Books by Marco Benoît Carbone
Geographies of Myth and Places of Identity: The Strait of Scylla and Charybdis in the Modern Imagination, 2022
Turning to a region of South Italy associated with the heritage of Greater Greece and the geograp... more Turning to a region of South Italy associated with the heritage of Greater Greece and the geographies of Homer's Odyssey, Marco Benoît Carbone delivers a historical and ethnographic treatment of how places defined in public imagination and media by force of their associated historical events become sites of memory and identity, as their landscape, heritage, and mythologies turn into insignia of a romanticised antiquity.
For the ancient Greeks, Homer had set the marine monsters of the Odyssey in the Strait between Calabria and Sicily. Since then, this Mediterranean passage has been glowing with the literary aura of its mythological landmarks. Travellers and tourists have played Odysseus by re-enacting his journey. Scholars and explorers have explained the myths as metaphors of whirlpools and marine fauna. The iconic Strait and village of Scilla have turned into chrono-topic place-myths and playgrounds, defined by their literary aura and the region's ancient heritage inspiring representations in media, travels and tourism.
Carbone observes the enduring impact of Hellas on the real Strait today. The fascinations of artists and travellers, and their continuous rekindling of cultural and visual traditions of place have intersected with philhellenic Western historiographies, shaping local policies, public histories, views of development and tourism, and forms of Hellenicist identitarianism. Elements of society have celebrated the landscape of the Odyssey, appropriated Homer as their imagined heirs and fellow citizen, and even purported themselves as the original Europeans, thus pandering to outdated ideological appropriations of 'classical' antiquity and exclusionary, West-centric views of the Mediterranean.
************** ENGLISH DESCRIPTION
This critical essay in Italian explores emerging formulations... more ************** ENGLISH DESCRIPTION
This critical essay in Italian explores emerging formulations of the visual trope of ’tentacle erotica’ in the arts and media of the past few decades. Putting them in relation to previous iconographies and textual genealogies, it examines representations and stories of monstrous intercourse that explore and straddle the line between attraction and repulsion across visual cultures and literatures.
The tentacle erotica trope has been serving manifold explorations of gendered horror in popular cultures – from normative apologetics of the male gaze, rape culture, and speciesist projections to progressive explorations of non-normative, fluid, and xenomorphic gendered practices. The study looks at its transnational emergence across Japan and the United States in media such as manga, anime, pulp literature and horror film, reworking visual iconographies of interspecies intercourse, bestiality, and sexualised monstrosity. It also examines the relations of these media with iconographies from previous historical traditions – from the Glaucus of Greek mythology to Japanese artist Hokusai’s notorious image of intercourse between a woman and an octopus.
The study focuses on three distinct phases of the modern emergence of the trope and its variant signifiers – ranging from ‘tentacle rape’ and ‘tentacle sex’ to ‘tentacle erotica’. First, the modern, transnational formalisation of the trope, from early US pulp and horror film to the work of Japanese mangaka Toshio Maeda. Second, the historical antecedents of the trope in the visual arts, from Hokusai’s erotic shunga woodblocks to Picasso’s japoniste imagery. Third, the more recent circulations of the trope across social media and visual platforms, from fine and fan art to pop references in television and animation series and Wikipedia histories.
Finally, the study examins tentacles as biological structures that have become transfixed culturally as phallic equivalents and signifiers of otherness, pointing to how the heterogeneous and yet tightly interweaved trope of tentacle erotica has come to signal anything from Dionysian explorations of post-human hybridity to orientalist stereotypes, regressive sexism, and animal abuse.
Blurb
“In a book titled Tentacle Erotica one would hardly expect to find references to Montaigne, Greek myth, Victor Hugo, Picasso, and Hokusai. Granted, they are in the company of strippers, fetish models, octopus porn, BDSM, horror, hentai, cyberpunk, and much more. Yet, this is no spurious accretion, provocative act of contamination, or attempt to legitimise pornographic imagery through mythology. Rather, this is something much more complex and consistent, even though by means of a spiralling logic. Marco Benoît Carbone delivers a wide-angle reading of the tentacle, a figure whose visual rhetoric encapsulates a wealth of mythical, cultural, and anthropological resonances, while offering a chance to probe into controversial issues. From misogynistic crimes to the limits of censorship. From the exoticism of the erotic imagination to obstinate stereotypes on Japan. From the social uses of pornography to its aesthetic value. Touching upon the dilemma of whether to consider pornography’s extreme territories as a form of dominion or as a liberating, diverse, and Dionysian practice.
~ From the Foreword by Massimo Fusillo ~
************** ITALIAN DESCRIPTION
Dalla Prefazione di Massimo Fusillo:
"In un libro che si intitola Tentacle Erotica non ci si aspetterebbe di trovare Montaigne, il mito greco, Victor Hugo. Certo, in com- pagnia di stripper, modelle fetish, octopus porn, gotico, fantasy, cyberpunk e molto altro. Non siamo di fronte a un accumulo eterogeneo, a un puro gioco di contaminazione provocatoria, né tantomeno al desiderio di nobilitare l’immaginario pornogra co, dandogli una legittimazione mitica. È qualcosa di molto più complesso, che ha una sua coerenza, pur nel suo andamento a spirale. Marco Benoît Carbone ci o re una lettura ad ampio raggio di una gura della retorica visuale ricca di risonanze mitiche, culturali, antropologiche, che permette allo stesso tempo di a rontare que- stioni politiche spinose. Forse l’opera che condensa meglio questo tropo visivo è una stampa erotica (uno shunga) del celebre artista giapponese Hokusai, così amato anche dall’arte occidentale, Pol- pi e pescatrice di perle (Tako to ama) in cui una giovane donna è distesa sulla spiaggia in uno stato di abbandono sensuale e riceve le attenzioni erotiche di due polipi; un’opera che stilizza una tra- dizione di lunghissima durata sul rapporto fra umano e animale, fra sessualità e mostruosità, e che nello stesso tempo può essere considerata una sorta di incunabolo di una ricchissima produzione pornografica contemporanea, in cui piovre e tentacoli di vario genere posseggono anche con violenza vittime di vario genere.
Il potenziale metaforico del polpo è particolarmente ricco e am- bivalente: la sua “polidattila tattilità” lo rende innanzitutto adatto a visualizzare un metodo fatto di assaggi, sondaggi, tentativi, che ha il suo archetipo nel saggismo di Montaigne e che trova consonanze profonde con la metafora visuale che più caratterizza il sapere post- moderno, il rizoma di Gilles Deleuze e Félix Guattari, “un’eterogeneità interconnessa in stato di perenne divenire”.
[...]
“Marco Benoît Carbone è alla ricerca di un sostrato mitico, di un rimosso secolare in cui si incrociano sessualità, orrore e violenza; quindi di una costante trans-culturale, che attraversa epoche e contesti differenti. Ciò non toglie che sia meticolosamente attento alle differenze culturali, soprattutto per quanto riguarda la ricezione occidentale dei prodotti giapponesi, spesso dominata da stereotipi tenaci che configurano il Giappone o come terra arcaica, o al contrario come nazione iper-moderna, in ogni caso come luogo diverso e perverso. È il fenomeno che è stato felicemente definito “porno-orientalismo”. Ma Benoît Carbone è meticolosamente attento anche alle differenze fra i generi, i pubblici e le destinazioni della pornografia. Dopo la svolta digitale, il porno ha ormai una presenza così massiccia nel nostro quotidiano che rende del tutto superati i dibattiti politici sulla sua legittimità di qualche tempo fa: è diventato una fetta consistente di un immaginario sempre più polimorfico, con cui non si sostituisce la sessualità, ma la si allarga e la si costruisce.”
Talks by Marco Benoît Carbone
This paper considers the myth of Scylla and Charybdis in the context of the various attempts at m... more This paper considers the myth of Scylla and Charybdis in the context of the various attempts at mythical mapping – more precisely, the Homeric epos – on the actual geography of the Mediterranean (and beyond). In the Homeric myth, two hideous marine monsters dwelled in a narrow channel of water, opposite each other. The paper investigates how landscape provided the raw material for the construction of malevolent places, hosting monstrous creatures that triggered primordial fears and fundamental oppositions between the human and the abject. This relation might in fact be extended in psychoanalytical perspective to their reception in other media, as the annihilating bowels, gaping maws and mutilating cavities of Scylla and Charybdis have been consistently transposed as frightening bodyscapes in contemporary horror.
