Cody Mejeur

Website and Portfolio for Cody Mejeur, PhD

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I want a flexible, variable, inclusive DH

I’m finally back with another blog post. This semester’s posts will focus on topics related to two ongoing projects of mine: the first, a collection of visualizations of intersectional representation in the LGBTQ Video Game Archive as part of the CHI fellowship at MSU, and the second, a TBD digital humanities project for a proseminar.

For this post, I want to explore some ideas I’ve been mulling over for quite some time related to DH. One of the readings for the proseminar this week was Kate Theimer’s “Archives in Context and as Context.” Theimer’s essay is an excellent overview of the ways digital humanists and archivists use the word “archive” differently, but I was frustrated by the definitional argument that she makes. Specifically, she highlights how the collections that digital humanists often refer to as archives would not count as archives to archivists, and while she acknowledges that archivists do not have the final say on what archives are, she writes, “The archivists’ definition is more specific, and therefore in my opinion conveys greater meaning.” The basic argument here is that a word too broadly applied to too many contexts loses meaning.

I’ve encountered this logic before in my studies in game narrative, where some scholars argue that applying the concept of narrative to play in games is to stretch the concept too far, and to make it lose meaning. It’s the move that “narrativists” make, those nasty folks who see narratives everywhere––and if narratives are everywhere, then narrative means nothing. I’ve always found this logic troubling and exclusionary: as though a word or concept can only maintain meaning within the confines of a particular context and a specific signified. In terms of clarity, this makes good sense. It’s much easier to understand a word or a concept when it has a limited number of interpretations. Yet this is also a very rigid sort of thinking, and one that fails to recognize how words and concepts with broad applications can be extremely useful and meaningful.

Words with broad usage are not less meaningful, nor are they further removed from context. Quite the opposite: a word that applies to many contexts *demands* context. And I think that’s the crucial point that is often lost: when a word applies to many and new signifieds, it does not do so in a universal way. It morphs and changes, and demonstrates it is flexible enough to adapt and relate to different contexts. It creates more meaning, and relational meaning at that. As long as we keep a wary eye to the contexts of that meaning, and clarify that meaning when we need to, then we shouldn’t shy away from differences in usage and understanding.

To bring this back to DH as a whole, this is why I’m not so concerned about defining exactly what the Digital Humanities are, or coming down to an official definition of what an archive or other key term is. I’m more interested in what these terms do, and what they can do: how can they change our perspectives? How can we use them in different ways? What meaning emerges in that difference? Beyond applying this simply to terms, I think we can apply it to DH as a field as well. DH is various, multivalent, and often messy, and it should be so. Rather than trying to standardize it and apply strict boundaries to the field, what would it look like for the field to practice a radical inclusiveness? For it to worry less about what is or is not DH, and more about how it relates to other projects and communities?

I want a DH that can flex and morph. One that reaches to and adapts to new problems. One that, from the get-go, is built to address the needs of marginalized and excluded peoples. One that is intersectional, not in the sense of checking diversity boxes, but in the sense of respecting, encouraging, and reaching across difference. And if we’re going to have a DH like that, we need to let go of rigid definitions and categories.

Referenced: Kate Theimer, “Archives in Context and as Context

 

Supporting Inclusive, Interdisciplinary Game Studies

It’s no secret that gaming cultures and communities—including game studies—have longstanding issues with inclusion, especially inclusion of marginalized and underrepresented peoples. The most apparent example of this is #GamerGate, the thinly veiled, ongoing harassment campaign against game critics, scholars, and developers who are women, people of color, or LGBTQ folk. Game studies has fared somewhat better in this regard, in that many game studies conferences and publications include some scholars from marginalized communities, and to some extent encourage academic criticism of games and gaming cultures. Yet even in game studies, the study of race, gender, sexuality, and other identity categories remains cordoned off from the rest of the field: they’re things that scholars of these topics engage in, but others can ignore. In other words, they’re viewed as specializations or special issues, but optional ones at that.

