| July 24th: Psychoanalysis  
 How to Approach 
                Psychoanalytic Theory Psychoanalysis is a vast, complicated 
                subject (like postmodernism) with contradictions, passé ideas, new ideas, more 
                contradictions, a few reclamations, and hardly any definitive definitions. In no 
                way should you consider our discussions as the end of the road or final say in 
                the study of psychoanalysis. In fact, it's but one of several possible beginnings. I will have us mainly focus on the study of 
                the unconscious and how it relates to cultural studies. Ever heard of the 
                collective unconscious? How about the collective conscious? Three Important Terms to Consider 
                
                   Id: the 
                    unconscious, unorganized part of one's personality; often accessible through 
                    dreams.*
                   Ego: 
                    (overly simplified definition) the conscious part of one's personality. From 
                    Freud: "The ego represents what may be called reason and common sense, in 
                    contrast to the id, which contains the passions" (p. 25).
                    Super-ego: the mainly conscious conscience of one's personality that 
                    embodies ideals, goals, and confidence; it also prohibits drives, fantasies, 
                    feelings, and actions; is an internalization of culture and cultural norms. The above three Freudian terms have a 
                rather complex relationship to one another and their supposed development is 
                also quite difficult to describe. However, for our purposes, what do the three 
                suggest about a person's relationship to others? What is the cultural 
                significance of these personality components? What do they have to offer an analysis on new media?  Mulvey's  Article on Scopophilic Fetishization  (she uses an 's' instead of a 'z') Mulvey uses Lacanian 
                psychoanalysis to describe what goes on for a spectator, an audience. She focuses on 
                film, but the theory can easily be applied to other media (or can/should it?). Mulvey offers a 
                feminist critique of how women are portrayed in film and what those portrayals 
                mean for the male spectators. A few basic things to come away with from Mulvey 
                are the following: 
                
                  Mulvey is 
                    "demonstrating the way the unconscious of patriarchal society has structured 
                    film" (I. A. para 1).
                  Hollywood 
                    narratives, films and the myths that "inspire" those films, predominantly 
                    reflect the male gaze--what men desire to see (scopophilia).
                  The scopophilic 
                    aspect of viewing cinema "arises from pleasure in using another person as an 
                    object of sexual stimulation through sight" (Mulvey, II. C. para 1).
                  The identification 
                    aspect of viewing cinema "develop[s] through narcissism and the constitution 
                    of the ego" it "comes from identification with the image seen" (Mulvey, II. 
                    C. para 1).
                  "A male movie 
                    star's glamorous characteristics are thus not those of the erotic object of 
                    the gaze, but those of the more perfect, more complete, more powerful ideal 
                    ego conceived in the original moment of recognition in front of the mirror" 
                    (Mulvey, III. B. para 1).
                  Men viewing the 
                    female icon or celebrity--possibly in so-called "chick flicks"--poses a 
                    different psychoanalytic solution. The male unconscious, when confronted 
                    with a female icon, does not (in heterosexist circles) identify with her; 
                    she doesn't complete him. Instead, 
                
                  Cinematic codes create a gaze, a world, and an object, thereby producing an illusion cut to the measure of desire" (Mulvey, III. "Summary" para 1).
                  Mulvey argues that film is another cultural product that controls images of women "to circumvent her threat" (III. "Summary" para 1). But what can we 
                say about women in the audience? With whom do they identify? What about women like Angelina Jolie or Milla Jovovich? Hollywood is often called the Dream 
                Factory. Why? How can we relate this back to our favorite subject...consumption? Could Dr. Seuss Really have Meant That??? Some might say LeBeau is being a bit 
                facetious in his psychoanalytic reading of The Cat in the Hat. But 
                psychoanalysis is all about the unconscious: artists and such create texts based 
                on their experiences in life. Regardless of how much one may protest, we are all 
                part of society and the influence can be read through our creations--books, 
                films, technologies, etc. Although there may be 
                some disagreement, psychoanalysis can help us approach texts to uncover 
                ideologies that influence both creators (artists, authors, architects, etc.) and 
                audiences. There's even a video! If we have time, how about ruining 
                another children's text--Lady and the Trampor The Little 
                  Mermaid... Cowlishaw's "Playing War" Besides immediately 
                pointing out that the video game industry makes more money than the motion 
                picture industry, Cowlishaw critiques the idea of "realism" in video games. Many 
                people point out (gamers, designers, critics) that certain games are 
                "realistic," but, when it comes to war games, that simply isn't true: 
                