The research suggests that while mythical imagination should never be reduced to a matter of geography, places do inspire psychological, emotional, and symbolic readings. Greek myths and literature are extensively punctuated by references implying the correspondence between human body and landscape. The various attempts at mapping myths represent fascinating literature and narratives in themselves, in which symbolic relations are constantly revised and re-established.
This paper addressed the Italian localization of internationally popular US mob drama, The Sopran... more This paper addressed the Italian localization of internationally popular US mob drama, The Sopranos (HBO 1999-2007). By showing significant scenes, their translation, and some instances and aspects of their reception on the Italian broadcasting channels and online media, this contribution considered cultural and linguistic conceptions of the Italian dubbing industry in regard to of the representation of "Italian-Americanness".
This paper delivered an outline of the contemporary landscape of erotic and pornographic games, c... more This paper delivered an outline of the contemporary landscape of erotic and pornographic games, comics and interactive fiction from Japan, in relation to their growingly transnational consumption and reception, with a particular focus on the patriarchal and self-orientalist representations in media texts and their reception by US audiences.
This talk reported about the Bologna-based «Decadence» clubbing scene and its evolution over the ... more This talk reported about the Bologna-based «Decadence» clubbing scene and its evolution over the span of five years, from the perspectives of subcultural theory and studies in youth scenes.
Papers by Marco Benoît Carbone
Cinergie, 2022
This study examines the development of Super Mario's Italian-American character in the United Sta... more This study examines the development of Super Mario's Italian-American character in the United States (1981-1996) to suggest looking at vocal typecasting and aural representation as overlooked signifiers of performed ethnicity in the arts. As a technological and cultural history of Italian face and voice, the study draws on emerging conceptualisations of aural blackface to discuss the place of Italianicity in the transnational space of ethnically charged signifiers. Framing Mario's characterisation through the notions of olive face and olive voice, the study addresses the place of visual and aural Italian-ness as Otherness as an inbetween of whiteness and blackness. Approaching character development through voice acting by combining screen, stardom, celebrity, franchise, and digital games studies, the paper looks at the production and cultural history of two milestone video games from the Nintendo franchise, Super Mario Bros. (1985) and Super Mario 64 (1996), in relation to related artwork and character-licensed products, including the Super Mario Bros. film (Buena Vista Pictures 1993), and the animated/mixed live action Super Mario Bros. Super Show (DIC/Viacom 1989). The study thus approaches diachronically, through the lens of performance and comedy, the cross-media development of Mario's olive voice through its domestication in the United States, leading to licensing processes and the establishment of Mario's Italian-American characterisation. Considering the ambivalent historical alignment of Italianicity with white privilege in the United States and globally, the paper frames Super Mario as an "ethnic" construction, cautiously navigating global audiences by encapsulating commonplaces of Italian-ness, Mediterranean-ness, and Latin-ness.
The Ancient Mediterranean Sea in Modern Visual and Performing Arts, 2018
Few other localities, in the Mediterranean and beyond, can compete with the alluring literary rep... more Few other localities, in the Mediterranean and beyond, can compete with the alluring literary reputation of the Strait of Scylla and Charybdis, the monsters from the Odyssey that have traditionally been associated with the marine passage between Calabria and Sicily. Homer did not provide a specific setting for the tale, but the vagueness of the epic poem and geographical clues gave rise to a tradition that identified the Strait as the setting of the myth.
By looking at modern written and visual accounts from the Grand Tour era, ranging from the many eighteenth to the early twentieth centuries, this paper illustrates how some European travellers viewed the relationship between the Homeric myth and the Strait. This relationship grew out of philhellenism and, often, from an urbanite perception of lands they perceived as remote and timeless, uncontaminated by modernity, at once exotically beautiful yet subtly threatening. Focusing on a textual and visual analysis of these historical documents, this book traces a series of interrelated issues. First, the impact of the Greco-Roman literary tradition on inspiring re- enactments of the voyage of Odysseus within the Strait. The South of Italy became the setting for erudite escapism and literary travel: within the region, striking sceneries co-existed with the disquieting rêverie of legends and myths. Second, the study demonstrates how these monstrous-feminine creatures were seen to allegorize the marvels and dreads of an area characterized by inspiring geographical landmarks, currents and volcanic activity, and the co- existence of a poetic-romantic and rationalistic model of the reception of myth. Third, the paper discusses how the Strait began to be conceptualized as a counterpart to the civilized space represented by European states. Entering the area of Magna Graecia entailed an experiential motion through time. The South was thus understood as a space characterized by natural wonders, picturesque and wild landscapes, surviving myths of marine monsters, backward villages and ruins of ancient civilizations.
The study also considers the dissemination of the geo- cultural trope of the Strait today, suggesting a long-lasting influence of the travelogues on local histories of the region, to the point where they have become strongly tied to its heritage, alongside the reception of Hellenism and its symbols. The Grand Tour decisively anticipated the establishment of modern tourist industries – for which the Strait can be said to have become a potential ‘myth-place’, a leisured space of escapism. The travel literatures elaborated through the Grand Tour experience also represent some of the first historical documents in which the Strait began to circulate in modern cultural and leisure industries. The region was understood through commonplace ideas of ancient Greek antiquity, in the guise of a chronotope, a literary travel location informed by ‘the intrinsic connectedness of temporal and spatial relationships . . . artistically expressed in literature’. Indeed, the Grand Tour era could be said to have inaugurated a specific way of looking at the landscape of the Strait and its symbols. Depicted at once as a seemingly timeless, ahistorical setting of idyllic beauty and subtly disquieting exoticism, yet at the same time a cultural space inextricably tied to Hellenism and its myths, the Strait has maintained this image up to the present day, within a broader cultural supremacy assigned to Hellenism within Western popular histories and discourses on heritage.
Beasts of the Deep. Sea Creatures and Popular Culture (Edited by Jon Hackett and Seán Harrington, 2018
Monstrous, sexualized octopuses abound in recent visual cultures, ambiguously embodying audiences... more Monstrous, sexualized octopuses abound in recent visual cultures, ambiguously embodying audiences’ attraction to, and repulsion from, animality and otherness. Drawing from iconographic and psychoanalytic studies on the motif of the octopus, this study looks at fine and amateur art, film, animation, and pornography produced over the past decade, analysing perceptions of cephalopods as human-animal conundrums, whose physiology has often caused them to be understood as metonymically genital figures. The study identifies two recurrent motifs of gendered and sexualized body: the phallic raper, and the octopus-lady. The first figure can be outlined by looking at the popularization of Japanese artist Katsushika Hokusai’s 1814 erotic woodblock painting, The Dream of the Fisherman’s Wife, in which a lady engages in intercourse with two cephalopods (Hokusai 1996). The reception of this art work as a prototype of the phallic octopus took place in a sub-stream of art and pornography characterized by fantasies of monstrous intercourses between humans and tentacular entities. The second model, the octopus-girl, fuses octopoid features with female bodies and sexual attributes. Erotic comic books like the Monster Girl Encyclopaedia (Cross 2010), along with fine and amateur art, re-read monstrous-feminine figures from art and myth within this kind of representation.
The two foci allow a consideration of a broader continuum of sexualized and gendered reception of octopuses, ranging from fantasies of intercourse to one of animal-human hybrids and miscegenation. The popularity and variety of such tropes seem to suggest that this hotbed of imagination encapsulates both a series of varied fantasies and an underlying patriarchal, normative, and speciesist set of ideologies that use and abuse the animal Other to project and confront their own fears and anxieties.
Inclusion and Intersectionality in Visual Arts Education (Edited by Kate Hatton). UCL IoE Press., 2019
The recent literature on attainment gaps for minority students has shown that both UK home and i... more The recent literature on attainment gaps for minority students has shown that both UK home and international students from minority ethnic groups are less likely to be awarded a first or 2:1 for their degrees. Data produced by universities has also demonstrated that disproportionate attainment figures for white and minority students have remained longitudinally consistent for the past years. In parallel, data that consider socio-economic conditions show students from poorer backgrounds are more likely by around 10 per cent to underperform, compared to students who benefit from more favourable economic conditions.
Drawing on ethnographic research in the setting of Higher Education, this study discusses the academic attainment gap in British art colleges among ethnic minority students by relating it to structural factors of social inequality, including social class, finances, under representation, and perceived alienation from the curriculum and institutional values. Drawing on cultural and educational studies and critical race theory, the paper follows the lead of Bernstein’s notion of ‘invisible pedagogies’ (ones that overlook structural inequalities) to deploy a CRT-oriented analysis of the intersectional entanglement of factors leading to BAME under-attainment.