Yet if we as gamers and game scholars truly hope to create inclusive gaming communities and game studies, or to seize on the potential for games to “make us better” or “change the world” in Jane McGonigal’s words, then we have to stop compartmentalizing discussions of identity, community, and intersectionality. There is no sitting on the sidelines when it comes to race in games. There is no part of gaming or game studies where it is not an issue, so there is no place where it is possible to ignore it without doing harm. The same is true for gender, sexuality, disability, or class. To pretend they are separate issues is to perpetuate exclusion and marginalization by refusing to confront them. We can’t marginalize the discussion of marginalization and expect anything to change. If we want to change our culture and realize the potential of games, then we all have to actively cultivate practices of inclusion.

That sounds like a tall order, because it is. Creating inclusive communities requires a lot of listening to each other, educating ourselves, and respecting and navigating difference. But the good news is that none of us has to do this work alone. We can do it together, and together we can build the communities and programs that can sustain and empower us all. For example, the Inclusive Game Development Collaborative, hosted by Michigan State University and founded by Dr. Elizabeth LaPensée, is a cross-institutional program dedicated to supporting diversity of all forms in game development (http://gamedev.msu.edu/inclusive/). It provides a forum for sharing and discussing issues of representation and inclusion in games, and further organizes events at MSU that focus on topics such as concept art and representing cultures or indigenous game design. The Collaborative exemplifies how to bring people together from different backgrounds and experiences, and to especially support developers and scholars who have been marginalized or excluded in gaming culture.

As part of the Collaborative, I’ve had the honor this fall of working with Jonah Magar at MSU Libraries to develop the Game Studies Guild, a group of scholars, students, and gamers interested in games and game studies that reads current game studies texts, plays games together, and engages in critical discussion of them. There are so many amazing faculty and students doing work with games at MSU, but unfortunately they rarely get the opportunity to work together across programs, departments, or colleges. Even when they get to, the work they do rarely makes its way out to communities beyond the university. The main goals of the Game Studies Guild are to address this by fostering community and discussion across disciplines, supporting use of the Library’s developing gaming resources, and hosting critical gaming events that are open to the public and streamed on Twitch.tv (a popular platform for streaming gameplay). The group’s interdisciplinary and open nature is a reminder of another form of inclusion: the inclusion of different perspectives and forms of knowledge.

This year’s events are further dedicated to issues of representation and diversity in games, and our fall events focused on these issues in Scott Cawthon’s Five Nights At Freddy’s and Blizzard’s Overwatch. We would love to have you participate in person or via our live stream, and you can find out more at our website (https://libguides.lib.msu.edu/gsg). All are welcome, regardless of experience or knowledge with games.

There are so many ways to get involved with this work where you are: including readings and discussions of intersectionality and inclusion in your courses, forming a reading or working group dedicated to these topics, attending and supporting existing events related to them, starting a program at your institution that promotes them, or even just making them a topic of conversation in the gaming groups and communities you’re a part of. Whichever way you choose to get involved, the crucial thing is that you do.

HASTAC 2017, Twine, and Empowering Student Voices

*Copied from Cultural Heritage Informatics Fellowship blog*

The HASTAC (Humanities, Arts, Science, and Technology Alliance and Collaboratory) 2017 conference is already starting to feel like a distant memory, but as always it was a fantastic opportunity to meet with many brilliant scholars, teachers, and activists who are committed to transforming pedagogy to meet the challenges of today’s digital world. If you weren’t able to attend, definitely take some time to look over the program: there were many fantastic panels and workshops, such as “Building a Feminist Future” (Savonick, Meade, Bosch, Sperrazza, Esten, Tran, & Woods), “Multi Lobes, Multi Modes: Fostering Student Engagement and Learning Through Multimodality” (Garrett Colón, MSU), and “The Half-Real Humanities: Hard Problems in Humanities Games” (Dewinter, Dombrowski, Fanfarelli, & Mcdaniel).

