Curry Chandler

Curry Chandler is a writer, researcher, and independent scholar working in the field of communication and media studies. His writing on media theory and policy has been published in the popular press as well as academic journals. Curry approaches the study of communication from a distinctly critical perspective, and with a commitment to addressing inequality in power relations. The scope of his research activity includes media ecology, political economy, and the critique of ideology.

Curry is a graduate student in the Communication Department at the University of Pittsburgh, having previously earned degrees from Pepperdine University and the University of Central Florida.

Filtering by Tag: semiotics

Critical perspectives on the Isla Vista spree killer, media coverage


Reuters/Lucy Nicholson

Reuters/Lucy Nicholson

  • Immediately following Elliot Rodger's spree killing in Isla Vista, CA last month Internet users discovered his YouTube channel and a 140-page autobiographical screed, dubbed a "manifesto" by the media. The written document and the videos documented Rodger's sexual frustration and his chronic inability to connect with other people. He specifically lashed out at women for forcing him " to endure an existence of loneliness, rejection and unfulfilled desires" and causing his violent "retribution". Commentators and the popular press framed the killings as an outcome of misogynistic ideology, with headlines such as: How misogyny kills men, further proof that misogyny kills, and Elliot Rodger proves the danger of everyday sexism. Slate contributor Amanda Hess wrote:

Elliot Rodger targeted women out of entitlement, their male partners out of jealousy, and unrelated male bystanders out of expedience. This is not ammunition for an argument that he was a misandrist at heart—it’s evidence of the horrific extent of misogyny’s cultural reach.

His parents saw the digitally mediated rants and contacted his therapist and a social worker, who contacted a mental health hotline. These were the proper steps. But those who interviewed Rodger found him to be a “perfectly polite, kind and wonderful human.” They deemed his involuntary holding unnecessary and a search of his apartment unwarranted. That is, authorities defined Rodger and assessed his intentions based upon face-to-face interaction, privileging this interaction over and above a “vast digital trail.” This is digital dualism taken to its worst imaginable conclusion.

In fact, in the entire 140-odd-page memoir he left behind, “My Twisted World,” documents with agonizing repetition the daily tortured minutiae of his life, and barely has any interactions with women. What it has is interactions with the symbols of women, a non-stop shuffling of imaginary worlds that women represented access to. Women weren’t objects of desire per se, they were currency.

[...]

What exists in painstaking detail are the male figures in his life. The ones he meets who then reveal that they have kissed a girl, or slept with a girl, or slept with a few girls. These are the men who have what Elliot can’t have, and these are the men that he obsesses over.

[...]

Women don’t merely serve as objects for Elliot. Women are the currency used to buy whatever he’s missing. Just as a dollar bill used to get you a dollar’s worth of silver, a woman is an indicator of spending power. He wants to throw this money around for other people. Bring them home to prove something to his roommates. Show the bullies who picked on him that he deserves the same things they do.

[...]

There’s another, slightly more obscure recurring theme in Elliot’s manifesto: The frequency with which he discusses either his desire or attempt to throw a glass of some liquid at happy couples, particularly if the girl is a ‘beautiful tall blonde.’ [...] These are the only interactions Elliot has with women: marking his territory.

[...]

When we don’t know how else to say what we need, like entitled children, we scream, and the loudest scream we have is violence. Violence is not an act of expressing the inexpressible, it’s an act of expressing our frustration with the inexpressible. When we surround ourselves by closed ideology, anger and frustration and rage come to us when words can’t. Some ideologies prey on fear and hatred and shift them into symbols that all other symbols are defined by. It limits your vocabulary.

While the motivations for the shootings may vary, they have in common crises in masculinity in which young men use guns and violence to create ultra-masculine identities as part of a media spectacle that produces fame and celebrity for the shooters.

[...]

Crises in masculinity are grounded in the deterioration of socio-economic possibilities for young men and are inflamed by economic troubles. Gun carnage is also encouraged in part by media that repeatedly illustrates violence as a way of responding to problems. Explosions of male rage and rampage are also embedded in the escalation of war and militarism in the United States from the long nightmare of Vietnam through the military interventions in Afghanistan and Iraq.

For Debord, “spectacle” constituted the overarching concept to describe the media and consumer society, including the packaging, promotion, and display of commodities and the production and effects of all media. Using the term “media spectacle,” I am largely focusing on various forms of technologically-constructed media productions that are produced and disseminated through the so-called mass media, ranging from radio and television to the Internet and the latest wireless gadgets.