The paper contributes to the debate on relations between the HE sector and ideals of inclusion by bringing evidence towards the theory that modules in cultural and contextual studies can positively empower under-achieving students. Cultural theory in the classroom has the effect of igniting learners' identification with socially progressive values and dispel the effects of structural white privilege. The process leads to improved attainments and it provides a platform to challenge the structural disadvantages that underpin the attainment gap, both at the college level and in society at large.
In the process, the paper challenges a neoliberal, post-racial view that conceals structural processes of inequality by focusing on supposedly meritocratic and transparent processes of market competition and caricaturing the humanities and their theoretical and critical methods as a suspiciously impractical field.
GAME – Games as Art, Media, Entertainment, 2017
There is a growing recognition of the role of music in games by the gaming industry, game fans, a... more There is a growing recognition of the role of music in games by the gaming industry, game fans, and journalists. There is a growing recognition of the role of music in games by the gaming industry, game fans, and journalists. Several conferences have been established on the roles of music and sound in video games, such as the industry-focused GameSoundCon, first initiated in Los Angeles in 2009, and Game Music Connect, that has taken place annually between 2013-15 in London. Simultaneously, the study of music and audio in games is gaining interest in game studies. For example, Rob Hubbard, most famous for his work on the Commodore 64 system, has been recognized with an honorary degree by Abertay University in Dundee, Scotland. The tendency, however, is not only in response to the industry. It is also in line with an “Auditory Turn” in the humanities and social sciences, providing an alternative sensory approach to a notable visual dominance in the humanities and in media and cultural studies.
Sound has, of course, always been a crucial aspect of gaming audio-visuals. Far from merely accompanying a game, the auditory elements bring life into the game interface.
In line with the auditory turn, the past few years have seen an explosion of studies of sound and music in games. Providing a varied series of perspectives on the many directions in which the study of the auditory dimension could bring game studies, as well as games, our edited collection offers a glimpse into its “polyphonic” and still vastly under- explored fields, identifying some of them, and suggesting a long-term cooperation and interplay between music and game studies.
Games and Culture, 2017
The legacy of the rich, stratified work of Roger Caillois, the multifaceted and complex French sc... more The legacy of the rich, stratified work of Roger Caillois, the multifaceted and complex French scholar and intellectual, seems to have almost solely impinged on game studies through his most popular work, Les Jeux et Les Hommes. Translated in English as Man, Play and Games, this is the text which popularized Caillois’ ideas among those who do study and research on games and game cultures today, and which most often appears in publications that attempt to historicize and introduce to the study of games—perhaps on a par with Johan Huizinga’s Homo Ludens. The purpose of this article is to introduce the papers and general purposes of a collected edition that aims to shift the attention of game scholars toward a more nuanced and comprehensive view of Roger Caillois, beyond the textbook interpretations usually received in game studies over the last decade or so.
Le nuove forme della critica cinematografica. Critica e cinefilia nell’epoca del web (a cura di Roy Menarini), 2012
[A short abstract in English is provided below]
Questo saggio si occupa di L.A. Noire attrave... more [A short abstract in English is provided below]
Questo saggio si occupa di L.A. Noire attraverso un'analisi testuale e della sua ricezione critica presso la stampa e la critica generalista o specializzata, italiana e internazionale. L’analisi di recensioni, anteprime, interviste e giudizi critici mette in luce come il gioco solleciti le risposte di diverse comunità critiche e interpretative, da quella dei giocatori a quella degli appassionati di cinema, passando per la critica culturale istituzionalizzata di quotidiani e istituzioni. È significativo che, al di là della loro provenienza, le diverse interpretazioni di L.A. Noire trovino un importante comune denominatore nell'operare un confronto tra il gioco e le altre arti. La produzione e la stampa si avvicendano a loro nell’evocare forme espressive come il cinema per legittimare, attraverso dei riconosciuti modelli estetici, un medium visto ancora come minore.
L'ipotesi dello studio è che L.A. Noire sia storicamente rilevante non tanto in virtù delle decantate rivoluzioni tecniche o estetiche di questo prodotto, quanto per i discorsi che lo hanno circondato in merito allo statuto estetico ed artistico dei videogiochi. In questo senso L.A. Noire è soprattutto un’occasione per riflettere sulle attuali condizioni d’esistenza, sullo statuto intellettuale, e sullo stato di salute della critica videoludica. Riflettendo sui criteri che dovrebbero contraddistinguerla, lo studio sottolinea come l'esercizio della sua funzione abbia avuto un effetto contraddittorio: quando la critica ha pensato di mutuare un canone estetico dal cinema per celebrare il medium del videogioco, essa ha finito piuttosto, paradossalmente, per screditarlo.
==================
English Abstract:
The LA Noire Affaire: modes of critical reception among digital games and film critics
LA Noire is a 2011 video game which pays homage to the genre of noir in the interactive medium. A big productive effort by Team Bondi and Rockstar Games, it benefited from a Hollywood-like budget and it was the first game to achieve participation at the Tribeca Film Festival (1) (2).
For many, this accomplishment looked like the crowning achievement of a series of unprecedented technological and productive qualities of the game: journalists and critics saw the mediation and recognition from the canon of the film as a decisive stage for the induction of “superior” video games into the pantheon of the Arts. In a comment that was later used a marketing blurb, the Guardian did not hesitate in defining LA Noire a revolutionary game precisely because it looked “like a film”(3).
This essay focuses on the reception of LA Noire in the international press and in mainstream or specialized trade magazines, including «The Guardian», «Wired», «Edge», «Chicago Sun Times», «The Boston Pheonix» (4). The analysis of reviews, special features, interviews and critical comments highlights the ways in which, and reasons why, this game has stirred a passionate response, mostly in positive terms, in different critical and interpretative communities: from gamers to film buffs, all the way to the highbrow criticism of influential newspapers and cultural institutions.
It is particularly worthy to note that the instances of reception of this game, regardless of the background of the commentators, all share an important common denominator in the way they produce a confrontation between video games and “Arts with a block capital”. Producers, marketing departments and journalists have taken turns in evoking established forms of expression like cinema, and their acknowledged aesthetic models, in order to both legitimate or discredit the video game, still seen as a lesser medium – either willingly or unintentionally (5). The paper argues that the act of comparing digital games to film in critical mode has produced contradictory effects: rather than heightening games in the light of the cinema, the former have been implicitly discredited as a legitimate form of expression.
NOTES
(1)
This abstract is a translation of the first section of an essay published in Italian by the author and titled: L’affaire LA Noire. Comunità critiche e modi di ricezione nei discorsi tra cinema e videogioco, in R. Menarini (ed.), Le nuove forme della cultura cinematografica, Mimesis, Milano 2012.
(2)
For further comments on this aspect see the original article from which this essay has been later developed: Marco Benoit Carbone, LA Noire. Il grande sonno della critica, in «Segnocinema», Edizioni Cineforum Vicenza (www.segnocinema.it), n. 170, June-July-August 2011.
(3)
S. Boxer, LA Noire Review, in «The Guardian», 16 maggio 2011, http://www.guardian.co.uk/technology/gamesblog/2011/may/16/l
a-noire-game-review.
(4)
Besides the international, English-speaking press, the original essay also focuses on the reception of LA Noire by Italian magazines and national newspapers, including «La Stampa», «La Repubblica», «Repubblica-XL», «Il Corriere della Sera».
(5)
The aim of this essay is not to provide an in-depth analysis of the game from the interactive or narrative point of view, but rather, to focus on its reception based on how these and other aspects have been highlighted. Even in this form, however, it would impossible to provide a thorough or systematic report of the existing coverage of the game, or to survey and classify the huge amount of comments that has been produced to this point on web-logs and social networks. In this contribution I am just offering what I regard as exemplary cases for the understanding of relevant discourses that focus on the relations between game and film, and which may imply a reflection on games as art.
GAME Journal – Games as Art, Media, Entertainment, 2014
This issue of GAME Journal offers an overview and a series of case studies on video games from th... more This issue of GAME Journal offers an overview and a series of case studies on video games from the point of view of subcultural theory. There has been little work in game studies from this perspective, which offers a theoretical frame for the ever growing complexity of the audiences involved with the medium of the video game. The study of subcultures on the other hand has a long standing and complex tradition which culminates in what has been recently defined as the “post-subcultural” theoretical scenario.