My own panel with Dan Cox, Kristopher Purzycki, and Howard Fooksman was titled “[[Enter Twine’d]]: Linking Teaching and Learning through Hypertext,” and focused on using Twine, a platform for authoring interactive fiction and games, in the classroom. When I first started using Twine in my courses, I had two goals: first, I thought Twine could be a great way to introduce students to game design and development, and second, I thought Twine could help teach narrative concepts and theories by showing them in action. To test these possibilities, I built Twine into “Games as Art, Narrative, and Culture,” my course at MSU that is part of the Integrative Studies in Arts and Humanities general education requirements for undergraduates.

As part of the course, I had students build their own Twine games as one of their major projects. I introduced students to Twine by having them play Twine games such as anna anthropy’s Queers in Love at the End of the World, Zoë Quinn’s Depression Quest, and Squinky’s Quing’s Quest VII: The Death of Videogames!. In addition to playing the games, we discussed Twine’s capabilities and how each game uses different mechanics to capture a different experience. Next students came up with their own game ideas, designing each idea around a particular experience they wanted to create for players. Finally, students put their ideas into action, and created basic games that used special effects and meaningful choices to deliver on their vision.

Beyond student projects, I also created Narrare (“to narrate” in Latin), a Twine game meant to teach narrative theory in games. The game draws attention to concepts such as branching narrative, limited choices, character types and roles, and narrative voice. The game is still an ongoing project, but the current version is available on my website/portfolio at cmejeur.com.

While I expected Twine would be helpful for meeting course objectives, I was surprised by how much students were excited and engaged by it. At first many students, particularly those with no coding experience or interest, found making their own game intimidating. However once they got into the design process, many of them reported becoming so immersed in their projects that they had to set limits for themselves to remember to work on other coursework.

I suspect that this happened because making Twine games gave my students the opportunity to engage in a type of creative authoring that they unfortunately don’t often get to do in higher education. It allowed students to use their own experiences, perspectives, and voices to make something that was truly their own, and then to share that with their classmates. My students used this opportunity to tell their stories, especially those that they don’t often get to tell. For example, one student created a Twine game that captured the experience of culture shock that came with studying in the United States as an international student. Another told a story of a childhood event that has always stuck with them as a strange and meaningful experience, but that they hadn’t ever shared or represented before.

What excites me so much about this is that Twine can do even more than teach introductory game design or narrative concepts and theories. It can provide a platform for telling stories that don’t get told, and for helping our students develop their own voices. Along the way they have to confront their own experiences, perspectives, and positions, and then think about how to share these things in meaningful ways. My hope is that this process will help students realize that their voices matter, and that they can use them in whatever education or career they pursue. Playing and designing with Twine reveals how the meaning we make with games reaches far beyond the ludic realm. I look forward to using these insights in my course design, and continuing to find better ways to support my students’ learning processes.

Some valuable Twine resources for interested persons:

Twine 2.0
Twine Tutorial videos by Dan Cox
“Games in the Classroom with The Twine Cookbook” by Anastasia Salter

Twine resources

In Defense of Catch-Alls

I had planned on blogging on a different topic this week, but yesterday’s reading, specifically New Media Old Media: A History and Theory Reader (2006, edited by Wendy Hui Kyong Chun and Thomas Keenan), presented a really interesting connection to a number of fields and concepts that I work with. In the introduction to the reader, Chun unpacks the etymology of the term “new media,” and reveals how it came to its current usage. New media refers to a wide variety of media objects, ranging from hypertext fiction to software studies to video games, and at times applying the term new media to all of them seems too reductive to describe such variety. Chun comments on this and a number of other limitations with the term, claiming that it is not accommodating:

“it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality” (1).

Add to this the problem of the “new” part of the phrase—how long are we going to call video games “new” media?—and it seems there are more issues with the term than benefits. One of the only unifying descriptions it offers, at least at first glance, is the general effects that new media has: “It was fluid, individualized connectivity, a medium to distribute control and freedom” (1). Consider how easily that description could apply to language itself!

