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Nele Noppe

Martha Woodmansee - The Author, Art, and the Market: Rereading the History of Aesthetic... - 0 views

  • What, given these circumstances, was a "high culture" author to do as his/her books piled up unsold in boxes at the press? As Martha Woodmansee shows in her very insightful and elegantly written account of the history of eighteenth-century German aesthetic theory, The Author, Art, and the Market, they set out to exorcise these ghosts from the sphere of "true" or "fine" art. Turning to the material conditions that underlie and prompt the re-evaluation of art by these theorists, Woodmansee details
  • Mendelssohn, writing in mid-century, argued that the singular purpose of a work of art was to have an effect on its audience and hence ought to be evaluated by its ability to move us. Three decades later Mendelssohn's pupil, Moritz, broke away from his teacher's enormously influential theories, removing art from the constraints of affectivity to which it had been subjected and arguing instead for its existence sui generis, responsible only for being a "coherent harmonious whole" (quoted on p. 18). Woodmansee explains this remarkable shift from Mendelssohn's theory of artistic instrumentality to Moritz's theory of artistic autonomy through an examination of the "far-reaching changes in the production, distribution, and consumption of reading material that marked the later eighteenth century" (p. 32).
  • too many readers . . . reading too many of the wrong books for the wrong reasons and with altogether the wrong results" (p. 90). Moritz responds to this problem by "rescuing" art from the market and making a virtue of necessity: bad sales become the hallmark of "good" art.
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  • turning a defeat in the marketplace into a victory in the aesthetic realm--the "fine" arts were now precisely those that did not have a big impact on the public.
  • Having traced the impact of the newly developed marketplace on the definition of art, Woodmansee turns in her second chapter to an examination of its impact on the development of the modern concept of the author.
  • As writers moved from an aristocratic patronage system to a democratic market-based system, attempting for the first time to earn a living on their own as professionals, they found the legal foundation necessary for this shift not yet in place. Germany had not yet developed a concept of intellectual property and, consequently, book piracy was rampant. In order to put an end to piracy and claim a portion of the profits from book sales for themselves, writers had to prove that ownership of a work extends beyond the mere physical foundation to which pirates had reduced it.
  • Succeeding copyright legislation turned Fichte's financially-motivated theory into law
  • Recent theory has made much of the "death" of the author; Woodmansee completes the sketch by narrating the story of the author's birth.
  • If Moritz, Fichte, and Schiller were interested in reforming the "supply side" of artistic production in response to the crisis of the new reading market, Johann Adam Bergk sought to work on the "demand side." Woodmansee shows how Bergk's hefty 416-page tome "The Art of Reading Books" (1799) was a response to Addison's advocacy of widespread leisure reading in the early years of the century.
  • Bergk seeks "to carry forward Addison's project under the radically altered conditions of literature in Germany at the end of the eighteenth century" (p. 93) by expressly detailing not so much what should be read as how books should be read, advocating an active and creative reader who, he hoped, would "automatically make the 'right' choices" once he/she learned to read, becoming "too sophisticated to derive much pleasure from the growing literature of sheer diversion" and turning instead to classical authors for leisure reading (p. 100).
  • After a brief, but interesting, excursus on the role of gender in eighteenth-century aesthetic theory that focuses on the career of the first popular German woman writer, Sophie von La Roche, whose gender denied [End Page 967] her (theoretical) ownership of her works,
  • Woodmansee ends her book by returning to the legal realm, detailing Wordsworth's defense of the Copyright Bill of 1842, which in effect legislated his anti-market aesthetic theory of 1815 and encouraged the production of "difficult" art for posterity rather than for the contemporary book-buying public. The law had finally intervened and provided support for those who would "rescue" art from the market.
  • In The Author, Art, and the Market, Woodmansee provides an exemplary model for integrating aesthetics and cultural studies,
  • In her insistence that "art" is not a stable concept, but rather is contingent upon material concerns, Woodmansee points a way to treating this larger history, in whose legacy we live and which we help to fashion.
Nele Noppe

Semantic Shifts: where 'The Tudors' resembles OEL manga « A Face Made for Rad... - 0 views

  • clothes are as loaded with meaning as language. Visual semantics matter too.
  • In Tudor homes, where bedrooms were often pathways to other rooms or shared by several people, where there was no heating except open fires and fuel was scarce, well-to-do people usually dressed for bed in a nightgown, a nightcap and stockings. Even with a fire burning in  the hearth, glass or horn in the windows, and heavy bed-curtains, Tudor bedrooms could be chilly places. The modern viewer doesn’t take all this into account and expects to see near-total nudity in sex scenes.
  • Calling this historical drama, its clothes historical costumes, is like calling comics made by non-Japanese people in their own countries ‘manga’.
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  • The name raises the expectation that there will be some relationship to the genuine article,
  • Maybe I’ll find it less annoying if I re-label it titillation, or visual chocolate: it certainly isn’t history
  • Maybe I’ll find it less annoying if I re-label it titillation, or visual chocolate: it certainly isn’t history
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    "clothes are as loaded with meaning as language. Visual semantics matter too."
Nele Noppe

Stuff Digital Humanists Like: Defining Digital Humanities by its Values - 1 views

  • there are different strains of digital humanities. Bethany might define those strains as “old” and “new.” I’d probably divide things along more disciplinary lines, looking to a tradition of digital humanities that comes out of literature and one that comes out of public history. If I had to place myself along these axes I’d probably land where the “new” and “history” strains meet. There are, of course, lots of other ways to slice the pie.
  • digital humanities starts to look a lot like a social network. Indeed, in some ways digital humanities increasingly is a social network built, for better or worse, on Twitter’s platform.
  • It takes its values from the Internet
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  • The procrastination principle (or “end-to-end argument”) is a design principle that states that most features of a network should be left to users to invent and implement, that the network should should be as simple as possible and that complexity should be developed at its end points not at its core, that the network should be dumb and the terminals should be smart. This is precisely how the Internet works. T
  • There is an analogous value in digital humanities. Innovation in digital humanities frequently comes from the edges of the scholarly community rather than from its center—small institutions and even individual actors with few resources are able to make important innovations.
  • Digital humanities makes some similar assumptions in its commitments to open access, open source, and collaboration. As Bethany has said elsewhere, “how many other academic disciplines or interdisciplines work so hard to manifest as ‘a community of practice that is solidary, open, welcoming and freely accessible’ — a ‘collective experience,’ a ‘common good?’” We allow allow all comers, we assume that their contributions will be positive, and we expect that they will share their work for the benefit of the community at large.
  • It follows, therefore, that if digital humanities is a social network, then one of the things that will help us understand it better is looking at the things around which the network coalesces, the stuff digital humanists like
  • Like: Twitter / Don’t like: Facebook.
  • Like: Agile development / Dislike: long planning cycles
  • Like: DIY / Dislike: Outsourcing.
  • Like: PHP / Dislike: C++.
  • Like: Extramural funding / Dislike: Intramural funding.
Nele Noppe

Comic Market: How the World's Biggest Amateur Comic Fair Shaped Japanese Dōji... - 0 views