As games are increasingly evoked for their interplay with other media and their role in defining and shaping our cultures, carrying artistic, cultural and social meanings – both ideologies and conversely “engaged”, “alternative”, or “redemptive” discourses – it becomes increasingly important to accompany the merely descriptive and (inter)textualist analysis shared by many approaches in game studies with elements of social and subcultural theory.
The variety of the contributions collected in the present issue testifies how a study of video game subcultures is necessarily centrifugal: if we imagine the studies of the tendencies of the mainstream market as oriented towards the “centre” of video game culture, then analyses of marginalised and under-represented forms of reception look instead towards unlimited and dispersed directions. In this issue we proudly welcome papers with very diverse geographical focuses, based on a variety of methodologies and interested in phenomena which occurred in different periods in the history of the video game industry.
GAME Journal – Games as Art, Media, Entertainment, 2012
Over the last decade, a new narrative has emerged in favour of the medium of the video game. Game... more Over the last decade, a new narrative has emerged in favour of the medium of the video game. Games are now being described as a series of practices which improve our mental and physical skills (see Johnson, 2005, or the marketing and reception of Nintendo’s 2007 game Wii Fit); they are targeted to a mature audience, and are no more associated with antisocial teenagers (see Prensky, 2006); they are capable of unprecedented aesthetic achievements (see the reception of games like Rockstar Games’ 2011 L.A. Noire); and their consumption allegedly reveals a seemingly never-ending user growth, making them a globalized, pivotal media for the solution of social and political issues on the scale of the whole planet (McGonigal, 2011).
Such a narrative does not match the description we got used to. Video games used to be noxious objects, encouraging antisocial behaviour and constituting a danger for the health. They could even frame the minds of potential serial killers, as in the Columbine case. They used to be aesthetically poor experiences and confined, for their consumption, in the arcades or in the teenager’s bedrooms.
In this paper we will highlight some examples of how the descriptions of video games have changed in terms of alleged positive or negative effects for the individual and society, with reference to health, psychological and cognitive aspects, and cultural and aesthetic relevance.
We argue that many of the new discourses on games as positive media are not more fair and lucid than those that ostracised video games in the past. It is however worth asking how these discourses emerge and are structured, despite their inconsistencies, as they reflect wider trends of spontaneous consensus between industries, audiences and institutions, and make us aware of the risks that the critical function of research may be distorted by such trends.
Edited Books by Marco Benoît Carbone
Il videogioco in Italia: storie, rappresentazioni, contesti, 2020
Quali sono i videogiochi made in Italy? E che immagine restituiscono dell’Italia? Il videogame ne... more Quali sono i videogiochi made in Italy? E che immagine restituiscono dell’Italia? Il videogame nel Belpaese esprime caratteri di cultura nazionale tanto nelle produzioni nostrane quanto nell’adattamento e nella ricezione culturale dei prodotti esteri. I contributi di questa raccolta, firmati da ricercatori italiani e internazionali, trattano della fruizione e della produzione italiana di questi prodotti, della rappresentazione del nostro paese, delle relazioni tra giochi, fumetti, cinema, sport e brand nazionali, delle comunità di giocatrici, critici e studiose e del crescente riconoscimento istituzionale del medium come veicolo per la promozione del patrimonio storico-culturale.
Edited Journal Issues by Marco Benoît Carbone
'The Other Roger Caillois', in Games and Culture, Special Issue, 2017
Throughout the emergence of video games studies, the reception of French intellectual and game th... more Throughout the emergence of video games studies, the reception of French intellectual and game theorist Roger Caillois has been contradictory. On the one hand, Caillois, along with other influential contributions on game practices, provided a springboard for discourses on video games that sought to frame them as dignified cultural forms within the established philosophical domain of play. On the other hand, while using Caillois as an unavoidable benchmark, video game scholars have focused mostly or exclusively on Man, Play and Games (1958, trans. 1961), increasingly criticising it as a descriptive and positivist work. This seems to contradict a parallel and possibly much stronger intellectual legacy (and critique) of Caillois as a transversal, a-systematic and provocative thinker. Aligned with a critique of positivism that can be traced to Nietzsche, Caillois exerted a decisive influence on authors like Jean Baudrillard (see The Intelligence of Evil and the Lucidity Pact, 2004, trans. 2005). Caillois notably envisioned a resort to “diagonal sciences” that could decisively (and often controversially) cut through established approaches to play, myth, the sacred, art, and politics. Challenging what could be argued to be a unilateral reception of this author, this issue of Games and Culture provides an opportunity to envision a more complex relation between Caillois and game studies beyond the shoehorn model of text-book interpretation.
G|A|M|E – n. 3/2014
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstrea... more G|A|M|E – n. 3/2014
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)
Uploads
Books by Marco Benoît Carbone
For the ancient Greeks, Homer had set the marine monsters of the Odyssey in the Strait between Calabria and Sicily. Since then, this Mediterranean passage has been glowing with the literary aura of its mythological landmarks. Travellers and tourists have played Odysseus by re-enacting his journey. Scholars and explorers have explained the myths as metaphors of whirlpools and marine fauna. The iconic Strait and village of Scilla have turned into chrono-topic place-myths and playgrounds, defined by their literary aura and the region's ancient heritage inspiring representations in media, travels and tourism.
Carbone observes the enduring impact of Hellas on the real Strait today. The fascinations of artists and travellers, and their continuous rekindling of cultural and visual traditions of place have intersected with philhellenic Western historiographies, shaping local policies, public histories, views of development and tourism, and forms of Hellenicist identitarianism. Elements of society have celebrated the landscape of the Odyssey, appropriated Homer as their imagined heirs and fellow citizen, and even purported themselves as the original Europeans, thus pandering to outdated ideological appropriations of 'classical' antiquity and exclusionary, West-centric views of the Mediterranean.
This critical essay in Italian explores emerging formulations of the visual trope of ’tentacle erotica’ in the arts and media of the past few decades. Putting them in relation to previous iconographies and textual genealogies, it examines representations and stories of monstrous intercourse that explore and straddle the line between attraction and repulsion across visual cultures and literatures.
The tentacle erotica trope has been serving manifold explorations of gendered horror in popular cultures – from normative apologetics of the male gaze, rape culture, and speciesist projections to progressive explorations of non-normative, fluid, and xenomorphic gendered practices. The study looks at its transnational emergence across Japan and the United States in media such as manga, anime, pulp literature and horror film, reworking visual iconographies of interspecies intercourse, bestiality, and sexualised monstrosity. It also examines the relations of these media with iconographies from previous historical traditions – from the Glaucus of Greek mythology to Japanese artist Hokusai’s notorious image of intercourse between a woman and an octopus.
The study focuses on three distinct phases of the modern emergence of the trope and its variant signifiers – ranging from ‘tentacle rape’ and ‘tentacle sex’ to ‘tentacle erotica’. First, the modern, transnational formalisation of the trope, from early US pulp and horror film to the work of Japanese mangaka Toshio Maeda. Second, the historical antecedents of the trope in the visual arts, from Hokusai’s erotic shunga woodblocks to Picasso’s japoniste imagery. Third, the more recent circulations of the trope across social media and visual platforms, from fine and fan art to pop references in television and animation series and Wikipedia histories.
Finally, the study examins tentacles as biological structures that have become transfixed culturally as phallic equivalents and signifiers of otherness, pointing to how the heterogeneous and yet tightly interweaved trope of tentacle erotica has come to signal anything from Dionysian explorations of post-human hybridity to orientalist stereotypes, regressive sexism, and animal abuse.
Blurb
“In a book titled Tentacle Erotica one would hardly expect to find references to Montaigne, Greek myth, Victor Hugo, Picasso, and Hokusai. Granted, they are in the company of strippers, fetish models, octopus porn, BDSM, horror, hentai, cyberpunk, and much more. Yet, this is no spurious accretion, provocative act of contamination, or attempt to legitimise pornographic imagery through mythology. Rather, this is something much more complex and consistent, even though by means of a spiralling logic. Marco Benoît Carbone delivers a wide-angle reading of the tentacle, a figure whose visual rhetoric encapsulates a wealth of mythical, cultural, and anthropological resonances, while offering a chance to probe into controversial issues. From misogynistic crimes to the limits of censorship. From the exoticism of the erotic imagination to obstinate stereotypes on Japan. From the social uses of pornography to its aesthetic value. Touching upon the dilemma of whether to consider pornography’s extreme territories as a form of dominion or as a liberating, diverse, and Dionysian practice.
