Main

July 31, 2006

Apocalypticism as social control (II).

(Part one of this series dealt with the nature of apocalypticism and its ability to create an insular secondary culture.)

A population can be insular without necessarily demonizing cultures peripheral (or, as insular derives from the Latin for island, external) to itself. Insularity is, in the case of the oppressed secondary culture experiencing apocalypticism, cautious self-identification only with those who share cultural competencies. It is a survival mechanism in a time where political subversion or the appearance of subversion brings drastic consequences.

Continue reading "Apocalypticism as social control (II)." »

July 06, 2006

Naruto: The corrosive effects of child abuse.

Naruto is, like many anime, based on a popular Japanese manga. It currently airs on Cartoon Network, marketed to children, rather than its late-night big brother Adult Swim.

Unlike any of its American counterparts—the utterly noxious cultural misconception Xiaolin Showdown chief among its thematic rivals—the subtext beneath Naruto’s glossily animated surface and big, expressive eyes is a story about the corrosive effects of child abuse.

This is a show about the abused, about how the traumas visited upon us in childhood build our worlds in bruises and blood.

Continue reading "Naruto: The corrosive effects of child abuse." »

June 24, 2006

The ethics of solitaire.

The card game we consider "solitaire" is in fact a French invention, as the earliest texts still remaining are written by Frenchmen in French explaining the rules of the game of "Patience." Patience games became popular in Britain, and from there spread to the Americas with the expansion of the British empire.

What is solitaire, though? Why do we play it the way we do? What does the game communicate to us? Games meant for an individual are often seen as a way to pass the time, to occupy the mind, to busy the fingers. But games are agreements, contracts entered into between players, or between the player and the game itself. The game and the agreement are both encapsulated in the rules of the game. The rules are the reason you play the game, and the very thing you play, simultaneously. Whether you expect it or not, the act of playing the game is an act of agreement, and it is worth taking a minute to examine what you're agreeing to.

Start at the start. What is the card? Pairing a unit of measure with an amount of the same; it is almost a mnemonic device to teach Arabic numerals. The numeral 2, and two diamonds, two clubs, two hearts, two spades. But after the numeral ten, we encounter the "face" cards--the anthropomorphic display of royalty, the Jack, the Queen, the King, and ending paradoxically with the ace, alphabetical, anumerical. We have an unexpected island of humanity in a sea of abstraction, of quantized units. And they are not just any people, they are the ruling class.

The by-now-familiar game of Solitaire we all recognize begins with an arrangement of seven stacks of cards, with each stack consisting of the same number of cards as its position from the left (that is, the first stack from the left contains one card, the second stack two cards, etc.). The goal is to order the cards into suits, beginning with the ace and ascending numerically until reaching the king. But to achieve this goal we first order the cards into four stacks, starting with kings, and arranging them in a flip-flop color order--red, black, red, black (Stendhal would surely approve).

It is almost an exercise in mannered futility. Begin with one arbitrary hierarchy--that of space and number--and replace it with another arbitrary hierarchy, a mixture of color and number, while aiming at yet a third arbitrary hierarchy of homogeneity. What is it about? What are we agreeing to? What is its purpose, locked in the rules?

It does not seem to mean anything. It does not seem to have a purpose other than killing time.

But we begin with a hierarchy. A progression through space from left to right of an increasing quantity. And to progress through space is to progress through time; we begin with one card and apportion our stacks with more and more, until we have seven cards at the end of the line. We seed the stacks, arrange the layout, set the field ourselves.

It is easiest to remove the stack with the fewest cards, and to do so is to open the space that stack used to occupy. One can fill empty spaces only with kings, with patriarchs; and from the patriarchs we descend until we have an ordered kingdom descending to the lowest quantity. We alternate colors but we are not finished. We must arrange the cards into their own suits in reverse order, until the king lands on top, in his rightful place at the throne.

The game speaks to ethnicity and segregation, to the rightness of homogeneity and clearly-defined color boundaries. In today’s cards the backdrop is whiteness, but it would be wrong to speak of “white” cards; no, the colors are red and black, and the redness and the blackness is a point of difference, a dimension to be controlled for, a reason to arrange. In the initial stage of the game we place black cards on red cards and vice versa, but only in tightly-controlled descending numerical order. In the final stage—to “win” the game—we place the colors in the same pile, rearranging our initial diffusion, creating two stacks of each color. That is winning, that is the state in which we seek to move the universe of solitaire: every color has its place.

That white is not a color of the cards is telling. It is the backdrop, the canvas against which red and black are defined. Whiteness is the state of things until color comes to mar the canvas with contrast. There is no reason to consider white in the cards as a special entity, because white isn’t even a color here.

Some things to think of next time you play the cards and rearrange the colors into their proper order. The imperialist in Napoleon surely saw the draw in being able to arrange your own universe, to lay the colors down in quantities, to take the extant numbers and move them according to your whim. It speaks to the ethnocentricity of imperialist Europe in its entirety, in its previous business with the slave trade, in the future destruction of the Native American.