  • the world's largest regular gathering of comic fans today is Tokyo's biannual Comic Market
  • dōjinshi phenomenon did not start with Comic Market, Comike and dōjinshi are inextricably linked, having shaped each other's history for three decades.
  • Comike convention has shaped the most important trends defining the development of dōjinshi in Japan today
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  • In 1975, a woman who had made critical remarks about the Manga Taikai was excluded from that convention, and [End Page 234] subsequently a firestorm of anger among fans produced a movement against the Manga Taikai led by the famous circle Meikyū (Labyrinth), which resulted in the conception of a new alternative convention. On December 21, 1975, the first Comic Market—"a fan event from fans for fans"—was held in Tokyo.6
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  • Comike's underlying vision was of an open and unrestricted dōjinshi fair, offering a marketplace without limitations on content or access.
  • With the advent of these fan-consumers (as opposed to fan-creators), dōjinshi became demand-driven publications. Greater competition gradually fostered rising standards of quality, which in turn attracted more circles and buyers. Higher sales shrank production costs and boosted profits, which could then be reinvested in the dōjinshi themselves. Small printing companies, many of which had begun in the minikomi (microcommunication) boom of the early 1970s, were able to use the profits derived from greater demand for their services to modernize their equipment, lowering production costs further and enabling them to construct their production schedules around each Comike.8 Additionally, lower printing costs freed smaller groups from the dependence on bigger groups, which often had strict rules on content and style to avoid conflict among their many members. Having lost their raison d'être, these big clubs and circles gradually faded away, leaving dōjinshi creators to produce stories they liked, in the manner they liked.9
  • [End Page 235]
  • aniparo parodied popular anime series, and in doing so, attracted a new type of fan to Comike, beyond its core group of 2000 or so attendees. These were female fans, mostly middle and high school students strongly influenced by the 1970s florescence of shōjo manga. They began to create and consume dōjinshi in which the (bishōnen or "pretty boy") male protagonists of popular anime and manga were transposed into a very particular sort of erotic story typified by the phrase: "without tension" (yama nashi), "without punchline" (ochi nashi), and "without meaning" (imi nashi)—and hence the contemporary genre title, yaoi.10
  • The eleventh Comic Market in spring 1979 saw the popularity of the cute and pure bishōjo or "pretty girl" (strongly influenced by 1970s shōjo manga) skyrocket among men's dōjinshi circles, attracting many new male participants.
  • The Comic Market was dominated by women from the beginning (90 percent of its first participants were female), but in 1981, thanks to lolicon, male participants numbered the same as female participants for the first time in Comike's history.13
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  • Internal conflicts on the Comike planning committee underlay some of these developments: they marked the ascendancy of the faction led by Yonezawa Yoshihiro, who favored Comike's unlimited expansion.15 Though he was criticized for purportedly selling dōjinshi out to commercialism, Yonezawa couched his plans for Comike in terms of a collective organization of the convention by all participants, including staff, circles, and visitors.16 Whatever the underlying reality, these public principles remain little changed today.17
  • Faced with this loss of identity, talent, and space, every other large fan convention except Comike dissolved. Yaoi Boom But in the middle of the decade, one manga and its anime not only saved dōjinshi fandom from near extinction but was responsible for its biggest boom yet. Takahashi Yōichi's Captain Tsubasa (1981–88, Kyaputen tsubasa),
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  • New dōjinshi conventions appeared, and manga shops began selling dōjinshi on commission. Comparatively lush, custom-made, oversized dōjinshi with more than one hundred pages became common, and popular circles could now live on their fanworks' profits
  • professional creators like Toriyama Akira of Dragonball fame participating,
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  • Despite the self-censorship brought on by the mass media's criticism, Comike nevertheless continued to thrive. Young men tired of new, tighter restrictions on professional manga turned to Comike, and attendance once again swelled to 230,000 in the summer of 1990.23 Hardcore lolicon was now passé, and erotic dōjinshi for men had greatly changed. New genres were introduced with such aspects as fetishism and a new style of softcore eroticism enjoyed by men and women alike; in particular, yuri (lily), or lesbian stories, emerged.24Dōjinshi also became smaller and shorter due to professional publishers recruiting talented dōjinshi creators en masse: the bulk of dōjinshi were the works of the less talented creators left behind.25
  • Other factors contributing to the increased interest in dōjinshi and in fanworks were the development of fixed otaku landmarks and the spread of computers. Almost everyone could now afford to make digital dōjinshi as well as audiovisual or even interactive dōjinshi (i.e. dōjin music and dōjin games).
  • The personal technology revolution meant [End Page 239] simplification of fanworks' production processes as well as completely new possibilities for communication and new digital genres. With the growth of dōjinshi in other media, the term "dōjin products" (dōjin seihin) has gradually come into use to describe fanworks of all genres.
  • Further, the conversion of Tokyo's Akihabara "Electric Town" into a district full of shops selling otaku-related goods, as well as the nationwide expansion of otaku-goods retailers and the establishment of Internet communities and message boards in the late 1990s, enabled otaku to live out their interests and to communicate nonstop with like-minded people everywhere. Their interests and culture were easily shared, and consequently information on Comic Market and dōjin culture spread around the world.
  • The rise of the Internet also meant that Comike lost its monopoly as the center of otaku and dōjinshi culture. Nevertheless, Comike remained the most important event for Japanese fans, especially after companies with otaku-related products started to exploit it.28 Firms had been interested in Comic Market for decades as a never-ending pool of promising new talent and as a place to exploit them commercially, and they were willing to pay much money for direct access to these masses of otaku.29 Starting with NEC in the summer of 1995, companies were granted exhibition space to market or to sell their newest products. This was the birth of the dealer booth at Comike, and, as with dōjinshi circles, the number of applicant companies was much higher than that of available spaces: a self-sustaining event with such high attendance was too important for any related company to ignore.30 Companies accepted the existence of unlicensed parody dōjinshi using copyrighted material (albeit in a transformative and thus arguably fair-use manner) since they could now sell exclusive goods at Comike (Figure 3) or use it as a marketing place, attracting to the convention people who were not interested in dōjinshi.
  • In the summer of 2004, 5 percent of all circles participating in Comike were headed by a professional mangaka or illustrator, while another 10 percent had some professional experience.
  • Despite its relative newness, Higurashi became one of Japan's biggest media phenomena, and at the seventy-sixth Comic Market in summer 2009, Tōhō Project became the first dōjin title ever to receive the honor of being considered its own genre.
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  • It seems that dōjinshi circles are not switching entirely to the Internet but rather are using it as an informational and marketing platform for themselves and their creations, spreading the knowledge of and fascination with Comic Market to new spheres.
  • With high attendance, positive media attention, and industry support, Comike's position seems invulnerable. Even the deaths of important figures such as Iwata Tsuguo in 2004 and Yonezawa Yoshihiro—who was the face of Comike for decades—in 2006 did not harm its position. But unresolved problems, such as the use of copyrighted material in parody dōjinshi and the child pornography questions inherent in lolicon and shotakon, remain.
  • Comike was neither the first nor the biggest dōjinshi fair when it was established; its main purpose was to provide the freest market possible, and that freedom has come at a price. The dream of a Comic Market open to every one and everything was never realized, as there were too many physical, financial, and legal restrictions. Even today, the Comic Market suffers from a lack of space, a lack of money, and a lack of legal security. Only two-thirds of applicant circles can participate due to constraints, since, as a small independent operator Comike's financial resources are limited and most of the work is done by volunteers.
  • s the center of attention, with its size and its links to the industry, it is undeniable that Comike possesses the power and the means to influence social, market, and even political developments. In [End Page 244]
  • recent years it has not been reluctant to use this power. Whether through conferences on copyright issues or on the establishment of a "National dōjinshi fair liaison group" (Zenkoku dōjinshi sokubaikai renrakukai) in 2000, it has taken on the responsibility of representing and of regulating Japanese dōjinshi culture.
Nele Noppe