Yet I argue, as Chun does later in her introduction, that the benefit of a term like “new media” is not in establishing a discrete set of objects for study, or a unified methodology, or a single theory that guides the whole enterprise. New media is something of a catch-all for its many objects, methodologies, and theories, and while that frustrates projects of definition, it also presents a rich, living, evolving toolbox for the study of media broadly construed. New media brings together a plethora of differing perspectives based on the relative closeness of their interests—it is not that they share the same objects, etc., but rather that they have some relationship to each other. They exist in the same constellation, or on the same “map” of new media studies, even if there’s a lot of ground between them (4). There’s a lot to be gained if the places on that map are in dialogue with each other, trading concepts and perspectives that build up their projects, often in unexpected ways. And, as our current political moment makes abundantly clear, there’s a lot to be lost by a sort of intellectual isolationism, looking only to a specific object, methodology, or theory while ignoring the wide-ranging relations that they have.

Of course one also needs specificity in order to have clarity and understanding. If our terms are too amorphous and fuzzy, then we can never get a conceptual grip on the things we study. This is where a catch-all like new media needs further contextualization and historicization, but one can readily see that in the field’s subdivisions—in the case of New Media Old Media, new media archaeology and new media cultural critique (4). The term new media has many referents, but it is not so difficult to identify which one is in question at a given moment.

A number of other fields and concepts enjoy the same benefits and limitations of catch-all status, such as Digital Humanities, electronic literature, and game studies. Indeed, it seems that any field title is something of a catch-all. However in each case I think we can see the same process sketched out above. A blanket term brings together a lot of meaning, but also demands further inquiry and context. For example, last week was the Global Digital Humanities Symposium at MSU, and afterward my colleague, Laura McGrath, tweeted the following:

“I find the label “DH” to be empty/meaningless, but also utilitarian.”

There’s an interesting dynamic at play here, where something that encompasses everything means nothing. Where meaning becomes overloaded and loses all meaning. So I share Laura’s frustration—I often joke that studying games makes me a digital humanist simply because games are often digital. But I also see the “utilitarian” aspect of the term. DH, like new media, brings together many scholars from many areas around a set of interests and questions—what does it mean to do humanities in a digital age? How does one make meaning with digital tools and objects? What can the humanities do to critique and foster newer and better uses for the digital? “Digital” is doing a lot of work here, and its apparent emptiness reflects how it creates a space for work–for generating meaning. I think there is a lot of work to be done, and where there’s a lot of work, one needs plenty of hands. So let’s use our catch-alls, all the while maintaining a critical eye to what they mean, what they include, and what they exclude.

The Holodeck 20 Years Later

As I move into the final weeks before taking my comprehensive exams, I’m taking the opportunity to blog about my reading and thinking as a way to reflect in preparation for being tasked to bring it all together. Of course writing is a practice too, and I think it grows through trying out ideas in informal settings such as conversations and blogs like this one. So for anyone reading this, I hope this provides you with a similar opportunity for reflection, and for trying out concepts old and new.

Today I reread Janet Murray’s Hamlet on the Holodeck, a seminal work for studies of narrative in new media. While I expected Holodeck to show its age after twenty years of media development, I was repeatedly surprised by how relevant Murray’s thoughts still are today. For example, Murray begins her book with a wary and defensive posture. She notes how new media are always frightening and seemingly fraught with danger: “Any industrial technology that dramatically extends our capabilities also makes us uneasy by challenging our concept of humanity itself” (1). She even feels the need to declare that the computer is “not the enemy of the book” (8), as though computers were or are out to get traditional media. It’s hard not to compare this to similar political and disciplinary moves made a few years later by ludologists eager to defend games from the specter of literary imperialism. Such posturing is regrettable if inevitable (I’m doing something similar right now!), but perhaps with the benefit of two decades’ distance we can reveal the blindspots it introduced.