~ From the Foreword by Massimo Fusillo ~
************** ITALIAN DESCRIPTION
Dalla Prefazione di Massimo Fusillo:
"In un libro che si intitola Tentacle Erotica non ci si aspetterebbe di trovare Montaigne, il mito greco, Victor Hugo. Certo, in com- pagnia di stripper, modelle fetish, octopus porn, gotico, fantasy, cyberpunk e molto altro. Non siamo di fronte a un accumulo eterogeneo, a un puro gioco di contaminazione provocatoria, né tantomeno al desiderio di nobilitare l’immaginario pornogra co, dandogli una legittimazione mitica. È qualcosa di molto più complesso, che ha una sua coerenza, pur nel suo andamento a spirale. Marco Benoît Carbone ci o re una lettura ad ampio raggio di una gura della retorica visuale ricca di risonanze mitiche, culturali, antropologiche, che permette allo stesso tempo di a rontare que- stioni politiche spinose. Forse l’opera che condensa meglio questo tropo visivo è una stampa erotica (uno shunga) del celebre artista giapponese Hokusai, così amato anche dall’arte occidentale, Pol- pi e pescatrice di perle (Tako to ama) in cui una giovane donna è distesa sulla spiaggia in uno stato di abbandono sensuale e riceve le attenzioni erotiche di due polipi; un’opera che stilizza una tra- dizione di lunghissima durata sul rapporto fra umano e animale, fra sessualità e mostruosità, e che nello stesso tempo può essere considerata una sorta di incunabolo di una ricchissima produzione pornografica contemporanea, in cui piovre e tentacoli di vario genere posseggono anche con violenza vittime di vario genere.
Il potenziale metaforico del polpo è particolarmente ricco e am- bivalente: la sua “polidattila tattilità” lo rende innanzitutto adatto a visualizzare un metodo fatto di assaggi, sondaggi, tentativi, che ha il suo archetipo nel saggismo di Montaigne e che trova consonanze profonde con la metafora visuale che più caratterizza il sapere post- moderno, il rizoma di Gilles Deleuze e Félix Guattari, “un’eterogeneità interconnessa in stato di perenne divenire”.
[...]
“Marco Benoît Carbone è alla ricerca di un sostrato mitico, di un rimosso secolare in cui si incrociano sessualità, orrore e violenza; quindi di una costante trans-culturale, che attraversa epoche e contesti differenti. Ciò non toglie che sia meticolosamente attento alle differenze culturali, soprattutto per quanto riguarda la ricezione occidentale dei prodotti giapponesi, spesso dominata da stereotipi tenaci che configurano il Giappone o come terra arcaica, o al contrario come nazione iper-moderna, in ogni caso come luogo diverso e perverso. È il fenomeno che è stato felicemente definito “porno-orientalismo”. Ma Benoît Carbone è meticolosamente attento anche alle differenze fra i generi, i pubblici e le destinazioni della pornografia. Dopo la svolta digitale, il porno ha ormai una presenza così massiccia nel nostro quotidiano che rende del tutto superati i dibattiti politici sulla sua legittimità di qualche tempo fa: è diventato una fetta consistente di un immaginario sempre più polimorfico, con cui non si sostituisce la sessualità, ma la si allarga e la si costruisce.”
Talks by Marco Benoît Carbone
The research suggests that while mythical imagination should never be reduced to a matter of geography, places do inspire psychological, emotional, and symbolic readings. Greek myths and literature are extensively punctuated by references implying the correspondence between human body and landscape. The various attempts at mapping myths represent fascinating literature and narratives in themselves, in which symbolic relations are constantly revised and re-established.
Papers by Marco Benoît Carbone
By looking at modern written and visual accounts from the Grand Tour era, ranging from the many eighteenth to the early twentieth centuries, this paper illustrates how some European travellers viewed the relationship between the Homeric myth and the Strait. This relationship grew out of philhellenism and, often, from an urbanite perception of lands they perceived as remote and timeless, uncontaminated by modernity, at once exotically beautiful yet subtly threatening. Focusing on a textual and visual analysis of these historical documents, this book traces a series of interrelated issues. First, the impact of the Greco-Roman literary tradition on inspiring re- enactments of the voyage of Odysseus within the Strait. The South of Italy became the setting for erudite escapism and literary travel: within the region, striking sceneries co-existed with the disquieting rêverie of legends and myths. Second, the study demonstrates how these monstrous-feminine creatures were seen to allegorize the marvels and dreads of an area characterized by inspiring geographical landmarks, currents and volcanic activity, and the co- existence of a poetic-romantic and rationalistic model of the reception of myth. Third, the paper discusses how the Strait began to be conceptualized as a counterpart to the civilized space represented by European states. Entering the area of Magna Graecia entailed an experiential motion through time. The South was thus understood as a space characterized by natural wonders, picturesque and wild landscapes, surviving myths of marine monsters, backward villages and ruins of ancient civilizations.
The study also considers the dissemination of the geo- cultural trope of the Strait today, suggesting a long-lasting influence of the travelogues on local histories of the region, to the point where they have become strongly tied to its heritage, alongside the reception of Hellenism and its symbols. The Grand Tour decisively anticipated the establishment of modern tourist industries – for which the Strait can be said to have become a potential ‘myth-place’, a leisured space of escapism. The travel literatures elaborated through the Grand Tour experience also represent some of the first historical documents in which the Strait began to circulate in modern cultural and leisure industries. The region was understood through commonplace ideas of ancient Greek antiquity, in the guise of a chronotope, a literary travel location informed by ‘the intrinsic connectedness of temporal and spatial relationships . . . artistically expressed in literature’. Indeed, the Grand Tour era could be said to have inaugurated a specific way of looking at the landscape of the Strait and its symbols. Depicted at once as a seemingly timeless, ahistorical setting of idyllic beauty and subtly disquieting exoticism, yet at the same time a cultural space inextricably tied to Hellenism and its myths, the Strait has maintained this image up to the present day, within a broader cultural supremacy assigned to Hellenism within Western popular histories and discourses on heritage.
The two foci allow a consideration of a broader continuum of sexualized and gendered reception of octopuses, ranging from fantasies of intercourse to one of animal-human hybrids and miscegenation. The popularity and variety of such tropes seem to suggest that this hotbed of imagination encapsulates both a series of varied fantasies and an underlying patriarchal, normative, and speciesist set of ideologies that use and abuse the animal Other to project and confront their own fears and anxieties.
Drawing on ethnographic research in the setting of Higher Education, this study discusses the academic attainment gap in British art colleges among ethnic minority students by relating it to structural factors of social inequality, including social class, finances, under representation, and perceived alienation from the curriculum and institutional values. Drawing on cultural and educational studies and critical race theory, the paper follows the lead of Bernstein’s notion of ‘invisible pedagogies’ (ones that overlook structural inequalities) to deploy a CRT-oriented analysis of the intersectional entanglement of factors leading to BAME under-attainment.
The paper contributes to the debate on relations between the HE sector and ideals of inclusion by bringing evidence towards the theory that modules in cultural and contextual studies can positively empower under-achieving students. Cultural theory in the classroom has the effect of igniting learners' identification with socially progressive values and dispel the effects of structural white privilege. The process leads to improved attainments and it provides a platform to challenge the structural disadvantages that underpin the attainment gap, both at the college level and in society at large.
In the process, the paper challenges a neoliberal, post-racial view that conceals structural processes of inequality by focusing on supposedly meritocratic and transparent processes of market competition and caricaturing the humanities and their theoretical and critical methods as a suspiciously impractical field.
Sound has, of course, always been a crucial aspect of gaming audio-visuals. Far from merely accompanying a game, the auditory elements bring life into the game interface.
In line with the auditory turn, the past few years have seen an explosion of studies of sound and music in games. Providing a varied series of perspectives on the many directions in which the study of the auditory dimension could bring game studies, as well as games, our edited collection offers a glimpse into its “polyphonic” and still vastly under- explored fields, identifying some of them, and suggesting a long-term cooperation and interplay between music and game studies.
Questo saggio si occupa di L.A. Noire attraverso un'analisi testuale e della sua ricezione critica presso la stampa e la critica generalista o specializzata, italiana e internazionale. L’analisi di recensioni, anteprime, interviste e giudizi critici mette in luce come il gioco solleciti le risposte di diverse comunità critiche e interpretative, da quella dei giocatori a quella degli appassionati di cinema, passando per la critica culturale istituzionalizzata di quotidiani e istituzioni. È significativo che, al di là della loro provenienza, le diverse interpretazioni di L.A. Noire trovino un importante comune denominatore nell'operare un confronto tra il gioco e le altre arti. La produzione e la stampa si avvicendano a loro nell’evocare forme espressive come il cinema per legittimare, attraverso dei riconosciuti modelli estetici, un medium visto ancora come minore.