Harry, A History: The True Story of a Boy Wizard, His Fans, and Life Inside the Harry P... - 0 views

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    Melissa Anelli, J.K. Rowling
Nele Noppe

Creativity in amateur multimedia: Popular culture, critical theory, and HCI - 0 views

  • Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood.
  • These analyses reveal relationships among emerging amateur multimedia aesthetics, common software authoring tools, and the three theorizations of creativity discussed
    • Nele Noppe
       
      VERBAND FANWERK - OPEN SOURCE
  • This paper explores the enabling factors, especially the role of multimedia authoring tools, in the recent explosion of amateur multimedia.
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  • Yet control over popular culture by mass media is clearly eroding
  • HCI practitioners have explored how software interfaces can enhance and support users in general and creativity in particular. Its analytical tools for examining the relationships between tools and a concrete group of users vis-à-vis a well-defined explication of tasks both solve and create problems. The ability to specify these relationships explicitly greatly facilitates the design of systems; yet that same explicit specificity also defines creativity a priori in cybernetic terms more friendly to computers than to the culturally diverse and rich practice of creativity
  • Critical theory—an umbrella term that encompasses literary theory, continental philosophy, and communication theory, among others—offers sophisticated theoretical resources for the study of cultural artifacts and their use in the communities that create them. Many of these theories ground themselves in the materiality of the cultural artifacts they study; yet the material layer for which these theories were once developed were largely textual. The movement of cultural artifacts from the physical to digital poses a deep challenge (and some risk) for critics studying digital media with these theories
  • this paper investigates three relevant traditions of theory that address these overlaps: HCI, poststructuralism, and theories of technological determinism, especially in media.
  • Creativity—its nature, conditions of possibility, inputs and outputs, and processes—plays a major role in virtually all academic, professional, and artistic domains. As a result, it is heavily, and heterogeneously, theorized.
  • Genealogically, HCI developed alongside cognitive science and computer science, and was most often put in service of professional productivity software.
  • HCI often characterizes creativity in rationalistic, intentional, and scientific ways. For example, Schneiderman (2002, 2003) proposes a creativity framework for, in his words, “generating excellence” with four parts: collect, relate, create, and donate. With it, he hopes to capture the social, iterative, associational, and distributional characteristics of creativity, especially as described by cognitive science. Evident in this perspective is an effort to model creativity, which is seen as a social activity, with certain structural features that take place in environments conducive to creativity.
  • All of this is in service of what Schneiderman calls “evolutionary creativity,” which he illustrates as follows:“doctors making cancer diagnoses, lawyers preparing briefs, or photo editors producing magazine stories”(2002, p. 238). Here, Page 17 Creativity in Amateur Multimedia 15 and pervasive throughout the essay, Schneiderman’s notion of creativity appears to be paraphrasable as professional innovation: His interest is not artistic self-expression and, as we shall see, he is not alone in understanding creativity in terms of professional discourses
  • Again, creativity is understood as it relates to professional discourses, in this case the discourse of art history and its pedagogical presentation to museum-goers. Even analyses of group creativity in HCI contexts that seek to go beyond rationalist- individualist notions of creativity nonetheless operate in a rationalist mode.
  • The notion of creativity that emerges from these mainstream HCI essays places its agency primarily in the intentional activity of the individual (though the individual is presumably a member of relevant groups). It sees the ecology of creativity as a community of expert practice comprising research, dialogue, and artifact exchange, facilitated by social and computer environments that forgivingly compel an iterative and basically scientific (correctness, discrete information, classification, hypothesis) approach toward truth.
  • The role of the author-function is, among other things, to control the polyvalence intrinsic to texts, such that the author, rather than performing the creative role of bringing the text into the world, performs the role of constraining the meaning of the text within a society.
  • (Foucault, 1969/2000, p. 206). Therefore, writing is a destabilizing force that threatens to transform the discourse in which it operates and to swallow up its own author. It is important to remember that Foucault is not limiting his analysis to literary texts; he explicitly includes scientific and academic writing,
  • In this conceptualization of writing, creativity occurs at the level of discursive rule- transgressing. The role of the historical human in this process is greatly diminished, not because humans are not involved in textual production, but because the individual is at the wrong level of granularity for analysis. A given historical individual authoring discourse does so within complex interactions involving several selves and the clash of languages
  • Related, but not identical, to Foucault’s notion of authorship are theories of “intertextuality” put forward by Julia Kristeva and Roland Barthes. Intertextuality is the notion Page 19 Creativity in Amateur Multimedia 17 that a text is a “tissue” of (mis) quotations from other texts, considered to be more than mere collages, but transformative, of the sign systems from which they are derived (McAfee, 2004)
  • Creativity’s agency lies in the juxtaposition of sign systems (in which authorial identities are implicated), which occurs in the context of play, and results in artifacts that are significant not for what they say, but for the ways they materially contribute to the generative capacity of the discursive rule-set from which they operate.
  • Perhaps the foremost theorist of technological determinism is Jacques Ellul (1964/2003, 1980/2003), who argues that individuals, science, and government are all “conditioned” by technology.
  • Like Schneiderman (2002, 2003) and Foucault (1969/2000), Ellul (1964/2003, 1980/2003), too, is making claims about the origins and generation of knowledge in scientific discourses, but he situates the agency in the fierce pressures of technology as it overwhelms and often replaces the comparatively meek procedures of science and governance
  • As a result, according to Benjamin, our cognitive experience of the art also changes; whereas painting allows spectators to control their own stream of consciousness and reflect on what they see, cinema’s moving images disrupt association and contemplation, dominating viewers’ thoughts.
  • Benjamin’s (1936/1968) arguments are developed further by self-described technological determinist Marshall McLuhan, whose claim that “the medium is the message”(1964/2003) characterizes media as “extensions of ourselves” that “alter sense ratios or patterns of perception steadily and without any resistance”(p. 31).
  • For Manovich, the emergence of new visual languages is enabled not by an iterative, rational approach to innovation, as cognitive science might suggest; neither does it emerge from an evolutionary history of discursive transgression, as a poststructuralist approach might suggest 10. Rather, it is made possible by certain forms of productive convenience built into authoring tools that unleash visual languages and cultural logics that exceed any human intention, whether at the level of the individual or the group of experts.
  • To answer this question, it is useful to consider what the three traditions share in common. All consider creativity in the context of professionalism and knowledge production. Creativity is not simply about painting a pretty new picture or expressing a personal emotion; it contributes to discourses about the world and our place in it. All three traditions also understand creativity as situated within systems—networks of software-supported experts, discursive sign systems, or systems of production and consumption. All of these implicitly reject romantic notions of the individual creative genius and pure self-expression; implied in this is a rejection or at least dilution of individual intention as the prime mover of creativity
  • Questions one might ask include the following: What are the social and technical conditions or structures necessary for the generation of these artifacts? What is the discourse of amateur multimedia? What is the minimal unit of meaning? In what ways does its production establish relationships between authors, viewers, technologies, meaning, and ideology?
  • A key first step is to understand how creativity is implemented in multimedia authoring software. Each program has ways it encourages authors to work. For example, Photoshop greatly rewards users who take advantage of layers, opening up avenues of possibility for compositing, nondestructive experimentation, and long-term editability. This in turn makes certain meanings (especially meanings created by the juxtapositions of spatial compositing) more easily realized than others. To what extent do contemporary authoring platforms encourage in the same ways (constituting and compelling a notion of digital creativity), or do different applications suggest different notions of digital creativity?
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Nele Noppe

