid, self-sufficient, and enjoyed what they did” (69). Bogdan similarly pointed out that “some [freaks] were exploited, it is true, but in the culture of the amusem*nt world, most human oddities were accepted as showmen. They were congratulated for parlaying into an occupation [that], in another context, might have been a burden” (268). Americans of all classes, Anissa Janine Wardi argues, enjoyed engaging in the spectacle of the freak. She writes that “it is not serendipitous that the golden age of the freak show coincided with the building of America’s colonial empire” (518). Indeed, the “exploration of the non-Western world, coupled with the transatlantic slave trade, provided the backdrop for America’s imperialist gaze, with the native ‘other’ appearing not merely in the arena of popular entertainment, but particularly in scientific and medical communities” (518). Despite the accusations levelled against Barnum, his freakshows were seen as educational and therefore beneficial to both the public and the scientific community, who, thanks to Barnum, directly benefited from the commercialisation of and rising public interest in the freak. Discussing “western conventions of viewing exotic others”, Lucian Gomoll writes that “the freak and the ‘normal’ subject produced each other in a relationship of uneven reciprocity” (“Feminist Pleasures” 129). He writes that Barnum “encouraged onlookers to define their own identities in contrast to those on display, as not disabled, not animalistic, not androgynous, not monstrous and so on”. By the twentieth century, he writes, “shows like Barnum’s were banned from public spaces as repugnant and intolerable, and forced to migrate to the margins” (129).Gomoll commends the Freakatorium, a museum curated by the late sword swallower Johnny Fox, as “demonstrating and commemorating the resourcefulness and talents of those pushed to the social margins” (“Objects of Dis/Order” 207). Gomoll writes that Fox did not merely see freaks as curiosities in the way that Barnum did. Instead, Fox provided a dignified memorial that celebrated the uniqueness of each freak. Fox’s museum displays, he writes, are “respectable spaces devoted to the lives of amazing people, which foster potential empathy from the viewers – a stark contrast to nineteenth-century freakshows” (205). Fox himself described the necessity of the Freakatorium in the wake of the sideshow: New York needs a place where people can come see the history of freakdom. People that were born with deformities that were still amazing and sensitive people and they allowed themselves to be viewed and exhibited. They made a good living off doing that. Those people were to be commended for their courageousness and bravery for standing in front of people. (Hartzman)Fox also described the manner in which the sideshow circuit was banned over time:then sideshows went out because some little girl was offended because she thought the only place she could work was the sideshow. Her mother thought it was disgraceful that people exhibited themselves so she started calling the governor and state’s attorney trying to get sideshows banned. I think it was Florida or South Carolina. It started happening in other states. They said no exhibiting human anomalies. These people who had been working in sideshows for years had their livelihood taken away from them. What now, they’re supposed to go be institutionalized? (Hartzman) Elizabeth Stephens argues that a shift occurred in the early twentieth century, and that by the late ‘30s “people with physical anomalies had been transformed in the cultural imagination from human oddities or monsters to sick people requiring diagnoses and medical intervention” (Stephens). Bogdan noted that by the 1930s, “the meaning of being different changed in American society. Scientific medicine had undermined the mystery of certain forms of human variation, and the exotic and aggrandized modes had lost their flamboyant attractiveness” (274). So-called freaks became seen as diseased bodies who “were now in the province of physicians, not the general public” (274). Indeed, scientific interest transformed the freak into a medical curiosity, contributing to the waning popularity of freakshows. Ironically, although the freaks declined in popularity as they moved into the medical community, medicine would prove to be the domain of a new kind of freak in the ensuing years. The Manufactured Freak As the freakshow declined in popularity, mainstream culture found other subjects whose appearance provoked curiosity, awe, and revulsion. Although plastic surgery is associated with the mid-to-late twentieth century and beyond, it has a long history in the medical practice. In A History of Plastic Surgery, Paolo Santoni-Rugiu and Philip J. Sykes note that “operations for the sole purpose of improving appearances came on the scene in 1906” (322). Charles C. Miller was one of the earliest pioneers of plastic surgery; Santoni-Rugiu and Sykes write that “he never disguised the fact that his ambition was to do Featural Surgery, correcting imperfections that from a medical point of view were not considered to be deformities” (302). This attitude would fundamentally transform notions of the “normal” body. In the context of cosmetic surgery, it is the normal body that becomes manipulated in order to produce something which, despite intentions, proves undoubtedly freakish. Although men certainly engage in plastic surgery (notably Igor and Grichka Bogdanoff) the twenty-first century surgical freak is synonymous with women. Kirsty Fairclough-Isaacs points out the different expectations levelled against men and women with respect to ageing and plastic surgery. While men, she says, “are closely scrutinised for attempting to hide signs of ageing, particularly hair loss”, women, in contrast, “are routinely maligned if they fail to hide the signs of ageing” (363). She observes that while popular culture may accept the ageing man, the ageing woman is less embraced by society. Consequently, women are encouraged—by the media, their fans, and by social norms around beauty—to engage in surgical manipulation, but in such a way as to make their enhancements appear seamless. Women who have successful plastic surgery—in the sense that their ageing is well-hidden—are accepted as having successfully manipulated their faces so as to appear flawless, while those whose surgical exploits are excessive or turn out badly become decidedly freakish. One of the most infamous plastic surgery cases is that of Jocelyn Wildenstein, also known as “catwoman”. Born Jocelynnys Dayannys da Silva Bezerra Périsset in 1940, Wildenstein met billionaire art dealer Alec N. Wildenstein whom she married in the late 1970s. After discovering her husband was being unfaithful, Wildenstein purportedly turned to cosmetic surgery in order to sculpt her face to resemble a cat, her husband’s favourite animal. Ironically but not surprisingly, her husband purportedly screamed in terror when he saw his wife’s revamped face for the first time. And although their relationship ended in divorce, Wildenstein, dubbed “the Bride of Wildenstein”, continued to visit her plastic surgeon, and her face became progressively more distorted over the years (Figure 2). Figure 2: Jocelyn Wildenstein over the years <https://i.redd.it/vhh3yp6tgki31.jpg>. The exaggerated and freakish contours of Wildenstein’s face would undoubtedly remind viewers of the anatomical exaggerations seen in traditional freaks. Yet she does not belong to the world of the nineteenth century freak. Her deformities are self-inflicted in an attempt to fulfil certain mainstream beauty ideals to exaggerated lengths. Like many women, Wildenstein has repeatedly denied ever having received plastic surgery, claiming that her face is natural, while professing admiration for Brigitte Bardot, her beauty idol. Such denial has made her the target of further criticism, since women are not only expected to conceal the signs of ageing successfully but are also ironically expected to be honest and transparent about having had work done to their faces and bodies, particularly when it is obvious. The role that denial plays not just in Wildenstein’s case, but in plastic surgery cases more broadly, constitutes a “desirability of naturalness” (122), according to Debra Gimlin. There is, she argues, an “aesthetic preference for (surgically enhanced) ‘naturalness’” (122), a desire that sits between the natural body and the freak. This kind of appearance promotes more of an uncanny naturalness that removes signs of ageing but without being excessive; as opposed to women whose use of plastic surgery is obvious (and deemed excessive according to Williams’ “monstrous body”) the unnatural look that some plastic surgery promotes is akin to an absence of normal features, such as wrinkles. One surgeon that Gimlin cites argues that he would not remove the wrinkles of a woman in her 60s: “she’s gonna look like a freak without them”, he says. This admission signifies a clear distinction between what we understand as freakish plastic surgery (Wildenstein) and the not-yet-freakish appearance of women whose surgically enhanced appearance is at once uncanny and accepted, perpetuating norms around plastic surgery and beauty. Denial is thus part of the fabric of performing