L'ipotesi dello studio è che L.A. Noire sia storicamente rilevante non tanto in virtù delle decantate rivoluzioni tecniche o estetiche di questo prodotto, quanto per i discorsi che lo hanno circondato in merito allo statuto estetico ed artistico dei videogiochi. In questo senso L.A. Noire è soprattutto un’occasione per riflettere sulle attuali condizioni d’esistenza, sullo statuto intellettuale, e sullo stato di salute della critica videoludica. Riflettendo sui criteri che dovrebbero contraddistinguerla, lo studio sottolinea come l'esercizio della sua funzione abbia avuto un effetto contraddittorio: quando la critica ha pensato di mutuare un canone estetico dal cinema per celebrare il medium del videogioco, essa ha finito piuttosto, paradossalmente, per screditarlo.
==================
English Abstract:
The LA Noire Affaire: modes of critical reception among digital games and film critics
LA Noire is a 2011 video game which pays homage to the genre of noir in the interactive medium. A big productive effort by Team Bondi and Rockstar Games, it benefited from a Hollywood-like budget and it was the first game to achieve participation at the Tribeca Film Festival (1) (2).
For many, this accomplishment looked like the crowning achievement of a series of unprecedented technological and productive qualities of the game: journalists and critics saw the mediation and recognition from the canon of the film as a decisive stage for the induction of “superior” video games into the pantheon of the Arts. In a comment that was later used a marketing blurb, the Guardian did not hesitate in defining LA Noire a revolutionary game precisely because it looked “like a film”(3).
This essay focuses on the reception of LA Noire in the international press and in mainstream or specialized trade magazines, including «The Guardian», «Wired», «Edge», «Chicago Sun Times», «The Boston Pheonix» (4). The analysis of reviews, special features, interviews and critical comments highlights the ways in which, and reasons why, this game has stirred a passionate response, mostly in positive terms, in different critical and interpretative communities: from gamers to film buffs, all the way to the highbrow criticism of influential newspapers and cultural institutions.
It is particularly worthy to note that the instances of reception of this game, regardless of the background of the commentators, all share an important common denominator in the way they produce a confrontation between video games and “Arts with a block capital”. Producers, marketing departments and journalists have taken turns in evoking established forms of expression like cinema, and their acknowledged aesthetic models, in order to both legitimate or discredit the video game, still seen as a lesser medium – either willingly or unintentionally (5). The paper argues that the act of comparing digital games to film in critical mode has produced contradictory effects: rather than heightening games in the light of the cinema, the former have been implicitly discredited as a legitimate form of expression.
NOTES
(1)
This abstract is a translation of the first section of an essay published in Italian by the author and titled: L’affaire LA Noire. Comunità critiche e modi di ricezione nei discorsi tra cinema e videogioco, in R. Menarini (ed.), Le nuove forme della cultura cinematografica, Mimesis, Milano 2012.
(2)
For further comments on this aspect see the original article from which this essay has been later developed: Marco Benoit Carbone, LA Noire. Il grande sonno della critica, in «Segnocinema», Edizioni Cineforum Vicenza (www.segnocinema.it), n. 170, June-July-August 2011.
(3)
S. Boxer, LA Noire Review, in «The Guardian», 16 maggio 2011, http://www.guardian.co.uk/technology/gamesblog/2011/may/16/l
a-noire-game-review.
(4)
Besides the international, English-speaking press, the original essay also focuses on the reception of LA Noire by Italian magazines and national newspapers, including «La Stampa», «La Repubblica», «Repubblica-XL», «Il Corriere della Sera».
(5)
The aim of this essay is not to provide an in-depth analysis of the game from the interactive or narrative point of view, but rather, to focus on its reception based on how these and other aspects have been highlighted. Even in this form, however, it would impossible to provide a thorough or systematic report of the existing coverage of the game, or to survey and classify the huge amount of comments that has been produced to this point on web-logs and social networks. In this contribution I am just offering what I regard as exemplary cases for the understanding of relevant discourses that focus on the relations between game and film, and which may imply a reflection on games as art.
As games are increasingly evoked for their interplay with other media and their role in defining and shaping our cultures, carrying artistic, cultural and social meanings – both ideologies and conversely “engaged”, “alternative”, or “redemptive” discourses – it becomes increasingly important to accompany the merely descriptive and (inter)textualist analysis shared by many approaches in game studies with elements of social and subcultural theory.
The variety of the contributions collected in the present issue testifies how a study of video game subcultures is necessarily centrifugal: if we imagine the studies of the tendencies of the mainstream market as oriented towards the “centre” of video game culture, then analyses of marginalised and under-represented forms of reception look instead towards unlimited and dispersed directions. In this issue we proudly welcome papers with very diverse geographical focuses, based on a variety of methodologies and interested in phenomena which occurred in different periods in the history of the video game industry.
Such a narrative does not match the description we got used to. Video games used to be noxious objects, encouraging antisocial behaviour and constituting a danger for the health. They could even frame the minds of potential serial killers, as in the Columbine case. They used to be aesthetically poor experiences and confined, for their consumption, in the arcades or in the teenager’s bedrooms.
In this paper we will highlight some examples of how the descriptions of video games have changed in terms of alleged positive or negative effects for the individual and society, with reference to health, psychological and cognitive aspects, and cultural and aesthetic relevance.
We argue that many of the new discourses on games as positive media are not more fair and lucid than those that ostracised video games in the past. It is however worth asking how these discourses emerge and are structured, despite their inconsistencies, as they reflect wider trends of spontaneous consensus between industries, audiences and institutions, and make us aware of the risks that the critical function of research may be distorted by such trends.
Edited Books by Marco Benoît Carbone
Edited Journal Issues by Marco Benoît Carbone
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)
For the ancient Greeks, Homer had set the marine monsters of the Odyssey in the Strait between Calabria and Sicily. Since then, this Mediterranean passage has been glowing with the literary aura of its mythological landmarks. Travellers and tourists have played Odysseus by re-enacting his journey. Scholars and explorers have explained the myths as metaphors of whirlpools and marine fauna. The iconic Strait and village of Scilla have turned into chrono-topic place-myths and playgrounds, defined by their literary aura and the region's ancient heritage inspiring representations in media, travels and tourism.
Carbone observes the enduring impact of Hellas on the real Strait today. The fascinations of artists and travellers, and their continuous rekindling of cultural and visual traditions of place have intersected with philhellenic Western historiographies, shaping local policies, public histories, views of development and tourism, and forms of Hellenicist identitarianism. Elements of society have celebrated the landscape of the Odyssey, appropriated Homer as their imagined heirs and fellow citizen, and even purported themselves as the original Europeans, thus pandering to outdated ideological appropriations of 'classical' antiquity and exclusionary, West-centric views of the Mediterranean.
This critical essay in Italian explores emerging formulations of the visual trope of ’tentacle erotica’ in the arts and media of the past few decades. Putting them in relation to previous iconographies and textual genealogies, it examines representations and stories of monstrous intercourse that explore and straddle the line between attraction and repulsion across visual cultures and literatures.
The tentacle erotica trope has been serving manifold explorations of gendered horror in popular cultures – from normative apologetics of the male gaze, rape culture, and speciesist projections to progressive explorations of non-normative, fluid, and xenomorphic gendered practices. The study looks at its transnational emergence across Japan and the United States in media such as manga, anime, pulp literature and horror film, reworking visual iconographies of interspecies intercourse, bestiality, and sexualised monstrosity. It also examines the relations of these media with iconographies from previous historical traditions – from the Glaucus of Greek mythology to Japanese artist Hokusai’s notorious image of intercourse between a woman and an octopus.
The study focuses on three distinct phases of the modern emergence of the trope and its variant signifiers – ranging from ‘tentacle rape’ and ‘tentacle sex’ to ‘tentacle erotica’. First, the modern, transnational formalisation of the trope, from early US pulp and horror film to the work of Japanese mangaka Toshio Maeda. Second, the historical antecedents of the trope in the visual arts, from Hokusai’s erotic shunga woodblocks to Picasso’s japoniste imagery. Third, the more recent circulations of the trope across social media and visual platforms, from fine and fan art to pop references in television and animation series and Wikipedia histories.