Learning From Culture Pirates - 0 views

  • The history of publishing is swimming with pirates—far more than Adrian Johns expected when he started hunting through the archives for them. And he thinks their stories may hold keys to understanding the latest battles over digital publishing—and the future of the book.
  • Along with the practice itself, "pirates" in publishing just keep resurfacing, and Johns argues that the label is no accident. He sees it as the pirates' attempt to evoke romantic notions of seafaring swashbucklers. Sure, the copying done by culture pirates may be technically illegal, but they have long claimed the moral high ground, arguing that they are not petty thieves, but principled heroes rightfully returning creative work to a public commons by making free or cheap copies available.
  • The weighty work, more than 550 pages, covers hundreds of years of history of copyright and intellectual property in the West, focusing on the stories of those angling to disrupt prevailing practices.
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  • If we listen to those pirates of old, we'll learn that there is nothing sacred or natural about our basic ideas of intellectual property, he argues, characterizing those notions as imperfect conventions formed in and by the Industrial Revolution. In fact, he suggests, it may be time to cast our models of patents and copyright overboard.
  • This nemesis is a shadowy collective rather than a person. Johns calls it "the intellectual-property defense industry," and says it emerged in the 1970s or so, in the form of trade associations and entities like the Interpol Intellectual Property Action Group. He sees these groups as remarkable in that they bring together ex-military and police officials, surveillance techniques, and data-scrambling to try to stamp out piracy and in some cases to limit reform, in unprecedented ways. "One could certainly track, and perhaps account for, the increasing consistency of intellectual property in the age of globalization by following this expansion of its practical enforcement across new regions and realms," Johns writes in Piracy.
  • No piracy, we might say, no Enlightenment.
  • Maybe copyright and patents should be scrapped, and whole new categories of intellectual property created. One category could be for mechanical inventions, one for genetics and other life sciences, one for analog creative works, one for digital books and movies. Or some other mix-and-match. "We might have a system of classification that would have more basic entities but might practically be a lot simpler, because it would correspond to existing ways of carrying on in the world," he says.
Nele Noppe

The Growth of Intellectual Property: - 0 views

  • Where did these claims come from? How did it come to pass that, in the United States, one can now own the décor of a restaurant, and lawyers argue seriously about exclusive rights to athletic moves? This essay seeks to answer those questions.
  • The various circumstances and forces that have contributed to the proliferation of intellectual-property rights have reinforced one another
  • the opponents of the growth of intellectual property should not be overly optimistic. A mutually reinforcing combination of economic, ideological, political, and discursive conditions makes further expansion of these entitlements likely.
Nele Noppe

The Surprising History of Copyright and The Promise of a Post-Copyright World - 0 views