naturalness and the desire to make the unnatural seem natural, adding another quasi-freakish dimension to the increasingly normalised appearance of surgically enhanced women. While Wildenstein is mocked for her grotesque appearance, in addition to her denial of having had plastic surgery, women who have navigated plastic surgery successfully are congratulated and envied. Although contemporary media increasingly advocates the ability to age naturally, with actresses like Helen Mirren and Meryl Streep frequently cited as natural older beauties, natural ageing is only accepted to the extent that this look of naturalness is appeasing. Unflattering, unaltered naturalness, on the other hand, is demonised, with such women encouraged to turn to the knife after all in order to achieve a more acceptable look of natural ageing, one that will inevitably and ironically provoke further criticism. For women considering plastic surgery, they are damned if they do and damned if they don’t. Grant McCracken notes the similarities between Wildenstein and the famous French body artist Orlan: “like Orlan, Wildenstein had engaged in an extravagant, destructive creativity. But where Orlan sought transformational opportunity by moving upward in the Renaissance hierarchy, toward saints and angels, Wildenstein moved downwards, toward animals” (25). McCracken argues that it isn’t entirely clear whether Orlan and Wildenstein are “outliers or precursors” to the contemporary obsession with plastic surgery. But he notes how the transition of plastic surgery from a “shameful secret” to a ubiquitous if not obligatory phenomenon coincides with the surgical work of Orlan and Wildenstein. “The question remains”, he says, “what will we use this surgery to do to ourselves? Orlan and Wildenstein suggest two possibilities” (26).Meredith Jones, in her discussion of Wildenstein, echoes the earlier sentiments of Williams in regards to the monster’s body possessing too much or too little. In Wildenstein’s case, her freakishness is provoked by excess: “when too many body parts become independent they are deemed too disparate: wayward children who no longer lend harmony or respect to their host body. Jocelyn Wildenstein’s features do this: her cheeks, her eyes, her forehead and her lips are all striking enough to be deemed untoward” (125). For Jones, the combination of these features “form a grotesquery that means their host can only be deemed, at best, perversely beautiful” (125). Wildenstein has been referred to as a “modern-day freak”, and to a certain extent she does share something in common with the nineteenth century freak, specifically through the manner in which her distorted features invite viewers to gawk. Like the Elephant Man, her freakish body possesses “too much”, as Williams put it. Yet her appearance evokes none of the empathy afforded traditional freaks, whose facial or anatomical deformities were inherent and thus cause for empathy. They played no role in the formation of their deformities, only reclaiming agency once they exhibited themselves. While Wildenstein is, certainly, an anomaly in the sense that she is the only known woman who has had her features surgically altered to appear cat-like, her appearance more broadly represents an unnerving trajectory that reconstructs the freak as someone manufactured rather than born, upending Katherine Dunne’s assertion that true freaks are born, not made. Indeed, Wildenstein can be seen as a precursor to Nannette Hammond and Valeria Lukyanova, women who surgically enhanced their faces and bodies to resemble a real-life Barbie doll. Hammond, a woman from Cincinnati, has been called the first ‘Human Barbie’, chronicling the surgical process on her Instagram account. She states that her children and husband are “just so proud of me and what I’ve achieved through surgery” (Levine). This surgery has included numerous breast augmentations, botox injections and dental veneers, in addition to eyelash extensions and monthly fake tans. But while Hammond is certainly considered a “scalpel junkie”, Valeria Lukyanova’s desire to transform herself into a living Barbie doll is particularly uncanny. Michael’s Idov’s article in GQ magazine titled: “This is not a Barbie Doll. This is an Actual Human Being” attests to the uncanny appearance of Lukyanova. “Meeting Valeria Lukyanova is the closest you will come to an alien encounter”, Idov writes, describing the “queasy fear” he felt upon meeting her. “A living Barbie is automatically an Uncanny Valley Girl. Her beauty, though I hesitate to use the term, is pitched at the exact precipice where the male gaze curdles in on itself.” Lukyanova, a Ukrainian, admits to having had breast implants, but denies that she has had any more modifications, despite the uncanny symmetry of her face and body that would otherwise allude to further surgeries (Figure 3). Importantly, Lukyanova’s transformation both fulfils and affronts beauty standards. In this sense, she is at once freakish but does not fit the profile of the traditional freak, whose deformities are never confused with ideals of beauty, at least not in theory. While Johnny Fox saw freaks as talented, unique individuals, their appeal was borne of their defiance of the ideal, rather than a reinforcement of it, and the fact that their appearance was anomalous and unique, rather than reproducible at whim. Figure 3: Valeria Lukyanova with a Barbie Doll <http://shorturl.at/mER06>.Conclusion As a modern-day freak, these Barbie girls are a specific kind of abomination that undermines the very notion of the freak due to their emphasis on acceptance, on becoming mainstream, rather than being confined to the margins. As Jones puts it: “if a trajectory […] is drawn between mainstream cosmetic surgery and these individuals who have ‘gone too far’, we see that while they may be ‘freaks’ now, they nevertheless point towards a moment when such modifications could in fact be near mainstream” (188). The emphasis that is placed on mainstream acceptance and reproducibility in these cases affronts traditional notions of the freak as an anomalous individual whose features cannot be replicated. But the shift that society has seen towards genetic and surgical perfection has only accentuated the importance of biological anomalies who affront the status quo. While Wildenstein and the Barbie girls may provoke a similar sense of shock, revulsion and pity as the Elephant Man experienced, they possess none of the exceptionality or cultural importance of real freaks, whose very existence admonishes mainstream standards of beauty, ability, and biology. References Bogdan, Robert. Freak Show: Presenting Human Oddities for Amusem*nt and Profit. Chicago and London: U of Chicago P, 1990. Dunne, Katherine. Geek Love. London: Abacus, 2015. Fairclough-Isaacs, Kirsty. "Celebrity Culture and Ageing." Routledge Handbook of Cultural Gerontology. Eds. Julia Twigg and Wendy Martin. New York: Routledge, 2015. 361-368.Gimlin, Debra. Cosmetic Surgery Narratives: A Cross-Cultural Analysis of Women’s Accounts. New York: Palgrave Macmillan, 2012. Gommol, Lucian. “The Feminist Pleasures of Coco Rico’s Social Interventions.” Art and the Artist in Society. Eds. José Jiménez-Justiniano, Elsa Luciano Feal, and Jane Elizabeth Alberdeston. Newcastle upon Tyne: Cambridge Scholars Publishing, 2013. 119-134. ———. “Objects of Dis/Order: Articulating Curiosities and Engaging People at the Freakatorium.” Defining Memory: Local Museums and the Construction of History in America’s Changing Communities. Eds. Amy K. Levin and Joshua G. Adair. Lanham: Rowman & Littlefield, 2017. 197-212. Hartzman, Marc. “Johnny Fox: A Tribute to the King of Swords.” Weird Historian. 17 Dec. 2017. <https://www.weirdhistorian.com/johnny-fox-a-tribute-to-the-king-of-swords/>.“Humbug.” The X-Files: The Complete Season 3. Writ. Darin Morgan. Dir. Kim Manners. Fox, 2007. Idov, Michael. “This Is Not a Barbie Doll. This Is an Actual Human Being.” GQ. 12 July 2017. <https://www.gq.com/story/valeria-lukyanova-human-barbie-doll>.Jones, Meredith. Skintight: An Anatomy of Cosmetic Surgery. Oxford: Berg, 2008.McCracken, Grant. Transformations: Identity Construction in Contemporary Culture. Bloomington and Indianapolis: Indiana UP, 2008.Levine, Daniel D. “Before and After: What $500,000 of Plastic Surgery Bought Human Barbie.” PopCulture.com. 7 Dec. 2017. <https://popculture.com/trending/news/nannette-hammond-before-human-barbie-cost-photos/>. Piepmeier, Alison. Out in Public: Configurations of Women's Bodies in Nineteenth-Century America. Chapel Hill and London: U of North Carolina P, 2004. Santoni-Rugiu, Paolo, and Philip J. Sykes. A History of Plastic Surgery. Berlin: Springer-Verlag, 2017. Stephens, Elizabeth. “Twenty-First Century Freak Show: Recent Transformations in the Exhibition of Non-Normative Bodies.” Disability Studies Quarterly 25.3 (2005). <https://dsq-sds.org/article/view/580/757>.Wardi, Anissa Janine. “Freak Shows, Spectacles, and Carnivals: Reading Jonathan Demme’s Beloved.” African American Review 39.4 (Winter 2005): 513-526.Williams, Jessica L. Media, Performative Identity, and the New American Freak Show. London and New York: Palgrave MacMillan, 2017. Williams, Linda. “When the Woman Looks.” Horror, The Film Reader. Ed. Mark Jancovich. London and New York: Routledge, 2002. 61-66.