Perhaps there is no hint of overt conquest in the game, and this is simply “reading too much into it.”

Maybe it’s just not in the cards.

June 11, 2006

The nature of games.

We all play games, and we all play games of thousands of different types. Some of us appreciate sports more than anything else, but a sport is still a game; some of us play card games, some play games with animals, others play games by themselves. With the rise of the Internet there has come a new kind of game, or at least a new ability to communicate and play games with a broader variety of people at any one point in time. The type of game I'm referring to is the massively multiplayer online role-playing game, heretofore abbreviated MMORPG (or more simply, MMO). And the most popular of all MMOs is World of Warcraft (referred to below as either "WoW" or "Warcraft").

But WoW is not technically a game.

Continue reading "The nature of games." »

June 08, 2006

The nature of decoding language.

One of the search terms leading to this site was "illumanti symbols," and searching for "illumanti" (which I take to be a misspelling of "illuminati") leads the searcher to quite the discussion of secret conspiracies, religion, and, inevitably, "symbology" and The Da Vinci Code.

The characterization of "symbology" I outlined recently, which although it does reference Dan Brown's work The Da Vinci Code, does not make the point that the term originated with Brown nor that novel. What follows after the jump is, inevitably, a long, dry discussion of the nature of language from a semiotic standpoint, and I must stress that while the content that follows is based on my own academic studies in literary theory, as well as the works of Jacques Lacan, Julia Kristeva, and the eminent deconstructionist Jacques Derrida, that is not to say these theories have not courted controversy. It is often hard to introduce "deconstructionism" into the terms of a discourse without immediately creating said controversy, but I stand by the discipline as an effective tool for isolating the mechanisms by which we create and communicate meaning through language.

Continue reading "The nature of decoding language." »

May 24, 2006

Quantum uncertainties.

Originally posted to Mountains of Kaf, 12 December 2005.

Let me give a little background about Wikipedia before I launch into, essentially, an extended metaphor comparing the website to a system following the rules of chemistry and thermodynamics.

In December of 2005, John Seigenthaler, Sr., a respected journalist (and partial founder of The Tennessean newspaper, which I used to read as I'm originally from Tennessee), found a biographical page on Wikipedia dedicated to him. One of the points argued was that Mr. Seigenthaler might have been responsible for the assassination of Robert Kennedy (whom Sirhan Sirhan assassinated in '69). This made Mr. Seigenthaler upset, not just for the implication that he was a primary mover in a tinfoil-hat conspiracy, but also because he had been a very close friend of Mr. Kennedy, and, in fact, one of his pallbearers. He challenged the open-source "encyclopedia" publicly, denouncing its self-positioning as a reference tool, and argued for contributors' accountability.

Continue reading "Quantum uncertainties." »

May 18, 2006

Word of the day.

"Symbology," as no doubt people will be saying after The Da Vinci Code appears in theaters on Friday, is not an academic discipline. No one studies it. As far as the academic community is concerned, "symbology" is not a word. "Symbolism" is, and it describes the use of symbols as representation or allegory. To study symbols is not "symbology."

The study of symbols and symbol systems is semiotics. I know I promised a friend in Google Chat to post about other topics, but, what the hell, this is also about movies and popular culture.

So. Now that we're clear, please go about your business.

May 03, 2006

Old photographs.

Ars Technica had a newspost a ways back about the traditional film manufacturers falling on hard times. While somewhat true, film isn't in any danger of disappearing--there are far too many artists, prepress operations, X-ray machines, and consumers in general who purchase film for the medium to truly disappear. Further, the arguments on the forums moved between those arguing that digital is a much better medium than film and vice versa. What I would like to comment upon is a point that lends more credence to the idea of film as a signifying medium over digital.

One of the primary draws of digital photography is the idea that the digital source file will last forever. A digital copy is after all a stream of numbers; the numbers do not change, and barring a catastrophic data loss, those numbers will never age, corrode, bend, or yellow.

It is this factor that is digital's greatest detriment.

Continue reading "Old photographs." »

Modes of authenticity.

Originally posted on Mountains of Kaf, Saturday, April 16, 2006.

I have missed the bandwagon, but there was quite a dust-up a ways back over whether "bad design was truly good," that is, sites with poor or unprofessional design had stumbled on a key ingredient to success. Microsoft's resident PR blogger Robert Scoble landed in this camp, suggesting that such "anti-marketing" was inherently more attractive to individuals who live in a world constantly bespattered with messages and carefully considered brand experiences.

Continue reading "Modes of authenticity." »

About ES

I'm the Brightside and this is my weblog about art, postmodernity, semiotics, photography, music, and the everyday catastrophic.

Sponsored Links

Sponsored Links

Powered by
Movable Type 3.2