  • copyright was never primarily about paying artists for their work, and that far from being designed to support creators, copyright was designed by and for distributors — that is, publishers, which today includes record companies.
  • For three centuries, the publishing industry has been working very hard to obscure copyright's true origins, and to promote the myth that it was invented by writers and artists.
  • make sure the public never asks exactly who this system is meant to help.
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  • They're fighting to maintain a state of mind, an attitude toward creative work that says someone ought to own products of the mind, and control who can copy them. And by positioning the issue as a contest between the Beleaguered Artist, who supposedly needs copyright to pay the rent, and The Unthinking Masses, who would rather copy a song or a story off the Internet than pay a fair price, the industry has been astonishingly successful. They have managed to substitute the loaded terms "piracy" and "theft" for the more accurate "copying" — as if there were no difference between stealing your bicycle (now you have no bicycle) and copying your song (now we both have it).
  • Copyright is an outgrowth of the privatization of government censorship in sixteenth-century England. There was no uprising of authors suddenly demanding the right to prevent other people from copying their works; far from viewing copying as theft, authors generally regarded it as flattery. The bulk of creative work has always depended, then and now, on a diversity of funding sources: commissions, teaching jobs, grants or stipends, patronage, etc. The introduction of copyright did not change this situation. What it did was allow a particular business model — mass pressings with centralized distribution — to make a few lucky works available to a wider audience, at considerable profit to the distributors.
  • For the vast majority of artists, copyright brings no economic benefits. True, there are a few stars — some quite talented — whose works are backed by the industry; these receive the lion's share of distribution investment, and generate a correspondingly greater profit, which is shared with the artist on better than usual terms because the artist's negotiating position is stronger. Not coincidentally, these stars are who the industry always holds up as examples of the benefits of copyright.
  • The first copyright law was a censorship law.
  • The method the government chose was to establish a guild of private-sector censors, the London Company of Stationers, whose profits would depend on how well they performed their function. The Stationers were granted a royal monopoly over all printing in England, old works as well as new, in return for keeping a strict eye on what was printed.
  • The system was quite openly designed to serve booksellers and the government, not authors. New books were entered in the Company's Register under a Company member's name, not the author's name. By convention, the member who registered the entry held the "copyright", the exclusive right to publish that book
  • The Stationers' right was a new right, though one based on a long tradition of granting monopolies to guilds as a means of control. Before this moment, copyright — that is, a privately held, generic right to prevent others from copying — did not exist.
  • Dissolution of the monopoly might have been good news for long-suppressed authors and independent printers, but it spelled disaster for the Stationers, and they quickly crafted a strategy to retain their position in the newly liberal political climate.
  • The Stationers based their strategy on a crucial realization, one that has stayed with publishing conglomerates ever since: authors do not have the means to distribute their own works. Writing a book requires only pen, paper, and time. But distributing a book requires printing presses, transportation networks, and an up-front investment in materials and typesetting. Thus, the Stationers reasoned, people who write would always need a publisher's cooperation to make their work generally available. Their strategy used this fact to maximum advantage. They went before Parliament and offered the then-novel argument that authors had a natural and inherent right of ownership in what they wrote, and that furthermore, such ownership could be transferred to other parties by contract, like any other form of property.
  • The first recognizably modern copyright, the Statute of Anne, was passed in 1709 and took effect in 1710.
  • The Statute of Anne, taken in historical context, is the smoking gun of copyright law. In it we can see the entire apparatus of modern copyright, but in still-undisguised form. There is the notion of copyright as property, yet the property is really intended for publishers, not authors. There is the notion of benefitting society, by encouraging people to write books, but no evidence was offered to show that they would not write books without copyright. Rather, the Stationers' argument was that publishers could not afford to print books without protection from competition, and furthermore that printers could not be depended to reproduce works faithfully if given unfettered freedom to print. The corollary, they implied, was that without the prospect of reliable distribution, authors would produce fewer new works.
  • The authors who succeeded in selling this new right to printers had no particular motivation to complain — and naturally, we don't hear very much about the authors not so favored. T
  • This is the secret that today's copyright lobby never dares say aloud, for once it is admitted, the true purpose of subsequent copyright legislation becomes embarrassingly clear.
  • Having granted the premise that copyrights should exist at all, the English government found themselves under pressure to extend copyright terms further and further.
  • The industry's centuries-long campaign for strong copyright law is not merely a reflexive land grab, however. It's a natural economic response to technological circumstances. The effect of the printing press, and later of analog sound recording technology, was to make creative works inseparable from their means of distribution. Authors needed publishers the way electricity needs wires. The only economically viable method of reaching readers (or listeners) was the bulk print run
  • There is nothing inherently exploitative about this; it's just straightforward economics. From a business point of view, a print run is a daunting and risky project.
  • When one realizes that all this must happen before the work has generated a penny of revenue, it is little wonder that publishers argue hard for copyright. The publisher's initial investment — that is, their risk — in any individual work is greater, in economic terms, than the author's
  • The arrival of the Internet fundamentally changed this equation.
  • But today, the medium over which content is distributed can be unrelated to the medium in which it is ultimately consumed. The data can be sent over a wire, at essentially no cost, and the user can print up a copy at her own expense, and at whatever quality she can afford, on the other end [7]. Furthermore, it is no longer important to possess the master; in fact, the concept of the master copy itself is obsolete. To make a perfect copy of a printed work is actually quite hard, although making a corrupt or abridged copy is very easy. Meanwhile, to make a perfect copy of a digital work is trivially easy — it's making an imperfect copy that requires extra effort.
  • Thus, a publisher's total expense was proportional to the number of copies distributed. In such a situation, it is reasonable to ask that each user bear a portion of the costs of distribution.
  • Thus the practice of charging the same fee for each copy, regardless of how many copies there are or who made them, is now unjustifiable. The cost of producing and distributing the work is now essentially fixed, no longer proportional to the number of copies
  • From society's point of view, every dollar spent beyond the amount needed (if any) to bring the work into existence in the first place is a waste, an impediment to the work's ability to spread on its own merits.
  • The Internet did something the Company of Stationers never anticipated: it made their argument a testable hypothesis. Would creators still create, without centralized publishers to distribute their works? Even minimal exposure to the Internet is enough to provide the answer: of course they will.
  • Imagine the simplest scenario: you walk into the neighborhood print shop and tell the clerk the Web address of the book you want. A couple of minutes later, the clerk comes back with a freshly printed, hardbound book, straight off the Internet. He rings up the sale. "That'll be eight dollars. Would you like to add the one dollar author's suggested donation?" Do you say yes? Perhaps you do, perhaps not — but note that when museums charge a voluntary admission fee, people often pay it. The same sort of dynamic is at work in the copy shop. Most people are happy to pay a tiny extra bit on top of some larger amount, if they have their wallet out already and think it's for a good reason.
  • This is not the only possible system, and it can easily coexist with others. Those not convinced by voluntary donations should consider another method: the Fund and Release system (also called the Threshold Pledge system [9]).
Nele Noppe