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Wilson, Jason Anthony, and Jason Jacobs. "Obsolete." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.170.

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Obsolescence is most frequently talked about in relation to the history of technology. A still-common way of understanding modernity is as a linear succession of emerging technologies which supersede existing ones, and which are themselves, in time, made redundant. The cycle of novelty and obsolescence underpins a narrative including episodes of human invention, mastery and eventual technological failure. Nevertheless, it makes technologies themselves the subjects of history, rather than the human beings whose choices frame their contingent births, shapings, adoptions and uses. Many have pointed out the extent to which this simplifies history, but this has made precious little impact, if the way in which many writers treat digital communications technologies is any guide. Professional new media evangelists, including media and cultural theorists who subscribe to what Turner describes as an entrenched “digital orthodoxy”, are nowadays wont to describing mass media – including all broadcast and print media – as “heritage” media. This neat rhetorical trick confirms all remaining manifestations and uses of such media as remnants of the past in the present, as curiosities, even perhaps as impediments to the “imaginary futures” (Barbrook) regularly projected onto new technologies. On the other hand, similar assumptions underlie narratives of decline and decay which attach themselves to new media technologies. Thus we can understand laments for the lost qualities (and quality) of old media from writers such as Andrew Keen, which themselves shape self-interested pronouncements about the decadence of the new communications environment from the highest echelons of established media (Hartigan). A history of scholarship from media historians has worked to try to nuance the contours of this oldest of modern stories, and to complicate the relationship between modernity, technological obsolescence, and social reality. Brian Winston’s work has shown how messy the business of invention and adoption is. Caroline Marvyn’s book When Old Technologies Were New showed how durable are the terms in which we are invited to link new technologies with progress. Lisa Gitelman’s Always Already New shows how complexly interweaved our understanding of media history is with our own media use. Collections like New Media, 1740-1915 and Residual Media have offered a number of theoretical critiques and case-studies which show the contemporary persistence of old media, and the recurrence of simplifying, totalising rhetorics of media history. More specifically, work like Sterne’s shows how contemplating obsolescence can give us a way of thinking about the downside of media change in terms of the problem of ecological damage in the form of e-waste. Most importantly for us, though, are those who use the category of obsolescence as a way of understanding that in the forward march of modernity, there are losers as well as winners. Watkins links technological obsolescence with the production of certain people, certain segments of the population as obsolescent. For him, obsolescent people can be understood as engaged in a “useless survival”, and are linked with obsolete technologies. David Simon, the creator of the television series The Wire, which richly depicted the “useless survival” of the city of Baltimore and its civic institutions, recently put this same position bluntly, linking obsolescence with class and race in contemporary America: these really are the excess people in America, we – our economy doesn't need them. We don't need ten or 15 percent of our population. And certainly the ones that are undereducated, that have been ill served by the inner city school system, that have been unprepared for the technocracy of the modern economy... The people most affected by this are black and brown and poor. It's the abandoned inner cores of our urban areas. And we don't, as we said before, economically, we don't need those people. The American economy doesn't need them. So, as long as they stay in their ghettos, and they only kill each other, we're willing to pay a police presence to keep them out of our America. (Moyers) Five series of The Wire showed the incapacity of police, labour unions, the school system, civic government and newspapers in serving those people who Zygmunt Bauman calls “human waste”, those who are “redundant” in the new economy. The decline of manufacturing industries, rapid advances in the capacity of communication technologies, and the troubled business models of “old media” have advantaged those with the skills and capacity to become “network capitalists” (Bradwell & Reeves) in the information era, but they have turned whole cities into what Bauman calls “waste yards”, wherein industries, social infrastructures and entire neighbourhoods are antiquated, surplus to requirements. In The Wire, those who are shown to benefit most readily from the collapse of these economic and social forces, from the improvements in networked communications, and the globalisation of trade are those who sell the drugs which have turned Baltimore’s inner city into a free-fire zone. Obsolescence, then, is a category which allows us to think about the destruction, or “useless persistence”, of the people, patterns of life and territories which are imbricated with those technologies which are seen as being past their prime. It allows us to think about the power that accrues to “early adopters” as against those who are forced to “make do” with older technologies, and how that power is often implicated in already-existing patterns of social disadvantage – how it maps onto existing class structures, or the horizontal inequalities of geography. But we can also think of the ways in which obsolete technologies are recuperated and celebrated, whether by resistant consumers or “fans” of a particular technology, or by the process whereby yesterday's trash is historicised and aestheticisied by collectors, curators and scholars. We also might reflect on our own practice as academics. To what extent are our traditional patterns of work lubricated and enhanced by digital processes, or are they themselves artefacts of the past. This issue of M/C Journal offers some specific meditations on the theme of obsolescence. The first three pieces think reflexively about the processes by which academics are credentialised and published. In our first feature, John Hartley wonders whether the passing of the traditional, paper scholarly journal as the main means for academic publication and community-building might not irrevocably change and even damage collegiality, and the way in which we understand our fields. Kate Bowles replies to Hartley in a piece which originated as a peer review of his paper, and which is published here at the request of both authors. For Bowles, Hartley’s focus on e-publishing and the obsolescence of paper journals is potentially a distraction – the real concern is the way in which bureaucratic rationality threatens to push organic forms of collegial behaviour into the dustbin of history. Donna Lee Brien argues that the traditional PhD may be obsolete, and it must change to reflect the needs of students, new models of learning, and the employment marketplace. The second group of articles asks questions about the inevitability of obsolescence, and case-studies of users pushing back against the obsolescence of favoured machines. In our second feature, Greg Shapley offers an expansive critique of the most fundamental recent narrative of obsolescence, which relies on the dichotomy of the analogue and the digital, and the supplanting of one by the other. Shapley complicates our history by relating the odd story of the fax machine. Peter Thomas shows how Super 8 cannot be approached simply, lazily as a fetishised object of nostalgia. He shows how Super 8 continues in use as a specialised filmmaking stock, but that its most crucial textural characteristics have been lost in the transition from widespread amateur use to professional applications. Huh and Ackerman discuss the determined resistance by users of the HP200LX PDA device to the discontinuation of the device. Our third set of articles rethink approaches to a technological field in which cycles of novelty and obsolescent are notoriously swift and prominent – computer games. James Newman unleashes an