  • Kellner's comments from a 2008 interview talking about the Virginia Tech shooter's videos broadcast after the massacre, and his comments on critical media literacy, remain relevant to the current situation:

Cho’s multimedia video dossier, released after the Virginia Tech shootings, showed that he was consciously creating a spectacle of terror to create a hypermasculine identity for himself and avenge himself to solve his personal crises and problems. The NIU shooter, dressed in black emerged from a curtain onto a stage and started shooting, obviously creating a spectacle of terror, although as of this moment we still do not know much about his motivations. As for the television networks, since they are profit centers in a highly competitive business, they will continue to circulate school shootings and other acts of domestic terrorism as “breaking events” and will constitute the murderers as celebrities. Some media have begun to not publicize the name of teen suicides, to attempt to deter copy-cat effects, and the media should definitely be concerned about creating celebrities out of school shooters and not sensationalize them.

[...]

People have to become critical of the media scripts of hyperviolence and hypermasculinity that are projected as role models for men in the media, or that help to legitimate violence as a means to resolve personal crises or solve problems. We need critical media literacy to analyze how the media construct models of masculinities and femininities, good and evil, and become critical readers of the media who ourselves seek alternative models of identity and behavior.

  • Almost immediately after news of the violence broke, and word of the killer's YouTube videos spread, there was a spike of online backlash against the media saturation and warnings against promoting the perpetrator to celebrity status through omnipresent news coverage. Just two days after the killings Isla Vista residents and UCSB students let the news crews at the scene know that they were not welcome to intrude upon the community's mourning. As they are wont to do, journalists reported on their role in the story while ignoring the wishes of the residents, as in this LA Times brief:

More than a dozen reporters were camped out on Pardall Road in front of the deli -- and had been for days, their cameras and lights and gear taking up an entire lane of the street. At one point, police officers showed up to ensure that tensions did not boil over.

The students stared straight-faced at reporters. Some held signs expressing their frustration with the news media:

"OUR TRAGEDY IS NOT YOUR COMMODITY."

"Remembrance NOT ratings."

"Stop filming our tears."

"Let us heal."

"NEWS CREWS GO HOME!"

Ludology grab bag: video games and authenticity, semiocapitalism, and geography

The postmodern condition presents a constant struggle and conflict between our own desires and a world that seems fully available to experience but devoid of concrete or objective meaning. Video games, by virtue of their most basic structure, allow easy access to the feeling that your chosen actions and goals are both informed and legitimised by the overarching rules surrounding them. This is the very definition of authenticity.

None of this is to say that games are better or preferable experience to real life or other media, but it is to suggest they’re uniquely placed at this point in time to provide satisfying experiences. Indeed, matching the appeal of video games with the search for authenticity goes a ways to explaining the particular trajectory of gaming’s prevalence, from largely rejected as a toy in the production-focused late eighties and early nineties, to an explosion of mainstream acceptance as the global media and advertising machine makes up more and more of our everyday lives.

  • Forbes contributor Michael Thomsen reports on an independent video game that touched on symbolic representation, labor and productivity, and even namedrops Franco Berardi's "semiocapitalism":

In most videogames, the semiotic meaning of the system is accepted by players before they begin playing—they don’t know what tactics they’ll use to win, nor whether they’ll play long enough to do so, but they know that winning or completion is the organizing metaphor. Players aren’t often encouraged to question the values of competitive systems, but only asked to internalize the responsibility of making them work as efficiently as possible, postponing the anxious reality of failure for a few magical moments that we’ve agreed to describe as fun.

In contrast, Rehearsals and Returns overflows with signifiers placed in a system that remains indifferent to their interpretative meaning, and which consciously obscures the player’s desire  to interpret them in terms of winning or losing. The system acknowledges player choices—whether you chose to tell Hilary Clinton something hateful or nice—but the game doesn’t interpret the player’s choice, nor does it tie the economy of collectible conversation pieces to any allegorical meaning. It uses the game as a sort of digital confessional chamber, in which familiar units of social and political meaning are taken out of their historical narratives and given to the player in an incomplete space meant only for self-reflection.

  • Ian Bogost recorded an interview for the Go For Rainbow podcast, discussing "gaming culture as it relates to geographical space, and when and when not to whip out the PhD cred". Full audio is available here.

Ender's Game analyzed, the Stanley Parable explored, Political Economy of zombies, semiotics of Twitter, much more

It's been a long time since the last update (what happened to October?), so this post is extra long in an attempt to catch up.

In a world in which interplanetary conflicts play out on screens, the government needs commanders who will never shrug off their campaigns as merely “virtual.” These same commanders must feel the stakes of their simulated battles to be as high as actual warfare (because, of course, they are). Card’s book makes the nostalgic claim that children are useful because they are innocent. Hood’s movie leaves nostalgia by the roadside, making the more complex assertion that they are useful because of their unique socialization to be intimately involved with, rather than detached from, simulations.