Moe and the Potential of Fantasy in Post-Millenial Japan - 0 views

  • If kawaii, or the aesthetic of cute, is the longing for the freedom and innocence of youth, manifesting in the junior and high school girl in uniform (Kinsella 1995), then moe is the longing for the purity of characters pre-person, manifesting in androgynous semi and demi human forms. This is called 'jingai,' or outside human, and examples include robots, aliens, dolls and anthropomorphized animals, all stock characters in the moe pantheon. A specific example would be nekomimi, or cat-eared characters. More generally, in order to achieve the desired affect, moe characters are reduced to tiny deformed 'little girl' images with emotive, pupil-less animal eyes
  • I argue fantasy characters offer virtual possibilities and affect
  • Moe is also used by fujoshi, zealous female fans of yaoi, a genre of manga featuring male homosexual romance. However, the word moe indicates a response to fantasy characters, not a specific style, character type or relational pattern. While some things are more likely than others to inspire moe, this paper will focus mainly on the response itself rather than the forms that inspire it.
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  • Both otaku and fujoshi
  • The moe character is a 'body without organs' (Deleuze and Guattari 1987), and the response to its virtual potentials is affect.
  • Massumi argues affect is a moment of unformed and unstructured potential (Massumi 2002). The experience, what he calls an 'intensity,' is outside of logical language and conscious control. Moe provides a word to express affect, or to identify a form that resonates and can trigger an intensity.
  • It is for this reason that moe is consistently misunderstood as first and foremost images of young girls instead of a response to virtual potentials
  • In the field interacting with otaku and fujoshi, I was constantly confronted by the concept of moe, and found it necessary to engage it.
  • These are both men and their discourse centers on male otaku, but I will argue from them a more general theory, applied later in the paper to fujoshi structures of desire.
  • Honda, a youth-oriented novelist and self-styled moe critic, defines moe as 'imaginary love'
  • the salient point is his judgment that a relationship with a mediated character or material representations of it is preferable to an interpersonal relationship.
  • the moe man is feminized
  • While recognizing the conservative nature of otaku sexuality, Azuma attempts to account for the schizophrenic presence of perversion in the moe image. For Azuma, otaku are postmodern subjects with multiple personalities engendered by their environment and enthusiastic media consumption
  • To feel moe for all characters in all situations, the narrative connecting characters or moments in time is de-emphasized.
  • cat ears,
  • response is unconnected with 'reality' and thus offers new potentials to construct and express affects.
  • Separating their desire from reality allowed for a new form of affect called moe.
  • Simply stated, moe is about unbounded potential.
  • Moe is affect in response to fantasy forms that emerged from information-consumer culture in Japan in the late stages of capitalism.
  • conditioning of young girls into 'pure consumers'
  • Such a space is disconnected from social and political concerns, and exists for the preservation of the individual.
  • the media and consumption feeding into moe is a specific sort centered on affect.
  • Manga scholar Itou Gou argues that since the end of the 1980s characters in anime, manga and videogames became so appealing that fans desired them even without stories (Itou 2005). Ito dubs such character types 'kyara,' distinct from characters (kyarakutaa) embedded in narratives.
  • Proof of this can be found in the rise of 'parody' doujinshi,
  • The doll-like and semi-human Ayanami became the single most popular and influential character in the history of otaku anime; fans still isolate parts of the character to amplify and rearticulate in fan-produced works to inspire moe.
  • In works featuring these characters, the original work functions as a starting point, and the extended process of producing and consuming moe takes place among fans in online discussions and videos, fan-produced comics (doujinshi), costume roleplay (cosplay) and figures.
  • virtual potentiality
  • That the moe form, the body without organs, is outside personal and social frames is precisely why it triggers affect.
  • 'moe otaku' a superficial fixation on surfaces and accelerated consumption of disposable moe kyara, impetus for him to declare this younger generation culturally 'dead'
  • One man I spoke with said, 'Moe is a wish for compassionate human interaction. Moe is a reaction to characters that are more sincere and pure than human beings are today.' Similarly, another man described moe as 'the ultimate expression of male platonic love.' This, he said, was far more stable and rewarding than 'real' love could ever be. Manga artist Akamatsu Ken stresses that moe is the 'maternal love' (boseiai) latent in men,[xxi] and a 'pure love' (junsui na ai) unrelated to sex, the desire to be calmed when looking at a female infant (biyoujo wo mite nagomitai) (Akamatsu 2005). 'The moe target is dependent on us for security (a child, etc.) or won't betray us (a maid, etc.). Or we are raising it (like a pet)' (Akamatsu 2005). This desire to 'nurture' (ikusei) characters is extremely common among fans. Further, moe is about the moment of affect and resists changes ('betrayal') in the future, or what Akamatsu refers to as a 'moratorium' (moratoriamu). Moe media is approached as something of a sanctuary from society (Okada 2008), and as such is couched in a discourse of purity.
  • I will now demonstrate how it is further possible to reduce people to characters, or to reduce reality to fantasy in pursuit of moe.
  • Association with the two-dimensional world, and lack of depth or access in the three-dimensional world, makes a maid moe.[
  • The appeal of the maid cannot purely be sexual: As many as 35 per cent of customers are women
  • this arose in Japan in the late stages of capitalism as a result of shifts in consumer-information society
  • bias towards male fans of anim
  • aoi erases the female presence because fans say female-male or even female-female couples[xxxvi] are too 'raw' (namanamashii). Put another way, the reality of relationships is removed from yaoi to make the moe response possible.
  • the ambiguous yaoi 'male' is quite literally a body without organs
  • Many other fujoshi I spoke with dated men even as they imagined possibilities of coupling them as characters with other men.[xl] As Saitou points out, the reality of heterosexual relationships and virtual possibilities of homosexual couplings are separate and coexistent (Saitou 2007). Journalist Sugiura Yumiko explains this as the crucial difference between fujoshi and otaku, who approach fantasy as an alternative for things that they actually want but cannot realize in this world (Sugiura 2006).[xli] A fujoshi, for example, would not 'marry' a two-dimensional character the way some otaku advocate;
  • Sugiura is importantly highlighting that fantasy and reality are separate and coexistent, but this is widespread in moe culture and not solely a female quality.[xlii] As much as male otaku boast of their two-dimensional wives, they often do so with levity as a self-conscious performance
  • While it is true that men tend to feel moe for single characters that they can possess while women feel moe for relationships or character couplings, this broad difference is fast disappearing. In truth, the media popular among so-called 'moe otaku' in recent years has come to resemble yaoi aesthetics: multiple girls in a nostalgic or fantastic world with minimal male presence and heightened emphasis on relationships and emotions
  • In all cases, the database (Azuma 2009) is present. The elements that constitute and indicate a certain type of top or bottom, for example glasses or hairstyle or height, are predetermined; any given top or bottom is a construct of defined character traits and behavior.
  • One of the most recognizable features of the moe phenomenon is the anthropomorphization of objects into objects of desire. Otaku turn cats, war machines, household appliances and even men of historical significance into beautiful little girls to trigger moe. Reality is flattened, and from it emerge polymorphous forms of stimulation. Similarly, fujoshi can rearticulate anything into beautiful boys and sexualized yaoi relations. Moe characters can be based on a written description or drawn image, a physical person or even anthropomorphized animals, plants and objects.
  • The erotic fantasy effectively re-mystified their world, adding a layer of potential to the mundane (the very ground under their feet!) and making the familiar queer and exciting. Latent potential so unlocked, the three friends replayed the moe relationship across other potential players such as shampoo and conditioner, knife and spoon, salt and pepper.
  • More startling and subversive is 'moe politics' (seiji moe), where national histories, international relations and imposing world leaders are reduced to moe characters across which yaoi romance can be read.
  • It should be noted that Hetaria was written by a man, and these sorts of stories are becoming increasingly popular among young men known as 'fudanshi' (rotten boys).
  • it precisely because it is pure that it can give birth to such perverse and polymorphous possibilities.
Nele Noppe

Repackaging fan culture: The regifting economy of ancillary content models | Scott | Tr... - 1 views