impassioned polemic regarding the need to preserve and archive “obsolete” games as an element of Britain’s and the world’s cultural heritage. Thompson, McAllister and Ruggill use their own efforts at curation and preservation as the starting point for a theoretical meditation on the relationships between nostalgia, collection and obsolescence. Chris Moore asks whether new methods of digital distribution might ameliorate one of the more pernicious side-effects of the games industry’s relentless focus on novelty – e-waste. He looks at the online distribution platform Steam as a venue where both hardware and software obsolescence may be countered and complicated by weightless distribution and the “long tail” effect. While acknowledging continuing concerns with Steam – for example concerns about user privacy – Moore wonders whether online distribution might make the more wasteful aspects of structured obsolescence, well, obsolete. Together, these articles make a contribution to a reorientation that’s already underway in media and cultural studies. It’s arguable that cultural and media studies perennial fetishisation of “youth”, subcultural and the new have been intensified by the shift to a focus on new media technologies. Perhaps this has been at the expense of a focus on the old, the ordinary, and what happened the day before yesterday. (Driscoll and Gregg) A focus on obsolescence allows us to count the complex costs of our perennial impulse to novelty. It allows us to think through the series of revaluations that technologies typically undergo as they pass from being the newest thing, to junk, to collectable. It helps us to think about the relationships between technology use and the social position of users. We present this as the first step in our own effort to bring a greater focus to the issues thrown up when we think about the obsolete. We hope you will enjoy this issue when it’s new, and not discard it lightly when the next one comes along. References Acland, Charles, ed. Residual Media. Minneapolis: University of Minnesota Press, 2007. Barbrook, Richard. Imaginary Futures: From Thinking Machines to the Global Village. London: Pluto, 2007. Bauman, Zygmunt. Wasted Lives: Modernity and its Outcasts. London: John Wiley and Sons, 2003. Bradwell, Peter, and Richard Reeves. Network Citizens: Power and Responsibility at Work. London: Demos, 2009. Driscoll, Catherine, and Melissa Gregg. “The YouTube Generation: Moral Panic, Youth Culture and Internet Studies” in Usha Rodrigues (ed) Youth and Media in the Asia-Pacific Region. Cambridge: Cambridge Scholars Press. 2008. Gitelman, Lisa. Always Already New: Media, History and the Data of Culture. Boston: MIT Press. Hartigan, John. “John Hartigan address to the National Press Club.” news.com.au. 9 July 2009 ‹http://www.news.com.au/heraldsun/story/0,21985,25718006-661,00.html›. Keen, Andrew. The Cult of the Amateur: How Today's Internet is Killing Our Culture. New York: Doubleday, 2007. Marvin, Carolyn. When Old Technologies Were New: Rethinking Electric Communication in the Nineteenth Century. Oxford: OUP, 1990. Moyers, Bill. “David Simon: Transcript.” Bill Moyers Journal. 9 July 2009 ‹http://www.pbs.org/cove-media/http/PBS_CP_Bill_Moyers/58/1000/transcript1.html›. Sterne, Jonathan. “Out With the Trash: On the Future of New Media.” Residual Media. Ed Charles Acland. Minneapolis: University of Minnesota Press, 2007. Turner, Graeme. “Television and the Nation: Does This Matter Anymore?” Television Studies After TV. Ed Graeme Turner and Jinna Tay. London and New York: Routledge, 2009. Watkins, Evan. Throwaways: Work, Culture and Consumer Education. Stanford: Stanford University Press, 1993. Winston, Brian. Media, Technology and Society: A History: From the Telegraph to the Internet. New York and London: Routledge, 1998.

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Lee, Tom McInnes. "The Lists of W. G. Sebald." M/C Journal 15, no.5 (October12, 2012). http://dx.doi.org/10.5204/mcj.552.

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Since the late 1990s, W. G. Sebald’s innovative contribution to the genre of prose fiction has been the source of much academic scrutiny. His books Vertigo, The Rings of Saturn, The Emigrants and Austerlitz have provoked interest from diverse fields of inquiry: visual communication (Kilbourn; Patt; Zadokerski), trauma studies (Denham and McCulloh; Schmitz), and travel writing (Blackler; Zisselsberger). His work is also claimed to be a bastion for both modernist and postmodernist approaches to literature and history writing (Bere; Fuchs and Long; Long). This is in addition to numerous “guide to” type books, such as Mark McCulloh’s Understanding Sebald, Long and Whitehead’s W. G. Sebald—A Critical Companion, and the comprehensive Saturn’s Moons: A W. G. Sebald Handbook. Here I have only mentioned works available in English. I should point out that Sebald wrote in German, the country of his birth, and as one would expect much scholarship dealing with his work is confined to this language. In this article I focus on what is perhaps Sebald’s prototypical work, The Rings of Saturn. Of all Sebald’s prose fictional works The Rings of Saturn seems the example that best exhibits his innovative literary forms, including the use of lists. This book is the work of an author who is purposefully and imaginatively concerned with the nature of his vocation: what is it to be a writer? Crucially, he addresses this question not only from the perspective of a subject facing an existential crisis, but from the perspective of the documents created by writers. His works demonstrate a concern with the enabling role documents play in the thinking and writing process; how, for example, pen and paper are looped in with our capacity to reason in certain ways. Despite taking the form of fictional narratives, his books are as much motivated by a historical interest in how ideas and forms of organisation are transmitted, and how they evolve as part of an ecology; how humans become articulate within their surrounds, according to the contingencies of specific epochs and places. The Sebald critic J. J. Long accounts for this in some part in his description “archival consciousness,” which recommends that conscious experience is not simply located in the mind of a knowing, human subject, but is rather distributed between the subject and different technologies (among which writing and archives are exemplary).The most notable peculiarity of Sebald’s books lies in their abundant use of “non-syntactical” kinds of writing or inscription. My use of the term “non-syntactical” has its origins in the anthropological work of Jack Goody, who emphasises the importance of list making and tabulation in pre-literate or barely literate cultures. In Sebald’s texts, kinds of non-syntactical writing include lists, photographic images, tables, signatures, diagrams, maps, stamps, dockets and sketches. As I stress throughout this article, Sebald’s shifts between syntactical and non-syntactical forms of writing allows him to build up highly complex schemes of internal reference. Massimo Leone identifies something similar, when he notes that Sebald “orchestrates a multiplicity of voices and text-types in order to produce his own coherent discourse” (91). The play between multiplicity and coherence is at once a thematic and poetic concern for Sebald. This is to say, his texts are formal experiments with these contrasting tendencies, in addition to discussing specific historical situations in which they feature. The list is perhaps Sebald’s most widely used and variable form of non-syntactical writing, a key part of his formal and stylistic peculiarity. His lengthy sentences frequently spill over into catalogues and inventories, and the entire structure of his narratives is list-like. Discrete episodes accumulate alongside each other, rather than following a narrative arc where episodes of suspenseful gravity overshadow the significance of minor events. The Rings of Saturn details the travels of Sebald’s trademark, nameless, first person narrator, who recounts his trek along the Suffolk coastline, from Lowestoft to Ditchingham, about two years after the event. From the beginning, the narrative is framed as an effort to organise a period of time that lacks a coherent and durable form, a period of time that is in pieces, fading from the narrator’s memory. However, the movement from the chaos of forgetting to the comparatively distinct and stable details of the remembered present does not follow a continuum. Rather, the