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| Working Notes on Film and Culture
Copyright 2004, 2008 Introduction Entertainment “is arguably the most pervasive, powerful, and ineluctable force of our time—a force so overwhelming that it has finally metastasized into life” (Gabler 1998, 9). Entertainment is “the primary value of American life” (Gabler 1998, 10). With reference to American culture and values I am inclined to see motion pictures, broadcast and digital media, along with much of technology, as a function of entertainment. Entertainment is a most powerful engine of media. Amongst the varieties of mass media, movies have enjoyed the place of privilege in the past century. From 1929 to 1949 between two thirds and three quarters of Americans, most of the people between six and sixty, went to the movies at least once a week (Pautz; Belton, 4; Sklar, 269). The decline in going to the movies is not because of lack of interest but due, in large part, to other vehicles like televised media and home video players. The average American, if there is any such thing, spends more time more time watching television than anything else next to sleep and work (see Gibbs, 45). While the average American presently (’07-’08) only attends five to eight movies per year, DVDs (and VHS tapes in years gone by) have been earning two and a half times as much as movie theaters for about twenty years (movies theaters $9.4 versus DVDs $24.4 billion in 2006, in Gibbs, 45). The motion picture industry holds a preeminent place within the larger entertainment industry, the most powerful shaper of values and mores in Many have sounded the alarm and presented the culture devastating effects of celebrity (Gabler 1994), pseudo-events (D. Boorstin), television (Postman 1985, 2005), technology (Postman 1993), mass production (Huxley), computers, and more. I think closest to the mark is Gabler’s Life the Movie in which he suggests that entertainment is the nexus of these and other media addictions. Why are movies powerful? They are reality machines to which viewers give themselves over to, for a time. Perhaps more than this movies project stories. The old-time gossip papers departed from news by presenting stories not information (Gabler 1994, 75). Framing personalities and events in plotlines and drama, fictionalizing life, created celebrity. In recent days reality television has staged, edited, recontextualized, and fictionalized all aspects of ordinary life. News and televised news magazines served as a prelude to reality television with shows fictionaizing everything mundane from games to trying on clothes to redecorating rooms to the family lives of everyone from rock stars to little people. The popularity of fictionalized reality may indicate the total dominion of the movies. In the age of reality television is life movie-shaped? “What does it mean to be real?” Morpheus asks Neo in The Matrix. This is a good question. “Reality,” according to Kolker, is an idea created by culture (see chapter 1). And in a culture dominated, perhaps tyrannized, by entertainment we have new understandings of what it means to be real. On the one side, the rise of “reality television”—which is filmed self-consciously and edited and marketed, and so forth—has blurred the distinction between life and entertainment. It presents staged, storied, and fictionalized “reality” often within a game or contest, which is how the sense of beginning and ending is manufactured. On the other side, ordinary persons worry much more about their “image” and “reputation” than they used to. Perception is sometimes valued more highly than substance. The movies are so pervasive, moreover, that for many life has become a movie. People learned how to “play themselves” (Gabler 1998, 4-6, 230, and so on). If we live in a world of post-reality, entertainment is the governing cosmology (see Gabler, especially 10, 244). The movies are an important example of the “manufactured reality” that rules in many quarters of American culture (see Gabler, 96-142; D. Boorstin). Why are movies such a powerful force? It worth thinking through a few of the many reasons. First and foremost, narrative is a central function to being human. Whatever sense we make of life, it is, in one way or another, a storied sense (for two different ways of looking at the centrality of narrative see Niebuhr and Crites). As individuals our narratable memories play a central part in what we call personal identity. Moreover, our social identity and culture significance is closely tied to communal stories. One way to control culture is to control who and how the public stories are told (like from the old communist propaganda machines, and so on). If we answer some of the classic questions of humankind—Who are we? and Where are we going?—the answers will be story-shaped. Second, the experience of going to the movies includes temporarily lending our minds to the depicted story. It’s not that our minds are passive or neutral. But we commit or energies—mental, psychological, emotional, and so forth—to fixation on the movie. “People don’t just watch a movie, they throw themselves into the experience. . . . They want to lose themselves in what they’re seeing” (J. Boorstin, 8). Many people have had the experience of becoming so absorbed into a movie that they need to remind themselves what day it is, what time it is, and where they are. Third, Fourth, movies offer viewers a parallel universe of escape. They are not “real” in the sense that they refer literally. But the fictions are a real part of viewer imagination. American society has watched so many movies with “ There are other reasons for the power of The Game of Story Moviemakers and moviegoers play a game, the game of story. The