  • n particular, recent work on online gift economies has acknowledged the inability to engage with gift economies and commodity culture as disparate systems, as commodity culture begins selectively appropriating the gift economy's ethos for its own economic gain.
  • My concern, as fans and acafans continue to vigorously debate the importance or continued viability of fandom's gift economy and focus on flagrant instances of the industry's attempt to co-opt fandom, is that the subtler attempts to replicate fannish gift economies aren't being met with an equivalent volume of discussion or scrutiny.
  • There are a number of important reasons why fandom (and those who study it) continue to construct gift and commercial models as discrete economic spheres. This strategic definition of fandom as a gift economy serves as a defensive front to impede encroaching industrial factions. H
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  • at the heart of this anticommercial requirement of fan works is fans' fear that they will be sued by producers of content for copyright violation"
  • Thus, there is both a legal and social imperative to view fandom as transforming the objects of commodity culture into gifts, a transformative process "where value gets transformed into worth, where what has a price becomes priceless, where economic investment gives way to sentimental investment" (Jenkins et al. 2009b), and where bonds of community are formed and strengthened.
  • For other scholars, who foresee the commercialization of fandom's gift economy as an alternately unnerving and empowering inevitability, the possibility of fans monetizing their own modes of production is posed as an alternate form of preemptive "protection."
  • though monetizing fan practice to preserve the underlying ideals of fandom's gift economy might seem counterintuitive,
  • Richard Barbrook, reflecting back on his 1998 essay "The Hi-Tech Gift Economy" in 2005, acknowledges that constructing commodity culture and gift economies in binary terms is problematic.
  • commodity economies and gift economies are always already enmeshed,
  • Although De Kosnik asserts that "the existence of commercial markets for goods does not typically eliminate parallel gift economies"
  • Media producers, primarily through the lure of "gifted" ancillary content aimed at fans through official Web sites, are rapidly perfecting a mixed economy that obscures its commercial imperatives through a calculated adoption of fandom's gift economy, its sense of community, and the promise of participation.
  • The regifting economy that is emerging, I argue, is the result of the industry's careful cultivation of a parallel fan space alongside grassroots formations of fandom.
  • regifting economy is meant to synthesize the negative social connotations tied to the practice of regifting with a brief analysis of why acafans and existing fan communities should be aware and critical of these planned communities and their purpose as a site of initiation for the next generation of fans.
  • Henry Jenkins and others (2009a), adopting the term moral economy from social historian E. P. Thompson and questioning its applicability to the exchange of digital media, state that the moral economy is "governed by an implicit set of understandings about what is 'right' or 'legitimate' for each player to do."
  • the social stigmas attached to regifting are rooted in the act's inherent subterfuge, breaking the rules of the moral economy by masking something old as something new, something unwanted as desirable. If "the cardinal difference between gift and commodity exchange [is] that a gift establishes a feeling-bond between two people" (Hyde 1983:57), then "we cannot really become bound to those who give us false gifts" (70).
  • This construction of men as agents of capitalism with no understanding of the (frequently feminized) gift economy or its functioning continues to be evoked in anxieties surrounding the masculine/corporate exploitation of female fan communities and their texts.
  • media producers pushing these ancillary content models as the "white man keepers" of online fan culture who have failed to understand that it is the reciprocity and free circulation of fan works within female fan communities that identifies them as communities.
  • restricting the circulation o
  • its unrestricted movement.
  • Positioned precariously between official/commercial transmedia storytelling systems (Jenkins 2006:93–130) and the unofficial/gifted exchange of texts within fandom, ancillary content models downplay their commercial infrastructure by adopting the guise of a gift economy, vocally claiming that their goal is simply to give fans more—more "free" content, more access to the show's creative team. The rhetoric of gifting that accompanies ancillary content models, and the accompanying drive to create a community founded on this "gifted" content, is arguably more concerned with creating alternative revenue streams for the failing commercial model of television than it is with fostering a fan community or encouraging fan practices.
  • By regifting a version of participatory fan culture to a general audience unfamiliar with fandom's gift economy, these planned communities attempt to repackage fan culture, masking something old as something new
  • Although it could be argued that fandom also polices its boundaries and subjects, its motivations for doing so are ultimately about protecting, rather than controlling, the ideological diversity of fannish responses to the text. As Hellekson (2009) notes, "learning how to engage [with fandom and its gift economy] is part of the initiation, the us versus them, the fan versus the nonfan."
  • Although fandom responds to its own mainstreaming within convergence culture by fortifying its borders and rites of initiation, ancillary content models are opening their doors to casual viewers unfamiliar with what fandom has historically valued and how it functions
  • Whether or not ancillary content models are being actively deployed as a device to rein in and control fandom, they are serving as a potential gateway to fandom for mainstream audiences, and they are pointedly offering a warped version of fandom's gift economy that equates consumption and canonical mastery with community.
  • As this example suggests, ancillary content models offer few incentives for fans already enmeshed in grassroots creative fan communities to contribute, and there is consequently less opportunity for participants to be exposed to and initiated into those fan communities.
  • More frequently than not, fannish participation is restricted to enunciative forms of fan production (Fiske 1992:38), such as posting to message boards and the collaborative construction of the show's wiki.
  • The result, according to Kristina Busse (2006), is that "certain groups of fans can become legit if and only if they follow certain ideas, don't become too rebellious, too pornographic, don't read too much against the grain."
  • Perhaps one of the central reasons why fans continue to cast a wary eye at these planned communities and their construction of a "legitimate" fandom is because they recognize the gifts being given mass audiences as their own.
  • spectacular case that potentially overshadows more covert examples.
  • male fans have historically sought professional status or financial compensation for their creative works more frequently than their female counterparts
  • media producers shape their definition of an ideal fandom, it is increasingly one that is defined as fanboy specific, or one that teaches its users to consume and create in a fanboyish manner by acknowledging some genres of fan production and obscuring others.
  • ancillary content models
  • Given the long, gendered history of fan communities and their relationship with producers, and the frequent alignment of gift economies with "feminine" forms of social exchange
Nele Noppe

"Kinda like the folklore of its day": "Supernatural," fairy tales, and ostension | Tose... - 0 views