past and present are both constituted by the force of memory, which is continually crystallising and dissolving. Each event operates according to its own specific arrangement of emphasis and forgetting. Our experience of memory in the present, or recollective memory, is only one kind of memory. Sebald is concerned with a more pervasive kind of remembering, which includes the vectorial existence of non-conscious, non-human perceptual events; memory as expressed by crystals, tree roots, glaciers, and the nested relationship of fuel, fire, smoke, and ash. The Rings of Saturn is composed of ten chapters, each of which is outlined in table form at the book’s beginning. The first chapter appears as: “In hospital—Obituary—Odyssey of Thomas Browne’s skull—Anatomy lecture—Levitation—Quincunx—Fabled creatures—Urn burial.” The Rings of Saturn is of course hardly exceptional in its use of this device. Rather, it is exemplary concerning the repeated emphasis on the tension between syntactical and non-syntactical forms of writing, among which this chapter breakdown is included. Sebald continually uses the conventions of bookmaking in subtle though innovative ways. Each of these horizontally linked and divided indices might put the reader in mind of Thomas Browne’s urns, time capsules from the past, the unearthing of which is discussed in the book’s first chapter (25). The chapter outlines (and the urns) are containers that preserve a fragmentary and suggestive history. Each is a perspective on the narrator’s travels that abstracts, arranges, and uniquely refers to the narrative elaborations to come.As I have already stressed, Sebald is a writer concerned with forms of organisation. His works account for a diverse range of organisational forms, some of which instance an overt, chronological, geometric, or metrical manipulation of space and time, such as grids, star shapes, and Greenwich Mean Time. This contrasts with comparatively suggestive, insubstantial, mutable forms, including various meteorological phenomena such as cloudbanks and fog, dust and sand, and as exemplified in narrative form by the haphazard, distracted assemblage of events featured in dreams or dream logic. The relationship between these supposedly opposing tendencies is, however, more complex and paradoxical than might at first glance appear. As Sebald warily reminds us in his essay “A Little Excursion to Ajaccio,” despite our wishes to inhabit periods of complete freedom, where we follow our distractions to the fullest possible extent, we nonetheless “must all have some more or less significant design in view” (Sebald, Campo 4). It is not so much that we must choose, absolutely, between form and formlessness. Rather, the point is to understand that some seemingly inevitable forms are in fact subject to contingencies, which certain uses deliberately or ignorantly mask, and that simplicity and intricacy are often co-dependent. Richard T. Gray is a Sebald critic who has picked up on the element in Sebald’s work that suggests a tension between different forms of organisation. In his article “Writing at the Roche Limit,” Gray notes that Sebald’s tendency to emphasise the decadent aspects of human and natural history “is continually counterbalanced by an insistence on order and by often extremely subtle forms of organization” (40). Rather than advancing the thesis that Sebald is exclusively against the idea of systematisation or order, Gray argues that The Rings of Saturn models in its own textual make-up an alternative approach to the cognitive order(ing) of things, one that seeks to counter the natural tendency toward entropic decline and a fall into chaos by introducing constructive forces that inject a modicum of balance and equilibrium into the system as a whole. (Gray 41)Sebald’s concern with the contrasting energies exemplified by different forms extends to his play with syntactical and non-syntactical forms of writing. He uses lists to add contrast to his flowing, syntactically intricate sentences. The achievement of his work is not the exclusive privileging of either the list form or the well-composed sentence, but in providing contexts whereby the reader can appreciate subtle modulations between the two, thus experiencing a more dynamic and complex kind of narrative time. His works exhibit an astute awareness of the fact that different textual devices command different experiences of temporality, and our experience of temporality in good part determines our metaphysics. Here I consider two lists featured in The Rings of Saturn, one from the first chapter, and one from the last. Each shows contrasting tendencies concerning systems of organisation. Both are attributable to the work of Thomas Browne, “who practiced as a doctor in Norwich in the seventeenth century and had left a number of writings that defy all comparison” (Sebald, Rings 9). The Rings of Saturn is in part a dialogue across epochs with the sentiments expressed in Browne’s works, which, according to Bianca Theisen, preserve a kind of reasoning that is lost in “the rationalist and scientific embrace of a devalued world of facts” (Theisen 563).The first list names the varied “animate and inanimate matter” in which Browne identifies the quincuncial structure, a lattice like arrangement of five points and intersecting lines. The following phenomena are enumerated in the text:certain crystalline forms, in starfish and sea urchins, in the vertebrae of mammals and the backbones of birds and fish, in the skins of various species of snake, in the crosswise prints left by quadrupeds, in the physical shapes of caterpillars, butterflies, silkworms and moths, in the root of the water fern, in the seed husks of the sunflower and the Caledonian pine, within young oak shoots or the stem of the horse tail; and in the creations of mankind, in the pyramids of Egypt and the mausoleum of Augustus as in the garden of King Solomon, which was planted with mathematical precision with pomegranate trees and white lilies. (Sebald, Rings 20-21)Ostensibly quoting from Browne, Sebald begins the next sentence, “Examples might be multiplied without end” (21). The compulsion to list, or the compulsiveness expressed by listing, is expressed here in a relationship of dual utility with another, dominant or overt, kind of organisational form: the quincunx. It is not the utility or expressiveness of the list itself that is at issue—at least in the version of Browne’s work preserved here by Sebald. In W. G. Sebald: Image, Archive, Modernity, Long notes the historical correspondences and divergences between Sebald and Michel Foucault (2007). Long interprets Browne’s quincunx as exemplifying a “hermeneutics of resemblance,” whereby similarities among diverse phenomena are seen as providing proof of “the universal oneness of all things” (33). This contrasts with the idea of a “pathological nature, autonomous from God,” which, according to Long, informs Sebald’s transformation of Browne into “an avatar of distinctly modern epistemology” (38). Long follows Foucault in noting the distinction between Renaissance and modern epistemology, a distinction in good part due to the experimental, inductive method, the availability of statistical data, and probabilistic reasoning championed in the latter epoch (Whitehead; Hacking). In the book’s final chapter, Sebald includes a list from Browne’s imaginary library, the “Musæum Clausium.” In contrast to the above list, here Sebald seems to deliberately problematise any efforts to suggest an abstract uniting principle. There is no evident reason for the togetherness of the discrete things, beyond the mere fact that they happen to be gathered, hypothetically, in the text (Sebald, Rings 271-273). Among the library’s supposed contents are:an account by the ancient traveller Pytheas of Marseilles, referred to in Strabo, according to which all the air beyond thule is thick, condensed and gellied, looking just like sea lungs […] a dream image showing a prairie or sea meadow at the bottom of the Mediterranean, off the coat of Provence […] and a glass of spirits made of æthereal salt, hermetically sealed up, of so volatile a nature that it will not endure by daylight, and therefore shown only in winter or by the light of a carbuncle or Bononian stone. (Sebald, Rings 272-73)Unlike the previous example attributed to Browne, here the list coheres according to the tensions of its own coincidences. Sebald uses the list to create spontaneous organisations in which history is exhibited as a complex mix of fact and fantasy. More