                  Respawning: "Death 
                    tends to be final--but not in war video games" (para. 8).
                  "Like wartime press 
                    reports, war video games carefully elide this most basic fact of wartime: 
                    bodily damage" (para. 11).
                  Gamers are in "no 
                    actual danger of being killed, or physically harmed beyond getting stiff and 
                    fat from playing video games too long" (para. 12).
                  Newer video games 
                    only seem realistic or real because "the genealogical relationship makes 
                    newer war games seem more realistic than they are" (para. 15).
                  simulacrum: 
                    similarity, likeness; in postmodern theory it refers to a copy or simulation 
                    of an item, event, or idea for which the original referent (the reality or 
                    real thing) does not exist.Excerpt from an article on a video gamer:Brent’s penchant for first-person shooters suggests that he enjoys embodying the avatar’s persona: As the helicopter “gunner” in Battlefield Vietnam (Electronic Arts), Brent is in 
                    an Army attack chopper firing on the Vietcong listening to Creedance Clearwater Revival’s 
                    “Fortunate Son” and the Rolling Stones’ “Satisfaction”—two popular songs from the Vietnam 
                    Era. Brent was never in Vietnam, but the music and his sense of attacking the VC from a
                    software-engineered helicopter helps him better incorporate the soldier’s persona from
                    representations he has seen in films such as Platoon (1986) and Full Metal Jacket (1987),
                    popular war movies he watches. The video game is a synecdoche of experience and a
                    simulacrum at best. Unlike real war, Brent’s only risk is temporary eye strain and not serious 
                    injury or death—he is engaged in a fictional world. Juul (2005) points out that “games project 
                    fictional worlds through a variety of different means, but the fictional worlds are imagined by the player, and the player fills in any gaps in the fictional world” (p. 121). What makes the video
                    game a figured world is that the world of the helicopter gunner is simulated via the video game’s
                    programming and accepted by gamers who enter the “text” for this virtual experience. Like
                    Brent’s situation above regarding what it feels like to be in Vietnam, a gamer’s interpretations
                    come from other sources—culture. Video games (and gamers) are products of the culture(s) from which they come, and we can read the culture—its values, fears, and “history”—in video games.
 Toscano, A. A. (2011). "Enacting Culture in Gaming: A Video Gamer’s Literacy Experiences and Practices." Current Issues in Education, 14(1): p. 17. Retrieved from http://cie.asu.edu/
 Coming Up I have prompts for tomorrow's hybrid activity up on moodle, and there is some information about tomorrow's readings: July 25th's page. Also, I have notes for Monday's (7/29) readings up. Butler's piece is a difficult read, so be prepared. I'll have comments and grades on your Critical Analysis of a Technology essay returned (via moodle) by tomorrow--Friday at the latest. Don't forget your Critical Media Analysis is due on Monday (7/29). I have some discussion about this on Monday's (7/22) page--let's check it out.   
 Terms for 
                Discussion 
 
                
                    Compensation: taking up one behavior [may be embodied in an object] 
                    because one cannot accomplish another behavior [often a behavior considered 
                    normal].                                             
                
                  Confabulation:   in psychology it means to replace fact with fantasy unconsciously in memory. 
                
                  Displacement: An unconscious defense mechanism, whereby the mind 
                    redirects emotion from a ‘dangerous’ object to a ‘safe’ object. In 
                    psychoanalytic theory, displacement is a defense mechanism that shifts 
                    sexual or aggressive impulses to a more acceptable or less threatening 
                    target; redirecting emotion (or, perhaps, action) to a safer outlet.                                                             
                
                    Identification: the act of seeing oneself as similar to or (rarely) 
                    identical to another person or object. Often the process of identification 
                    completes a subject as when one sees himself or herself represented in 
                    another figure (a parent, friend, celebrity, avatar, etc.).                                             
                
                   Manque à être: (via Lacanian psychoanalytic theory) literally, "the want to be"; we're born into 
                    the experience of lack, and our history consists of a series of attempts to 
                    figure and overcome this lack, a project doomed to failure" (Lapsley and 
                    Westlake 67).                                            
                
                  Scopophilia: "taking other people as 
                    objects, subjecting them to a controlling and curious gaze" (Mulvey, 1975, 
                    II. A. para. 1). Similar to voyeurism.                                             
                Transference: 
                  unconscious redirection of feelings for one person to another.  
 Works Cited Bressler, Charles E. Literary Criticism: An 
                Introduction to Theory and Practice. (4th ed.) Upper Saddle River, NJ: 
                Pearson, 2007. Cowlishaw, Brian.  “Playing War: The Emerging Trend of Real Virtual Combat in Video Games.”  American Popular Culture Online Magazine. January 2005. Freud, Sigmund.  Freud, The Ego and the Id. 1923. Juul, J. (2005). Half-real: Video games between real rules  and fictional worlds. Cambridge, MA:
              The MIT Press. Lapsley, Robert and 
  Westlake, Michael. Film Theory: An Introduction. 2nd Ed. Manchester: 
  Manchester UP, 
  2006 (1st edition published in 1998). Mulvey, 
                Laura.  “Visual Pleasure and Narrative Cinema.” Screen, 16.3 (1975): 6-18.       ..   |