  • In the ongoing discourse about games criticism and its relation to film reviews, Bob Chipman's latest Big Picture post uses his own review of the Ender's Game film as an entry point for a breathless treatise on criticism. The video presents a concise and nuanced overview of arts criticism, from the classical era through film reviews as consumer reports up to the very much in-flux conceptions of games criticism.  Personally I find this video sub-genre (where spoken content is crammed into a Tommy gun barrage of word bullets so that the narrator can convey a lot of information in a short running time) irritating and mostly worthless, since the verbal information is being presented faster than the listener can really process it. It reminds me of Film Crit Hulk, someone who writes excellent essays with obvious insight into filmmaking, but whose aesthetic choice (or "gimmick") to write in all caps is often a distraction from the content and a deterrent to readers. Film Crit Hulk has of course addressed this issue and explained the rationale for this choice, but considering that his more recent articles have dropped the third-person "Hulk speak"  writing style the all caps seems to be played out. Nevertheless, I'm sharing the video because Mr. Chipman makes a lot of interesting points, particularly regarding the cultural contexts for the various forms of criticism. Just remember to breathe deeply and monitor your heart rate while watching.

  • This video from Satchbag's Goods is ostensibly a review ofHotline Miami, but develops into a discussion of art movements and Kanye West:

  • This short interview with Slavoj Žižek in New York magazine continues a trend I've noticed since Pervert's Guide to Ideology has been releasing, wherein writers interviewing Žižek feel compelled to include themselves and their reactions to/interactions with Žižek into their article. Something about a Žižek encounter brings out the gonzo in journalists. The NY mag piece is also notable for this succinct positioning of Žižek's contribution to critical theory:

Žižek, after all, the ­Yugoslav-born, Ljubljana-based academic and Hegelian; mascot of the Occupy movement, critic of the Occupy movement; and former Slovenian presidential candidate, whose most infamous contribution to intellectual history remains his redefinition of ideology from a Marxist false consciousness to a Freudian-Lacanian projection of the unconscious. Translation: To Žižek, all politics—from communist to social-democratic—are formed not by deliberate principles of freedom, or equality, but by expressions of repressed desires—shame, guilt, sexual insecurity. We’re convinced we’re drawing conclusions from an interpretable world when we’re actually just suffering involuntary psychic fantasies.

Following the development of the environment on the team's blog you can see some of the gaps between what data was deemed noteworthy or worth recording in the seventeenth century and the level of detail we now expect in maps and other infographics. For example, the team struggled to pinpoint the exact location on Pudding Lane of the bakery where the Great Fire of London is thought to have originated and so just ended up placing it halfway along.

  • Stephen Totilo reviewed the new pirate-themed Assassin's Creed game for the New York Times. I haven't played the game, but I love that the sections of the game set in the present day have shifted from the standard global conspiracy tropes seen in the earlier installments to postmodern self-referential and meta-fictional framing:

Curiously, a new character is emerging in the series: Ubisoft itself, presented mostly in the form of self-parody in the guise of a fictional video game company, Abstergo Entertainment. We can play small sections as a developer in Abstergo’s Montreal headquarters. Our job is to help turn Kenway’s life — mined through DNA-sniffing gadgetry — into a mass-market video game adventure. We can also read management’s emails. The team debates whether games of this type could sell well if they focused more on peaceful, uplifting moments of humanity. Conflict is needed, someone argues. Violence sells.

It turns out that Abstergo is also a front for the villainous Templars, who search for history’s secrets when not creating entertainment to numb the population. In these sections, Ubisoft almost too cheekily aligns itself with the bad guys and justifies its inevitable 2015 Assassin’s Creed, set during yet another violent moment in world history.

  • Speaking of postmodern, self-referential, meta-fictional video games: The Stanley Parable was released late last month. There has already been a bevy of analysis written about the game, but I am waiting for the Mac release to play the game and doing my best to avoid spoilers in the meantime. Brenna Hillier's post at VG24/7 is spoiler free (assuming you are at least familiar with the games premise, or its original incarnation as a Half Life mod), and calls The Stanley parable "a reaction against, commentary upon, critique and celebration of narrative-driven game design":

The Stanley Parable wants you to think about it. The Stanley Parable, despite its very limited inputs (you can’t even jump, and very few objects are interactive) looks at those parts of first-person gaming that are least easy to design for – exploration and messing with the game’s engine – and foregrounds them. It takes the very limitations of traditional gaming narratives and uses them to ruthlessly expose their own flaws.

Roy’s research focus prior to founding Bluefin, and continued interest while running the company, has to do with how both artificial and human intelligences learn language. In studying this process, he determined that the most important factor in meaning making was the interaction between human beings: non one learns language in a vacuum, after all. That lesson helped inform his work at Twitter, which started with mapping the connection between social network activity and live broadcast television.