important than the distinction between the imaginary and the real is the effort to account for the way things uniquely incorporate aspects of the world in order to be what they are. Human knowledge is a perspective that is implicated in, rather than excluded from, this process.Lists move us to puzzle over the criteria that their togetherness implies. They might be used inthe service of a specific paradigm, or they might suggest an imaginable but as yet unknown kind of systematisation; a specific kind of relationship, or simply the possibility of a relationship. Take, for example, the list-like accumulation of architectural details in the following description of the decadent Sommerleyton Hall, featured in chapter II: There were drawing rooms and winter gardens, spacious halls and verandas. A corridor might end in a ferny grotto where fountains ceaselessly plashed, and bowered passages criss-crossed beneath the dome of a fantastic mosque. Windows could be lowered to open the interior onto the outside, and inside the landscape was replicated on the mirror walls. Palm houses and orangeries, the lawn like green velvet, the baize on the billiard tables, the bouquets of flowers in the morning and retiring rooms and in the majolica vases on the terrace, the birds of paradise and the golden peasants on the silken tapestries, the goldfinches in the aviaries and the nightingales in the garden, the arabesques in the carpets and the box-edged flower beds—all of it interacted in such a way that one had the illusion of complete harmony between the natural and the manufactured. (Sebald, Rings 33-34)This list shifts emphasis away from preconceived distinctions between the natural and the manufactured through the creation of its own unlikely harmony. It tells us something important about the way perception and knowledge is ordered in Sebald’s prose. Each encounter, or historically specific situation, is considered as though it were its own microworld, its own discrete, synecdochic realisation of history. Rather than starting from the universal or the meta-level and scaling down to the local, Sebald arranges historically peculiar examples that suggest a variable, contrasting and dynamic metaphysics, a motley arrangement of ordering systems that each aspire to but do not command universal applicability. In a comparable sense, Browne’s sepulchral urns of his 1658 work Urn Burial, which feature in chapter I, are time capsules that seem to create their own internally specific kind of organisation:The cremated remains in the urns are examined closely: the ash, the loose teeth, some long roots of quitch, or dog’s grass wreathed about the bones, and the coin intended for the Elysian ferryman. Browne records other objects known to have been placed with the dead, whether as ornament or utensil. His catalogue includes a variety of curiosities: the circumcision knives of Joshua, the ring which belonged to the mistress of Propertius, an ape of agate, a grasshopper, three-hundred golden bees, a blue opal, silver belt buckles and clasps, combs, iron pins, brass plates and brazen nippers to pull away hair, and a brass Jews harp that last sounded on the crossing over black water. (Sebald, Rings 25-26)Regardless of our beliefs concerning the afterlife, these items, preserved across epochs, solicit a sense of wonder as we consider what we might choose for company on our “last journey” (25). In death, the human body is reduced to a condition of an object or thing, while the objects that accompany the corpse seem to acquire a degree of potency as remnants that transcend living time. Life is no longer the paradigm through which to understand purpose. In their very difference from living things these objects command our fascination. Eric Santner coins the term “undeadness” to name the significance of this non-living agency in Sebald’s prose (Santner xx). Santner’s study places Sebald in a linage of German-Jewish writers, including Walter Benjamin, Franz Kafka, and Paul Celan, whose understanding of “the human” depends crucially on the concept of “the creature” or “creatureliness” (Santner 38-41). Like the list of items contained within Sommerleyton Hall, the above list accounts for a context in which ornament and utensil, nature and culture, are read according to their differentiated togetherness, rather than opposition. Death, it seems, is a universal leveller, or at least a different dimension in which symbol and function appear to coincide. Perhaps it is the unassuming and convenient nature of lists that make them enduring objects of historical interest. Lists are a form of writing to which we appeal for immediate mnemonic assistance. They lack the artifice of a sentence. While perhaps not as interesting in the present that is contemporary with their usefulness (a trip to the supermarket), with time lists acquire credibility due to the intimacy they share with mundane, diurnal concerns—due to the fact that they were, once upon a time, so useful. The significance of lists arrives anachronistically, when we look back and wonder what people were really up to, or what our own concerns were, relatively free from fanciful, stylistic adornment. Sebald’s democratic approach to different forms of writing means that lists sit alongside the esteemed poetic and literary efforts of Joseph Conrad, Algernon Swinburne, Edward Fitzgerald, and François René de Chateaubriand, all of whom feature in The Rings of Saturn. His books make the exclusive differences between literary and non-literary kinds of writing less important than the sense of dynamism that is elicited through a play of contrasting kinds of syntactical and non-syntactical writing. The book’s closing chapter includes a revealing example that expresses these sentiments. After tracing over a natural history of silk, with a particular focus on human greed and naivety, the narrative arrives at a “pattern book” that features strips of colourful silk kept in “the small museum of Strangers Hall” (Sebald, Rings 283). The narrator notes that the silks arranged in this book “were of a truly fabulous variety, and of an iridescent, quite indescribable beauty as if they had been produced by Nature itself, like the plumage of birds” (283). This effervescent declamation continues after a double page photograph of the pattern book, which is described as a “catalogue of samples” and “leaves from the only true book which none of our textual and pictorial works can even begin to rival” (286). Here we witness Sebald’s inclusive and variable understanding as to the kinds of thing a book, and writing, can be. The fraying strips of silk featured in the photograph are arranged one below the other, in the form of a list. They are surrounded by ornate handwriting that, like the strips of silk, seems to fray at the edges, suggesting the specific gestural event that occasioned the moment of their inscription—something which tends to be excluded in printed prose. Sebald’s remarks here are not without a characteristic irony (“the only true book”). However, in the greatercontext of the narrative, this comment suggests an important inclination. Namely, that there is much scope yet for innovative literary forms that capture the nuances and complexity of collective and individual histories. And that writing always includes, though to varying degrees obscures, contrasting tensions shared among syntactical and non-syntactical elements, including material and gestural contingencies. Sebald’s works remind us of what potentials might lay ahead for books if the question of what writing can be is asked continually as part of a writer’s enterprise.ReferencesBere, Carol. “The Book of Memory: W. G. Sebald’s The Emigrants and Austerlitz.” Literary Review, 46.1 (2002): 184-92.Blackler, Deane. Reading W. G. Sebald: Adventure and Disobedience. Rochester, New York: Camden House, 2007. Catling Jo, and Richard Hibbitt, eds. Saturn’s Moons: A W. G. Sebald Handbook. Oxford: Legenda, 2011.Denham, Scott and Mark McCulloh, eds. W. G. Sebald: History, Memory, Trauma. Berlin: Walter de Gruyter, 2006. Fuchs, Anne and J. J. Long, eds. W. G. Sebald and the Writing of History. Würzburg: Königshausen & Neumann, 2007. Goody, Jack. The Logic of Writing and the Organization of Society. Cambridge: Cambridge UP, 1986. Gray, Richard T. “Writing at the Roche Limit: Order and Entropy in W. G. Sebald’s The Rings of Saturn.” The German Quarterly 83.1 (2010): 38-57. Hacking, Ian. The Emergence of Probability: A Philosophical Study of Early Ideas about Probability, Induction and