Finally, the study examins tentacles as biological structures that have become transfixed culturally as phallic equivalents and signifiers of otherness, pointing to how the heterogeneous and yet tightly interweaved trope of tentacle erotica has come to signal anything from Dionysian explorations of post-human hybridity to orientalist stereotypes, regressive sexism, and animal abuse.
Blurb
“In a book titled Tentacle Erotica one would hardly expect to find references to Montaigne, Greek myth, Victor Hugo, Picasso, and Hokusai. Granted, they are in the company of strippers, fetish models, octopus porn, BDSM, horror, hentai, cyberpunk, and much more. Yet, this is no spurious accretion, provocative act of contamination, or attempt to legitimise pornographic imagery through mythology. Rather, this is something much more complex and consistent, even though by means of a spiralling logic. Marco Benoît Carbone delivers a wide-angle reading of the tentacle, a figure whose visual rhetoric encapsulates a wealth of mythical, cultural, and anthropological resonances, while offering a chance to probe into controversial issues. From misogynistic crimes to the limits of censorship. From the exoticism of the erotic imagination to obstinate stereotypes on Japan. From the social uses of pornography to its aesthetic value. Touching upon the dilemma of whether to consider pornography’s extreme territories as a form of dominion or as a liberating, diverse, and Dionysian practice.
~ From the Foreword by Massimo Fusillo ~
************** ITALIAN DESCRIPTION
Dalla Prefazione di Massimo Fusillo:
"In un libro che si intitola Tentacle Erotica non ci si aspetterebbe di trovare Montaigne, il mito greco, Victor Hugo. Certo, in com- pagnia di stripper, modelle fetish, octopus porn, gotico, fantasy, cyberpunk e molto altro. Non siamo di fronte a un accumulo eterogeneo, a un puro gioco di contaminazione provocatoria, né tantomeno al desiderio di nobilitare l’immaginario pornogra co, dandogli una legittimazione mitica. È qualcosa di molto più complesso, che ha una sua coerenza, pur nel suo andamento a spirale. Marco Benoît Carbone ci o re una lettura ad ampio raggio di una gura della retorica visuale ricca di risonanze mitiche, culturali, antropologiche, che permette allo stesso tempo di a rontare que- stioni politiche spinose. Forse l’opera che condensa meglio questo tropo visivo è una stampa erotica (uno shunga) del celebre artista giapponese Hokusai, così amato anche dall’arte occidentale, Pol- pi e pescatrice di perle (Tako to ama) in cui una giovane donna è distesa sulla spiaggia in uno stato di abbandono sensuale e riceve le attenzioni erotiche di due polipi; un’opera che stilizza una tra- dizione di lunghissima durata sul rapporto fra umano e animale, fra sessualità e mostruosità, e che nello stesso tempo può essere considerata una sorta di incunabolo di una ricchissima produzione pornografica contemporanea, in cui piovre e tentacoli di vario genere posseggono anche con violenza vittime di vario genere.
Il potenziale metaforico del polpo è particolarmente ricco e am- bivalente: la sua “polidattila tattilità” lo rende innanzitutto adatto a visualizzare un metodo fatto di assaggi, sondaggi, tentativi, che ha il suo archetipo nel saggismo di Montaigne e che trova consonanze profonde con la metafora visuale che più caratterizza il sapere post- moderno, il rizoma di Gilles Deleuze e Félix Guattari, “un’eterogeneità interconnessa in stato di perenne divenire”.
[...]
“Marco Benoît Carbone è alla ricerca di un sostrato mitico, di un rimosso secolare in cui si incrociano sessualità, orrore e violenza; quindi di una costante trans-culturale, che attraversa epoche e contesti differenti. Ciò non toglie che sia meticolosamente attento alle differenze culturali, soprattutto per quanto riguarda la ricezione occidentale dei prodotti giapponesi, spesso dominata da stereotipi tenaci che configurano il Giappone o come terra arcaica, o al contrario come nazione iper-moderna, in ogni caso come luogo diverso e perverso. È il fenomeno che è stato felicemente definito “porno-orientalismo”. Ma Benoît Carbone è meticolosamente attento anche alle differenze fra i generi, i pubblici e le destinazioni della pornografia. Dopo la svolta digitale, il porno ha ormai una presenza così massiccia nel nostro quotidiano che rende del tutto superati i dibattiti politici sulla sua legittimità di qualche tempo fa: è diventato una fetta consistente di un immaginario sempre più polimorfico, con cui non si sostituisce la sessualità, ma la si allarga e la si costruisce.”
The research suggests that while mythical imagination should never be reduced to a matter of geography, places do inspire psychological, emotional, and symbolic readings. Greek myths and literature are extensively punctuated by references implying the correspondence between human body and landscape. The various attempts at mapping myths represent fascinating literature and narratives in themselves, in which symbolic relations are constantly revised and re-established.
By looking at modern written and visual accounts from the Grand Tour era, ranging from the many eighteenth to the early twentieth centuries, this paper illustrates how some European travellers viewed the relationship between the Homeric myth and the Strait. This relationship grew out of philhellenism and, often, from an urbanite perception of lands they perceived as remote and timeless, uncontaminated by modernity, at once exotically beautiful yet subtly threatening. Focusing on a textual and visual analysis of these historical documents, this book traces a series of interrelated issues. First, the impact of the Greco-Roman literary tradition on inspiring re- enactments of the voyage of Odysseus within the Strait. The South of Italy became the setting for erudite escapism and literary travel: within the region, striking sceneries co-existed with the disquieting rêverie of legends and myths. Second, the study demonstrates how these monstrous-feminine creatures were seen to allegorize the marvels and dreads of an area characterized by inspiring geographical landmarks, currents and volcanic activity, and the co- existence of a poetic-romantic and rationalistic model of the reception of myth. Third, the paper discusses how the Strait began to be conceptualized as a counterpart to the civilized space represented by European states. Entering the area of Magna Graecia entailed an experiential motion through time. The South was thus understood as a space characterized by natural wonders, picturesque and wild landscapes, surviving myths of marine monsters, backward villages and ruins of ancient civilizations.
The study also considers the dissemination of the geo- cultural trope of the Strait today, suggesting a long-lasting influence of the travelogues on local histories of the region, to the point where they have become strongly tied to its heritage, alongside the reception of Hellenism and its symbols. The Grand Tour decisively anticipated the establishment of modern tourist industries – for which the Strait can be said to have become a potential ‘myth-place’, a leisured space of escapism. The travel literatures elaborated through the Grand Tour experience also represent some of the first historical documents in which the Strait began to circulate in modern cultural and leisure industries. The region was understood through commonplace ideas of ancient Greek antiquity, in the guise of a chronotope, a literary travel location informed by ‘the intrinsic connectedness of temporal and spatial relationships . . . artistically expressed in literature’. Indeed, the Grand Tour era could be said to have inaugurated a specific way of looking at the landscape of the Strait and its symbols. Depicted at once as a seemingly timeless, ahistorical setting of idyllic beauty and subtly disquieting exoticism, yet at the same time a cultural space inextricably tied to Hellenism and its myths, the Strait has maintained this image up to the present day, within a broader cultural supremacy assigned to Hellenism within Western popular histories and discourses on heritage.
The two foci allow a consideration of a broader continuum of sexualized and gendered reception of octopuses, ranging from fantasies of intercourse to one of animal-human hybrids and miscegenation. The popularity and variety of such tropes seem to suggest that this hotbed of imagination encapsulates both a series of varied fantasies and an underlying patriarchal, normative, and speciesist set of ideologies that use and abuse the animal Other to project and confront their own fears and anxieties.
Drawing on ethnographic research in the setting of Higher Education, this study discusses the academic attainment gap in British art colleges among ethnic minority students by relating it to structural factors of social inequality, including social class, finances, under representation, and perceived alienation from the curriculum and institutional values. Drawing on cultural and educational studies and critical race theory, the paper follows the lead of Bernstein’s notion of ‘invisible pedagogies’ (ones that overlook structural inequalities) to deploy a CRT-oriented analysis of the intersectional entanglement of factors leading to BAME under-attainment.
The paper contributes to the debate on relations between the HE sector and ideals of inclusion by bringing evidence towards the theory that modules in cultural and contextual studies can positively empower under-achieving students. Cultural theory in the classroom has the effect of igniting learners' identification with socially progressive values and dispel the effects of structural white privilege. The process leads to improved attainments and it provides a platform to challenge the structural disadvantages that underpin the attainment gap, both at the college level and in society at large.
In the process, the paper challenges a neoliberal, post-racial view that conceals structural processes of inequality by focusing on supposedly meritocratic and transparent processes of market competition and caricaturing the humanities and their theoretical and critical methods as a suspiciously impractical field.
