who are they?

zeph’s pop culture quiz #23 It’s noir-time at zeph’s pop culture quiz … the two menacing silhouettes sporting fedoras—who are they? It so happens that the answer to the question at the same time is the title of the movie in question.     Just leave a comment with your educated guess—you can ask for additional hints, too. [Leaving a comment is easy; just click the ‘Leave a comment’ at the end of the post and fill in the form. If it’s the first time you post a comment, it will be held for moderation. But I am constantly checking, … Continue reading

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ambiguity, oscillation, disorder

Online life is usually held to present particular problems for ethnography as it is hidden and ambiguous, and boundaries are not clear. However, ethnography and online daily life are similar procedures in which people go about constructing ‘culture’ to make sense of others and interact with a degree of predictability. Ethnographers can learn about culture and society by learning how people themselves go about understanding and making those processes. We further, do not have to expect that the reality we describe will be completely ordered, even though the simplifications of constructing ‘culture’ might make this seem inevitable. Disorder can be … Continue reading

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iron sky

  Dieselpunk æsthetics and ambience galore, plus a wealth of online-scenes humour. ‘↑Iron Sky‘ (Vuorensola 2012) premiered at the Berlinale in February, now it has come to the cinemas—at least in Finland and Germany. Absolute must-see. Till then, have more at ↑ironsky.net. VUORENSOLA, TIMO. 2012. Iron sky [motion picture]. Helsinki: Buena Vista International Finland. … Continue reading

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cyberculture as discourse

After elaborating on methodological concerns and before delving into detailed analysis of the representational politics in selected cyberpop examples, it is important to situate the objects of this book in their cultural context. Chapter 2 is an overview of several key concepts in the network of discourses and practices that constitute cyberculture and, by extension, its popular media productions. Describing cyberculture as a discursive formation (inspired by theories of Michel Foucault (Archeology) helpfully clarifies how the key concepts that emerge repeatedly in cyberpop operate as a network or conceptual architecture linking technologies to individual subjects, identities, and digital lifestyles. In … Continue reading

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where is he?

zeph’s pop culture quiz #22 Strange landscape, isn’t it? Where is the lonely wanderer?     Just leave a comment with your educated guess—you can ask for additional hints, too. [Leaving a comment is easy; just click the ‘Leave a comment’ at the end of the post and fill in the form. If it’s the first time you post a comment, it will be held for moderation. But I am constantly checking, and once I’ve approved a comment, your next ones won’t be held, but published immediately by the system.] UPDATE and solution (02 April 2012): That one obviously was … Continue reading

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dislocation

The Tamil-movie ↵Endhiran (Shankar 2010) is testimony of the cyberpunk discourse having reached Indian cinema. Nigeria’s Yoruba-language ‘Kajola’ (Akinmolayan 2010) shows the ↵same for Africa‘s largest movie industry.     ‘Science-fiction film, like the science-fiction story, is an underdeveloped genre in China,’ writes Yingjin Zhang (1998: 297) in the ‘Encyclopedia of Chinese Film’ (Zhang & Xiao 1998). Nevertheless, already during the heyday of canonical [US-] cyberpunk there was a chinese cyberpunk movie—‘Dislocation’ directed by Huang Jianxin (1986). As with Huang’s first film, Black Cannon Incident [1985], Dislocation uses the science-fiction genre to satirize the workings of bureaucracy. The protagonist, Zhao … Continue reading

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playing with videogames

[abstract:] Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive ‘shadow’ economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged.     Playing with Videogames offers the reader a comprehensive understanding of … Continue reading

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