Statistical Inference. London: Cambridge UP, 1977.Kilbourn, Russell J. A. “Architecture and Cinema: The Representation of Memory in W. G. Sebald’s Austerlitz.” W. G. Sebald—A Critical Companion. Ed. J. J. Long and Anne Whitehead. Edinburgh: Edinburgh UP, 2004.Leone, Massimo. “Textual Wanderings: A Vertiginous Reading of W. G. Sebald.” W. G. Sebald—A Critical Companion. Ed. J. J. Long and A. Whitehead. Edinburgh: Edinburgh UP, 2004.Long, J. J. W. G. Sebald: Image, Archive, Modernity. New York: Columbia UP, 2007.Long, J. J., and Anne Whitehead, eds. W. G. Sebald—A Critical Companion. Edinburgh: Edinburgh U P, 2004. McCulloh, Mark. Understanding W. G. Sebald. Columbia, S. C.: U of South Carolina P, 2003.Patt, Lise, ed. Searching for Sebald: Photography After W. G. Sebald. Los Angeles: The Institute of Critical Inquiry and ICI Press, 2007. Sadokierski, Zoe. “Visual Writing: A Critique of Graphic Devices in Hybrid Novels from a Visual Communication Design Perspective.” Diss. University of Technology Sydney, 2010. Santner, Eric. On Creaturely Life: Rilke, Benjamin, Sebald. Chicago: U of Chicago P, 2006. Schmitz, Helmut. “Catastrophic History, Trauma and Mourning in W. G. Sebald and Jörg Friedrich.” The German Monitor 72 (2010): 27-50.Sebald, W. G. The Rings of Saturn. Trans. Michael Hulse. London: Harvill Press, 1998.---. Vertigo. Trans. Michael Hulse. London: Harvill Press, 1999.---. Campo Santo. Trans. Anthea Bell. London: Penguin Books, 2005. Print. Theisen, Bianca. “A Natural History of Destruction: W. G. Sebald’s The Rings of Saturn.” MLN, 121. The John Hopkins U P (2006): 563-81.Whitehead, Alfred North. Science and The Modern World. Cambridge: Cambridge UP, 1932.Zisselsberger, Markus. The Undiscover’d Country: W. G. Sebald and the Poetics of Travel. Rochester, NY: Camden House, 2010.

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Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9, no.3 (July1, 2006). http://dx.doi.org/10.5204/mcj.2637.

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Cities are shared spaces. As the massive worldwide Iraq war protests that began in 2002 indicate, the structure of the city allows for the presentation of social statements, where large groups can gather, share ideas or argue beliefs, and where media outlets can broadcast these activities. While cities enable these forms of interaction, digital technologies also allow for worldwide connections, both through communication and entertainment. What is the relationship between the shared, often contested spaces of the city and how they are represented in interactive media such as videogames? What statements are formed in the streets of Grand Theft Auto? In this paper I will discuss three popular games that reproduce urban spaces: the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents under Pressure (2006). These games are of interest due to their popularity, as well as the forms of interaction reinforced by the urban game environment. Cities have always been spaces for interaction and competition, becoming the site for festivals, protests and games. Ancient forms of graffiti in Rome and Pompeii have been re-envisioned in a worldwide graffiti movement, transforming blighted areas into image-laden environments. Games of stickball, hockey and football transform streets into fields, as do modern marathons and bicycle races. The city street becomes a zone of interpretation, for adaptation and personalization. More recently, skateboarders have transformed cities into skateparks, forcing designers to develop such curiosities as handrail and planter augmentation meant to deter skating. Even more peculiar, a possible response to the anti-skating backlash is the sport known as ‘free-running’ or le parkeur, where participants use the existing infrastructure to express themselves, jumping from rooftop to rooftop, climbing concrete peaks and adding stylistic flourish with each step. These forms of urban gameplay may also be accompanied by dangerous activities as well. Jenkins suggests that discussions on the negative effects of increased gameplay might be addressed by looking at socioeconomic factors, such as the increasing numbers of young people living in urban or semi-urban areas who have fewer opportunities for activity that takes place out of doors, creating the prospect for increased interaction with videogames (“Complete Freedom”). The adaptability combined with the dangerous allure of the city street makes for problematic, intriguing representations in contemporary videogames that deal with urban spaces. I will first discuss a brief history of games that deal with urban spaces, before discussing three popular games and the manner in which they attempt to represent, and recreate the experiences in the city. Games and the City One of the earliest examples of the city represented in a videogame can be seen in Rampage, released by Bally/Midway in 1986. The game includes the city only as backdrop for demolition by hyperagressive mutant animals. SimCity, created by Will Wright and released in 1989, is considered a landmark in the history of videogames, as it is based in forms of cooperation rather than competition. It has spawned at least 21 varieties, including the highly anticipated Spore, a game that allows the player to control life on a microbiological level. Game developers also have explored the recreation of cities from the past. Games such as Civilization and Children of the Nile: Immortal Cities (2004) allow players to control events on a broad social scale, in the style of SimCity, with the addition of historical information that comes into play. As videogames have developed, an increase in processing power has allowed programmers to create spaces rendered in real-time, in three dimensions, allowing for immersive ‘first-person’ perspectives not possible in earlier game systems. This perspective has changed the way in which the city is engaged, from the simplistic destruction of Rampage to more nuanced ways of moving through game space. When discussing the perspective of the player in the urban game space, we should also discuss the perspective of the city inhabitant. As de Certeau describes it, the act of walking in the city represents a form of ownership, reading and creating ‘texts’ through movement. This perspective can shift, through travel in automobile or train, or by ascending in skyscrapers, changing the understanding of the text in the process. This process is inevitably collaborative, as the urban terrain that is monitored both by individuals and by groups: businesses, governments, police. As Flynn suggests, this notion of walking closely resembles the procedural nature of generating meaning in many videogames. Recent games such as the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents Under Pressure (2006) raise issues regarding the representation of the city, and the possibilities afforded the player. Of interest are the following questions: How is the urban environment represented? What options are provided to players for interaction within this environment? Are their implications for everyday practices that borrow from these game-based environments? Grand Theft Auto Grand Theft Auto (GTA) was first released in 1998, and has since expanded into a series of increasingly controversial games. Originally designed for top-down gameplay, a third person point of view was introduced in GTA II (2001). Along with this new point of view came the ability for players to interact with a highly detailed cityspace, deviating from the urban gangster storyline, and interacting with city inhabitants in any number of illicit ways. This interactivity was taken to an extreme in GTA: San Andreas (2004). GTA: San Andreas is set in a state that is a fictional blend of California and Nevada. It continued the gangster storyline of the previous games, becoming notorious for including an encoded, hidden level that allowed players to take part in explicit sex scenes. It featured a style of nonlinear gameplay that allowed players to entertain themselves, exploring the urban landscape free from rigid game requirements. It also limited interactions with city dwellers, limiting narrative elements to ‘cut scenes’ that allow for uninhibited gameplay. As Frasca suggests, the later Grand Theft Auto games are really about moving through space, typically seen as a mundane activity, in an interesting way. However, that which makes the movement interesting typically involves killing and maiming and destroying that which stands in the way of the main