Sound has, of course, always been a crucial aspect of gaming audio-visuals. Far from merely accompanying a game, the auditory elements bring life into the game interface.
In line with the auditory turn, the past few years have seen an explosion of studies of sound and music in games. Providing a varied series of perspectives on the many directions in which the study of the auditory dimension could bring game studies, as well as games, our edited collection offers a glimpse into its “polyphonic” and still vastly under- explored fields, identifying some of them, and suggesting a long-term cooperation and interplay between music and game studies.
Questo saggio si occupa di L.A. Noire attraverso un'analisi testuale e della sua ricezione critica presso la stampa e la critica generalista o specializzata, italiana e internazionale. L’analisi di recensioni, anteprime, interviste e giudizi critici mette in luce come il gioco solleciti le risposte di diverse comunità critiche e interpretative, da quella dei giocatori a quella degli appassionati di cinema, passando per la critica culturale istituzionalizzata di quotidiani e istituzioni. È significativo che, al di là della loro provenienza, le diverse interpretazioni di L.A. Noire trovino un importante comune denominatore nell'operare un confronto tra il gioco e le altre arti. La produzione e la stampa si avvicendano a loro nell’evocare forme espressive come il cinema per legittimare, attraverso dei riconosciuti modelli estetici, un medium visto ancora come minore.
L'ipotesi dello studio è che L.A. Noire sia storicamente rilevante non tanto in virtù delle decantate rivoluzioni tecniche o estetiche di questo prodotto, quanto per i discorsi che lo hanno circondato in merito allo statuto estetico ed artistico dei videogiochi. In questo senso L.A. Noire è soprattutto un’occasione per riflettere sulle attuali condizioni d’esistenza, sullo statuto intellettuale, e sullo stato di salute della critica videoludica. Riflettendo sui criteri che dovrebbero contraddistinguerla, lo studio sottolinea come l'esercizio della sua funzione abbia avuto un effetto contraddittorio: quando la critica ha pensato di mutuare un canone estetico dal cinema per celebrare il medium del videogioco, essa ha finito piuttosto, paradossalmente, per screditarlo.
==================
English Abstract:
The LA Noire Affaire: modes of critical reception among digital games and film critics
LA Noire is a 2011 video game which pays homage to the genre of noir in the interactive medium. A big productive effort by Team Bondi and Rockstar Games, it benefited from a Hollywood-like budget and it was the first game to achieve participation at the Tribeca Film Festival (1) (2).
For many, this accomplishment looked like the crowning achievement of a series of unprecedented technological and productive qualities of the game: journalists and critics saw the mediation and recognition from the canon of the film as a decisive stage for the induction of “superior” video games into the pantheon of the Arts. In a comment that was later used a marketing blurb, the Guardian did not hesitate in defining LA Noire a revolutionary game precisely because it looked “like a film”(3).
This essay focuses on the reception of LA Noire in the international press and in mainstream or specialized trade magazines, including «The Guardian», «Wired», «Edge», «Chicago Sun Times», «The Boston Pheonix» (4). The analysis of reviews, special features, interviews and critical comments highlights the ways in which, and reasons why, this game has stirred a passionate response, mostly in positive terms, in different critical and interpretative communities: from gamers to film buffs, all the way to the highbrow criticism of influential newspapers and cultural institutions.
It is particularly worthy to note that the instances of reception of this game, regardless of the background of the commentators, all share an important common denominator in the way they produce a confrontation between video games and “Arts with a block capital”. Producers, marketing departments and journalists have taken turns in evoking established forms of expression like cinema, and their acknowledged aesthetic models, in order to both legitimate or discredit the video game, still seen as a lesser medium – either willingly or unintentionally (5). The paper argues that the act of comparing digital games to film in critical mode has produced contradictory effects: rather than heightening games in the light of the cinema, the former have been implicitly discredited as a legitimate form of expression.
NOTES
(1)
This abstract is a translation of the first section of an essay published in Italian by the author and titled: L’affaire LA Noire. Comunità critiche e modi di ricezione nei discorsi tra cinema e videogioco, in R. Menarini (ed.), Le nuove forme della cultura cinematografica, Mimesis, Milano 2012.
(2)
For further comments on this aspect see the original article from which this essay has been later developed: Marco Benoit Carbone, LA Noire. Il grande sonno della critica, in «Segnocinema», Edizioni Cineforum Vicenza (www.segnocinema.it), n. 170, June-July-August 2011.
(3)
S. Boxer, LA Noire Review, in «The Guardian», 16 maggio 2011, http://www.guardian.co.uk/technology/gamesblog/2011/may/16/l
a-noire-game-review.
(4)
Besides the international, English-speaking press, the original essay also focuses on the reception of LA Noire by Italian magazines and national newspapers, including «La Stampa», «La Repubblica», «Repubblica-XL», «Il Corriere della Sera».
(5)
The aim of this essay is not to provide an in-depth analysis of the game from the interactive or narrative point of view, but rather, to focus on its reception based on how these and other aspects have been highlighted. Even in this form, however, it would impossible to provide a thorough or systematic report of the existing coverage of the game, or to survey and classify the huge amount of comments that has been produced to this point on web-logs and social networks. In this contribution I am just offering what I regard as exemplary cases for the understanding of relevant discourses that focus on the relations between game and film, and which may imply a reflection on games as art.
As games are increasingly evoked for their interplay with other media and their role in defining and shaping our cultures, carrying artistic, cultural and social meanings – both ideologies and conversely “engaged”, “alternative”, or “redemptive” discourses – it becomes increasingly important to accompany the merely descriptive and (inter)textualist analysis shared by many approaches in game studies with elements of social and subcultural theory.
The variety of the contributions collected in the present issue testifies how a study of video game subcultures is necessarily centrifugal: if we imagine the studies of the tendencies of the mainstream market as oriented towards the “centre” of video game culture, then analyses of marginalised and under-represented forms of reception look instead towards unlimited and dispersed directions. In this issue we proudly welcome papers with very diverse geographical focuses, based on a variety of methodologies and interested in phenomena which occurred in different periods in the history of the video game industry.
Such a narrative does not match the description we got used to. Video games used to be noxious objects, encouraging antisocial behaviour and constituting a danger for the health. They could even frame the minds of potential serial killers, as in the Columbine case. They used to be aesthetically poor experiences and confined, for their consumption, in the arcades or in the teenager’s bedrooms.
In this paper we will highlight some examples of how the descriptions of video games have changed in terms of alleged positive or negative effects for the individual and society, with reference to health, psychological and cognitive aspects, and cultural and aesthetic relevance.
We argue that many of the new discourses on games as positive media are not more fair and lucid than those that ostracised video games in the past. It is however worth asking how these discourses emerge and are structured, despite their inconsistencies, as they reflect wider trends of spontaneous consensus between industries, audiences and institutions, and make us aware of the risks that the critical function of research may be distorted by such trends.
Issue 3, 2014 – Video game subcultures: Playing at the periphery of mainstream culture
Edited by M. B. Carbone & P. Ruffino
M. B. Carbone & P. Ruffino – Introduction: games and subcultural theory
G. Zhang – The stroller in the virtual city: spatial practice of Hong Kong players in Sleeping Dogs
R. Gallagher – From camp to kitsch? A queer eye on console fandom
T. Plothe – “I’m a rogue night elf”. Avatars, gaming and The Big Bang Theory
I. Márquez – Playing new music with old games: The chiptune subculture
G. Menotti – Videorec as gameplay: Recording of playthroughs and video game engagement
A. Harvey – Twine’s revolution: Democratization, depoliticization, and the queering of game design
H. Tyni & O. Sotamaa – Assembling a game development scene? Uncovering Finland’s largest demo party
Cover Art: KINSHASA vs AKIHABARA (Giovanni Fredi – http://kinshasavsakihabara.com)
Vol. 2 – Critical notes (non-peer reviewed)
M. Fuchs – Nordic game subcultures: between LARPers and avant-garde
T. Oliveira, E. Ferreira, L. Carvalho & A. Boechat – Tribute and Resistance: Participation and affective engagement in Brazilian fangame makers and modders’ subcultures
R. Sampugnaro, S. Mica, S. Fallica, A. Bonaiuto & M. Mingrino – Participation at the Global Game Jam event: a bridge between consumer and producer worlds in digital entertainment
Cover Art: Contradictions (Filippo Minelli – http://www.filippominelli.com/contradictions/)