  • show does not simply depict folklore, but uses it thematically, as a way of reflecting and commenting upon Sam and Dean's relationship.
  • Supernatural makes transformative use of folk narratives
  • Ostension is defined by Linda Dégh and Andrew Vázsonyi as "presentation as contrasted to representation (showing the reality itself instead of using any kind of signification)" (1983, 6). Or, as Jan Harold Brunvand describes it, "sometimes people actually enact the contents of legends instead of merely narrating them as stories" (2001, 303). Supernatural does not simply retell folk narratives, but actually performs the stories.
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  • Furthermore, Koven argues that legend ostension in popular culture texts encourages audiences to engage in "some form of postpresentation debate regarding the veracity of the legends presented" (2008, 139) (note 4). This is reflected in Supernatural; most episodes engage with narratives that are usually told in their folk context as if they were "true." Vampires, werewolves, shtrigas, the Hook Man, La Llorona, witches, Robert Johnson's rumored pact with the Devil, zombies, djinn, changelings, evil clowns, and ghosts of all kinds have been featured on the show. Moreover, Sam and Dean's methods of defeating these creatures are those which folk belief likewise deems "true": salting and burning remains, performing exorcisms, helping ghosts resolve unfinished business, casting magic spells attested to by the folklore record, and so forth.
  • The majority of the scholarship on fan fiction, especially slash fan fiction, understands it as a way for women to intervene creatively in male-dominated pop culture texts. Fairy tales can be said to follow a parallel tradition—like fan fiction, fairy tales are a gendered genre of storytelling. As Marina Warner notes, "although male writers and collectors have dominated the production and dissemination of popular wonder tales, they often pass on women's stories from intimate or domestic milieux" (1995, 17). Postmodern feminist writers such as Angela Carter, Anne Sexton, and Emma Donoghue reworked the "old wives' stories" collected by Perrault, the Grimms, and others, seeing in them a space to articulate female experiences and desires—a move not dissimilar to those performed by fan writers, most of whom identify as female.
  • In other words, to traditionalist folklorists, the "folk" were best understood as "illiterate, rural, backwards peasants" (Dundes 1980, 6), who, isolated from modern culture, retained "rural, quaint, or 'backward' elements of the culture" (Toelken 1979, 5). Underpinning this condescension was the theory of "cultural evolution," a late 19th-century adaptation of the then cutting-edge theory of Darwinian evolution to fields that had nothing to do with biology. This theory, whose primary exponents were E. B. Tylor and Andrew Lang, posited that cultures, just like individual humans, proceeded in a unilinear fashion through the stages of "savagery" (infancy), "barbarism" (childhood), and finally "civilization"—with upper-class European patriarchal Christian culture representing the pinnacle of civilization (and adulthood), of course. European peasants were, naturally, barbarians, and their folklore represented traces of earlier "stages" of civilization; information on the ancestors of civilized peoples could be supplemented with studies of contemporary "savages," such as African tribespeople (Dundes 1980, 2). Lang, in particular, argued that the child is the microcosm of the culture, and therefore, logically, the stories of lower-class "barbaric" adults were suitable material—after extensive bowdlerization—for upper-class children, as they were all on the same level of development (see Smol 1996). In other words, the still-pervasive notion that folktales, especially fairy tales, are primarily "kids' stuff" owes a great deal to 19th-century racism, classism, and religious bigotry.
  • Endemic to this line of theorizing is the assumption that the folklorist, the one collecting and interpreting folklore, is not of the folk: the folk are always the Other. Traditional folklorists were educated bourgeois outsiders who traveled to rural areas in their own lands—or, better yet, foreign locales—since one cannot find folklore among one's own group, because only "they" have folklore—"we" have Culture
  • Unlike Mulder and Scully, the Winchesters, even before Mary's death, are decidedly working-class; John, prior to becoming a homeless drifter, was a mechanic. Julia M. Wright, in a perceptive article on class in the series, argues that "to hunt in Supernatural is to be immersed in the local, not the multinational-driven culture of brand recognition and globalized consumerism, and this is understood in the series as an insistently classed move" (Wright 2008, ¶15). Although Sam and Dean often behave like professional traditional folklorists—not just by doing research, but also in the fact that they are almost always geographic outsiders to the sites they visit—they are actually amateurs, autodidacts with no formal academic training in the field (note 8).
  • Before getting into this episode's presentation of fairy tales, some background information is in order. Fairy tales, as a genre, are considered to be a subcategory of folktales. The category of "folktale" is a broad one, defined by most folklorists as "a narrative which is related and received as a fiction or fantasy" (Oring 1986, 126), as opposed to myths or legends, both of which are making truth claims;
  • Within that group of stories, fairy tales are usually understood as folktales which involve magic, particularly magical acts, objects, and transformations that are not remarked upon as unusual within the story: no one in a fairy tale stops and cries, "Wait a minute, frogs don't talk!"
  • While initially published for scholars, the Grimms' collection achieved some success as a book for children, and subsequent editions (seven in total, with the final and most widely available edition appearing in 1857) were extensively revised by Wilhelm Grimm to better conform to changing ideas of what was appropriate for young readers. This marked a major shift in the perceived audience,
  • Other revisions, documented by Tatar (1987), Jack Zipes (1991, 45–70, 2002a, 2002b), and Ruth Bottigheimer (1986), reflect a systematic imposition of bourgeois mores, particularly in the realm of gender: this included curtailing the proactivity and direct speech of heroines, while increasing them for female villains (because good women are passive and silent). This was especially noteworthy in stories that featured wicked stepmothers (note 13), as the texts often, in an exception to the general rule of harsh justice, bend over backward to exonerate fathers for their failure to protect their children
  • This story about fairy tales—we can call it the "recovery story"—is a rescue operation, uncovering the "real" fairy tale and liberating it from Disney oppression, and theoretically also recovering the "true" voices of the "original" tellers, usually figured as female. Versions of this approach have a long history in folklore studies, which, in the early days, tended to treat all folklore as brands rescued from the fire: in this case, the "fire" destroying a once-pure folk product is not urbanization and mechanization per se, but the stultifying effects of male collectors and male-dominated popular media.
  • Fairy tales have absolutely been sanitized to rid them of elements deemed unacceptable, whether those elements be violence, sexuality, nonnormative gender roles, insufficient respect for authority, or whatever bugaboos moral guardians wish to prevent young readers from encountering. In addition, female tellers, writers, and collectors have absolutely been ignored, silenced, and subsumed under the totalizing category of the anonymous "folk" by male authorities—and those male authorities such as Perrault sometimes had to turn around and defend fairy tales as worthwhile, despite the perceived feminine (or even, in the case of the French female salon writers, feminist) "taint" of the genre (Warner 1995, 168–70). I merely want to point out that, in the realm of popular culture, the "recovery narrative" is a story we tell about fairy tales, and it's one that both contradicts and relies upon the existence of the "fairy tales are sweet and innocent" narrative for its power. Disney's "normative influence" is so pervasive that any literature or media that concerns itself with fairy tales must negotiate the received Disney understanding, even if only to dismiss it.
  • As James R. Kincaid (1998) might put it, the best thing about innocence is the threat of its violation, and roughing up a story for kids is thrilling in a way that pre-roughed-up stories for adults are not. Thus, it is unsurprising that there are a number of horror films based explicitly on fairy tales, including Snow White: A Tale of Terror, Suspiria, Freeway, and The Company of Wolves.
  • Dean's snide, defensive comments spring from the centuries-long linkage of fairy tales with women: the fairy tale is a gendered genre of folklore. More to the point, fairy tales often suffer the same fate as other female-identified artistic genres such as romance, "chick flicks," and fan fiction—widespread dismissal and denigration. It is no accident that the term "fairy tale" is widely used as a synonym for "childish, unrealistic fantasy"—the kind women must be discouraged from having, at all costs.
  • In response, Sam invokes the recovery narrative, which, in the context of the rest of the scene, suggests a problematic conclusion: it is the goriness and sexuality of fairy tales that renders them appropriate for masculine interest.
  • Within the show, fairy tales do not automatically possess the status of "real" folklore, but must be shown to be both "scary" and "sexy"—as the show's UK tagline promises—to be worthy of the brothers' attention.
Nele Noppe

dmp | Thoughts about Orientalism, Imperialism & Steampunking Asia - 0 views

  • And then I realized something that made me sad about this cool, geeky subculture that I’m so eager to participate in: The steampunk movement romanticizes a time period where imperialist and racist attitudes prevailed and many people were oppressed as a result of them. When Queen Victorian sat upon her throne, a lot of other Western powers were doing not nice things to people in Asia, in the Middle East, in Africa and the Western US, and now, a over hundred years later, people want to live in that time period again, or at least use it as creative inspiration.
  • Sure, here I go ranting about how much of steampunk portrays Asian culture inaccurately and possibly offensively, but what about how steampunk portrays the entire Victorian era in general? It isn’t all accurate; sometimes, it isn’t even meant to be accurate. Essentially, steampunk is artistic expression, rooted in fantasy-escapism and based on a cross between Victorian pulp fiction and a wave of New Romanticism. It’s freaking running around in top hats and waistcoats firing souped-up Nerf guns at each other. If taken as simply a fashion concept and entertainment trend, why should people be concerned? Why should it matter? Should white fans suddenly have to worry about Bigger Implications, and thus, spoiling the fun they’ve having? But a realization: Oh YES it matters, and YES other white steampunkers should take note (and Steampunkers of color should consider, if they haven’t already). Because every time someone says it doesn’t matter, they’re further promoting that outdated attitude that a diverse and complex portrayal of Asia does not matter. That it can be packaged into chopsticks, jade dragons, and kimonos for general consumption, to conform to any fashion trend, to mold to any entertainment purpose.
  • A lot of people play off the steampunk movement as a lot of “steam” and not enough “punk”—that is, all dress-up and fetishization of Victorian culture and not enough deconstruction and challenging the establishment. But I want to change that perception, at least in my own way here. But, at the same time, be an outrageous, ironical character to boot – became damn, I want to have fun too. And not have to be British or Chinese.
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  • So, a proposal to my fellow steampunkers, Asian and non-Asian alike: Steampunk subverts so much, so let’s have it subvert our histories too.
  •  
    " And then I realized something that made me sad about this cool, geeky subculture that I'm so eager to participate in: The steampunk movement romanticizes a time period where imperialist and racist attitudes prevailed and many people were oppressed as a result of them. When Queen Victorian sat upon her throne, a lot of other Western powers were doing not nice things to people in Asia, in the Middle East, in Africa and the Western US, and now, a over hundred years later, people want to live in that time period again, or at least use it as creative inspiration. "
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