character. Without getting into a discussion of morals and videogames, the GTA series certainly has pushed the boundaries of video game acceptability, as well as engaging gameplay, allowing players to drift through the urban environment. The Situationist International (SI) sought to engage with the city, opening up possibilities for new forms of engagement and interaction through drifts, or derivé. Through various forms of derivé they engaged with the psychogeographic space of the city, walking through varied areas, and reorganizing these experiences as though in a dream state, or, perhaps, game (Sadler). Surely any video game can be experienced in a similar manner. I suggest that the GTA series, through interactive openness, allows players to reread the text of this virtual city, while at the same time contributing to the ‘society of the spectacle’ that situationist Guy Debord so maligned (Debord). As a successful yet problematic blend of simulation and quest, the rules in GTA: San Andreas are not made explicit; we are familiar with the urban spaces depicted in GTA, at least through the stereotypes portrayed in the media. Players therefore know the rules implicit to these spaces, and what happens when we break them; thus, the allure of the simulated urban environment. The text created is one that combines lived experience, mediated images, and interaction with the fictional urban space. What happens when this environment is made specific, when the game depicts a real city? Tony Hawk Pro Skater The Tony Hawk Pro Skater (THPS) series became very popular after its release in 1999, capitalizing on the marketing of ‘extreme sports’ as seen in events such as ESPN X Games, which debuted in 1995. While not the first skateboarding game on the market, THPS captured the imagination of the game buying audience, allowing players to skate as Tony Hawk, or any number of pro skaters. The latest installment of the series is Tony Hawk American Wasteland (THAW), which promotes the seamless connections between levels that are detailed reproductions of Los Angeles. While the GTA series allows for, and in many cases encourages, activities that would be deemed illegal, THAW extends the possibility that the player could actually perform these acts in the place depicted in the game. Does this allow for greater immersion, which then inspires players to ‘take it to the street?’ Or, does the gameplay reinforce the argument against such activities in the actual urban space, affirming their ‘destructive’ nature? Although skaters can be a nuisance, particularly in crowded downtown areas, the appropriation of utilitarian infrastructure can also be seen as improvisational art, adapting existing urban features in the process of skating. The SI notion of detournement can be seen in the actions of many skaters, as the process of skating brings new meanings to the urban landscape. Whether the Pro Skater series adds to the possibilities for detournement, or further limits the actual skating that happens in the city, is only relevant to those who skate and those who attempt to prevent this sport from taking place. As you skate through the city, writing the text of your experience through railslides and grinds, you are also given the ability to ‘tag’ the walls of Los Angeles, literally inscribing your place in the environment. The control of urban spaces, and the possibilities for rewriting these spaces—for detournement—brings me to my third example. Getting Up Marc Ecko, clothing designer and hip-hop aficionado, released Getting Up: Contents under Pressure in 2006. Players assume the identity of ‘Trane,’ a young graffiti artists desparate to learn the ropes in the city of ‘New Radius.’ New Radius is currently under the draconian control of ‘Mayor Sung,’ who has promised to rid the city of the scourge of graffiti. As Trane, you make your way through New Radius, battling foes and meeting graffiti legends, who teach you new skills along the way. Getting Up is unique from the games previously mentioned, as you have the ability to interact with the urban environment in a manner that is not incessantly violent or overtly destructive. In fact, the game is marketed as a way to get the thrill of ‘tagging’ without actually taking part in illegal activity. It is also a unique experience, as Trane walks through the entire environment. This slows down the gameplay, and allows the character to take in the highly detailed environments. It a very literal way, the player in Getting Up is writing the city, as de Certeau describes it, though this writing is typically underappreciated as creative activity, much less art. Conclusion The games that I have described present the city in very different ways, and offer players diverse options for interacting and thinking about the city. While, the impact of these games remains to be seen, and may never register beyond the world of the gamer, these games present urban environments as active spaces for engagement, even if it is the thuggishness reinforced in Grand Theft Auto. I would hope that the creativity shown in Tony Hawk’s Pro Skater would lead to the creation of not only more skateparks in suburban spaces, but the acknowledgement of the need for detournement in public urban spaces such as Philadelphia’s Love Park, a favorite East Coast US skate spot that has been the center of much controversy as a result of its popularity. If Pro Skater brings the issue of street skating to a national audience, it is doing good, both as entertainment and social force. Similarly, Marc Ecko’s Getting Up has the potential to not only memorialize the birth of graffiti and hip hop in 1970’s New York; it can also instruct on the flourishing worldwide graffiti scene, allowing those who deserve (and desire) attention to have it. Recent projects such as pacmanhattan have inverted the relationships between gaming and the urban environment that I have described. Taking the game to the city, players engage in interpretations of the video game classic Pac Man in the streets of Manhattan, utilizing a variety of locative media devices. While these games do not change the physicality of the city, they surely change our psycheographical interpretation of that space, in a way that folds together the freedom of gameplay with the control of the street. Jenkins suggests that designers should pay more attention to the work of architects and urban planners as they create interactive worlds (“Game Design”). I would also suggest that the opposite take place. Urban designers might learn from the urban spaces created in games such as American Wasteland and Getting Up, as they present options for the detournement of fixed spaces evident in the graffiti and skate cultures. Increased control will result in diverse responses that subvert this control. Cities should remain spaces for walking, for drifting, for protesting: for games. References Bureau of Public Secrets. Situationist International Anthology. Ed. K. Knabb. Berkeley, Calif.: Bureau of Public Secrets, 1981. Debord, Guy. Society of the Spectacle. New York: Zone Books, 1991. De Certeau, Michel. The Practice of Everyday Life. Berkeley, Calif.: University of California Press, 1984. Flynn, B. Languages of Navigation within Computer Games. Paper presentation, Digital Art and Culture, Melbourne, Australia, 2003. April 2006 http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf>. Jenkins, Henry. “Complete Freedom of Movement: Videogames as Gendered Play Spaces.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Jenkins, Henry. “Game Design as Narrative Architecture.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Frasca, G. Sim Sin City: Some Thoughts on Grand Theft Auto. Game Studies 2003. April 2006 http://www.gamestudies.org/0302/frasca/>. Sadler, S. The Situationist City. Cambridge, Mass.: MIT Press, 1998. Citation reference for this article MLA Style Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/07-sweeny.php>. APA Style Sweeny, R. (Jul. 2006) "Code of the Streets: Videogames and the City," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/07-sweeny.php>.

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Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no.5 (October1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).

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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takesh*ta’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takesh*ta Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.

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