viewers try to guess what is coming next, but they actually want be surprised. The story is supposed to lead in a direction and then twist and turn and surprise viewers. For though viewers try to guess what will happen, if they do, they despise the story for being predictable. “The audience in working . . . drawing conclusions and projecting expectations. One of the principal pleasures for audiences is guessing what will happen next. . . . When an audience trusts enough to guess but knows it will be wrong, it’s hooked. The movie works. Audiences want their overall expectations fulfilled—they want the hero to triumph and the lovers to be united—but moment by moment they want to be wrong. . . . [We want] to be surprised. We want the filmmaker to be cleverer than we are.” (J. Boorstin, 50). We want the picture “to surprise us even as it gives us what we’re waiting for” (J. Boorstin, 61). When we watch a story for the first time we think ahead, and we delight in being tricked. When we really like a movie we may watch it again. When we watch a film for the second or third time we no longer hope to be surprised because now we know the trick. In the second viewing we delight in seeing how elements earlier in the story relate to what is coming in the ending. In second viewing we see things that we “didn’t see” the first time. Aristotle described the turning point of the “complex” plot as the two components of “reversal” and “recognition.” “Reversal is a change to the opposite direction of events” (XI [65]). Recognition is the discovery or surprise of an element which turns or transforms the narrative. Aristotle lists several typical kinds of recognition (see XVII [82-87]). The first three are related in that they each require a contrived element of some sort in the story—a token (like a necklace or scar, and so on), through dialogue, and by a character’s memory. The fourth is recognition by reasoning. In this case the narrative can use compound recognition: the audience’s mistaken recognition (which may be set up in the story) reversed by a character’s reasoned recognition. The fifth, and for Aristotle the best, kind is recognition coming from events themselves. Kierkegaard, in his negotiations with Genesis 22, used Aristotle’s notion of recognition more broadly in his own thinking on plot. Kierkegaard postulated that recognition demands a prior “hiddenness” within the story. Kierkegaard goes on to treat the hiddenness which leads up to recognition as an important feature within narration (see 83-88; also 89-112). Auerbach, in his work on Genesis 22, talks about elements which are in the “background” of the story—somewhat similarly to Kierkegaard’s “hiddenness” (see Auerbach, 3-23). Readers can only see what is in the foreground or written story. Thus, the invisible background create room for questions, tensions, and ongoing dialogue with and about narrative. The game of story is, in many respects, the contest of recognition, or the surprise. The first viewing or reading leads to the surprise and the second reading is all about reading backwards from the surprise. Every element within a story can be reconsidered in second reading from the vantage point of knowing what is hidden to the first-time reader. Among the important values and cultural ideals taught by the movies is the optimism and hope of the classic The problem with The Old-time The lords of the major The success of the Hollywood Jews can be measured not only in dollars and cents but in cultural change. “Within the studios and on the screen, the Jews could simply create a new country—an empire of their own, so to speak—one where they would not only be admitted, but would govern as well. . . . They would create its values and myths, its traditions and archetypes. It would be an The films of the old time Adolph Zukor’s Universal’s pictures embodied the background and ambitions of its head, Carl Laemmle, especially in the Westerns and horror films of the thirties. The Westerns resembled the dime novels Laemmle read as boy in If any of the After the studio system came apart The Next Step Aristotle, Poetics. Ed. and Trans. Stephen Halliwell. Loeb Classical Library. Harvard, 1995. Auerbach, Erich. Mimesis: The Representation of Reality in Western Literature. Trans. Willard R. Trask. Belton, John. American Cinema/American Culture. Second ed. McGraw-Hill, 2004. Boorstin, Daniel J. The Image: A Guide to Pseudo-Events in Boorstin, Jon. Making Movies Work. Silman-James, 1995. Crites, Stephen. “The Narrative Quality of Experience,” 65-88, in Gabler, Neal. An Empire of Their Own: How the Jews Invented __________. Life the Movie: How Entertainment Conquered Reality. Vintage, 2000 (0-375-70653-4). __________. Walt Disney: the Triumph of the American Imagination. Vintage, 2006. __________. Winchell: Gossip, Power, and the Culture of Celebrity. Vintage, 1994. Gibbs, Hollywoodism: Jews, Movies and the American Dream (DVD, 1997, A&E, based on An Empire of Their Own by Neal Gabler, 100 min.). Huxley, Aldous. Brave New World. 1931. Kierkegaard, Søren. Fear and Trembling. Ed. and Trans. Howard V. Hong and Edna H. Hong. Kolker, Robert Philip. Film, Form, and Culture, 3rd ed. McGraw Hill, 2006. Martin, Joel W. and Conrad E. Ostwalt, Jr., eds. Screening the Sacred: Religion, Myth, and Ideology in Popular American Film. Niebuhr, H. Richard. “The Story of Our Life,” 21-44, in Pautz, Michelle. “The Decline in Average Weekly Cinema Attendance, 1930-2000.” Issues in Political Economy 11 (2002): Postman, Neal. Technopoly. Vintage, 1993. __________. Amusing Ourselves to Death. Penguin, 1985. Ross, Steven J., ed. Movies and American Society. Blackwell, 2002. ScriptureWorkshop.com Copyright © 2004, 2008 | |
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