Aspiring to cinematic qualities is not bad in an of itself, nor do I mean to shame fellow game writers, but developers and their attendant press tend to be myopic in their point of view, both figuratively and literally. If we continually view videogames through a monocular lens, we miss much of their potential. And moreover, we begin to use ‘cinematic’ reflexively without taking the time to explain what the hell that word means.

Metaphor is a powerful tool. Thinking videogames through other media can reframe our expectations of what games can do, challenge our design habits, and reconfigure our critical vocabularies. To crib a quote from Andy Warhol, we get ‘a new idea, a new look, a new sex, a new pair of underwear.’ And as I hinted before, it turns out that fashion and videogames have some uncanny similarities.

Zombies started their life in the Hollywood of the 1930s and ‘40s as simplistic stand-ins for racist xenophobia. Post-millennial zombies have been hot-rodded by Danny Boyle and made into a subversive form of utopia. That grim utopianism was globalized by Max Brooks, and now Brad Pitt and his partners are working to transform it into a global franchise. But if zombies are to stay relevant, it will rely on the shambling monsters' ability to stay subversive – and real subversive shocks and terror are not dystopian. They are utopian.

Ironically, our bodies now must make physical contact with devices dictating access to the real; Apple’s Touch ID sensor can discern for the most part if we are actually alive. This way, we don’t end up trying to find our stolen fingers on the black market, or prevent others from 3D scanning them to gain access to our lives.

This is a monumental shift from when Apple released its first iPhone just six years ago. It’s a touchy subject: fingerprinting authentication means we confer our trust in an inanimate object to manage our animate selves - our biology is verified, digitised, encrypted, as they are handed over to our devices.

Can you really buy heroin on the Web as easily as you might purchase the latest best-seller from Amazon? Not exactly, but as the FBI explained in its complaint, it wasn't exactly rocket science, thanks to Tor and some bitcoins. Here's a rundown of how Silk Road worked before the feds swooped in.

  • Henry Jenkins posted the transcript of an interview with Mark J.P. Wolf. The theme of the discussion is "imaginary worlds," and they touch upon the narratology vs. ludology conflict in gaming:

The interactivity vs. storytelling debate is really a question of the author saying either “You choose” (interaction) or “I choose” (storytelling) regarding the events experienced; it can be all of one or all of the other, or some of each to varying degrees; and even when the author says “You choose”, you are still choosing from a set of options chosen by the author.  So it’s not just a question of how many choices you make, but how many options there are per choice.  Immersion, however, is a different issue, I think, which does not always rely on choice (such as immersive novels), unless you want to count “Continue reading” and “Stop reading” as two options you are constantly asked to choose between.

In medias res: Semiology of Batman, economics of attention, hypodermic needles, magic bullets and more

So I've decided to headline these posts with interesting (to me) media-related content from around the web "In medias res". Not very original, I know, but "in the middle of things" seems appropriate.

Following the semiotics goals I defined earlier, we will explore the complex network of sign language of AAA games, comic books, the Batman universe and related pop-culture, we will explore the narrative themes behind it all and we will examine how Rocksteady implemented said sign language using semiotic principles.

Schiller elaborates on the ways in which, "Corporate speech has become the dominant discourse...While the corporate voice booms across the land, individual expression, at best, trickles through tiny constricted public circuits. This has allowed the effective right to free speech to be transferred from individuals to billion dollar companies which, in effect, monopolize public communication (pg. 45)." Privatization, deregulation and the expansion of market relationships are cited by Schiller as the environment in which the national information infrastructure has been eroded (pg. 46).

  • Tomi Ahonen, apparently the person who declared mobile technology the 7th mass medium (who knew?), has declared augmented reality the 8th mass media. The list of media, in order of appearance:

1st mass media PRINT - from 1400s (books, pamphlets, newspapers, magazines, billboards)

2nd mass media RECORDINGS - from 1890s (records, tapes, cartridges, videocassettes, CDs, DVDs)

3rd mass media CINEMA - from 1900s

4th mass media RADIO - from 1920s

5th mass media TELEVISION - from 1940s

6th mass media INTERNET - from 1992

7th mass media MOBILE - from 1998

8th mass media AUGMENTED REALITY - from 2010

The return to the “magic bullet” theory has led many Arab and Western media scholars to focus on the study of the role of social media in developing popular movements. Little or no attention is paid to folk and traditional communication outlets such as Friday sermons, coffeehouse storytellers (“hakawati”), and mourning gatherings of women (“subhieh”). These face-to-face folk communication vehicles play an important role in developing the Arab public sphere as well as in introducing change.

And this piece about a new sex-advice show on MTV mentions the "hypodermic needle" theory:

When you talk about "young viewers" as helpless victims who are targeted by a message and instantly fall prey to it, you are positing a pre-World-War-II era mass communications theory known as the hypodermic model.

This model saw mass media as a giant hypodermic needle that "injected" messages into our brains. And no brains were more susceptible to the injections than those of children.

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