The medium Murray is talking about is the computer, which itself might be a sign of age—these days we talk more about software applications and interfaces as media than we do the computer as a whole. This is necessary in a culture of media convergence where computers do more and more things all the time, and it seems reductive to amalgamate all media involving computers into the monolith of “the computer.” Yet in the 1990s the computer medium was more limited and less ubiquitous, and consequently more stable as a concept. To be clear, it is not that the computer is no longer a usable term, but rather that its possible referents have changed significantly in two decades.

What has happened to the computer has also happened to narrative—Murray’s other theme in the book. Murray was spot on in noting the fragmentation of linearity in computer narratives (be there hypertext, electronic literature, games, etc.), and several of her terms and metaphors, such as “multiform” (30) and “kaleidoscopic” (159) stories, remain helpful today. Likewise, her four essential properties of digital environments are still relevant: digital narratives are procedural, participatory, spatial, and encyclopedic, though that last property might be better expressed in terms of archiving and system memory. All of these properties remain in play, and indeed they have proliferated over the years into an incredible constellation of media and narratives.

Yet they also beg a question that is notably absent in Holodeck: what have these properties done to the concept of narrative itself, and how do we define narrative after such transformation and fragmentation? Some have pounced on this question to claim that narrative is no longer relevant (or at least primary) in digital media, and recently Markku Eskelinen has gone as far to charge Murray and others with being “unacademic” in failing to define narrative. Exactly how we might define narrative will have to wait for another blog (or, more likely, another dissertation—I’m feeling coy), but Murray might inadvertently point the way. Just as the concept of the computer has fragmented and scattered now, narrative has done the same. This does not mean that these concepts are no longer applicable, useful, or significant. Indeed, I think they indicate the need to reexamine them in the field, as it were, and to unearth the similarities between the objects and places they have dispersed to. Computer and narrative apply broadly now, but there are still common elements between their broad applications. Let’s follow the paths they have trodden, and see what trails they have left behind. Only then will we be closer to seeing what they are and what they mean, at least until they change again.

What do we (English, the humanities) do?

The oft-cited crisis in the humanities of the past decades and the turn toward things like cognition, neuroscience, or the digital humanities generally are topics that everyone seems to have an opinion on. I realize that my ramblings here will be just another one of those opinions, but as a young, inexperienced scholar of the digital and the new (for now) I would be remiss to not deal with these topics in some way. The CFP we looked at this week seemed to be onto something when it, in true humanities fashion, wrote the following in a paragraph-long sentence of jargonese: “This will include exploring the extent to which discourses engendering neuroscience in fact do match neuroscience’s real world (social) effects; but it will also include interrogating the anatomy of the neuro-discourses themselves. . .” (it goes on at length from there). What stands out to me here is the focus on “discourses” and “interrogating”–in other words, on what is said and how it matches with what is done.

What seems to be the crux of much of these discussions is this: what do the humanities do, or what should they do? We often talk about how the humanities make the world a better, richer, more aesthetic, etc. place, but does this ever amount to more than rhetoric? To take it in another direction, I recall in my undergraduate years when one of my professor’s commented to me (this is a bit of a paraphrase), “English is always borrowing from other disciplines because it has no territory of its own”. This comment may seem a bit reductive, but it has always stuck with me because it bothered me so much. Why do we in English always need outside insight to do what we do? You’ll noticed I’ve slipped into talking about English rather than the humanities more generally–let’s take it as something of a case study close to home.

What I suggest, and here I’m drawing on (always speaking through others) Derrida’s 1984 essay “No Apocalypse, Not Now”, is that we in English do discourse and the texts of all sorts through which it operates. What this means in practice, however, is that we do not do anything save through talking about how, where, when, and why other things are done. This isn’t a knock against us English folks, that is unless the how, where, when, and why things are said and done don’t matter. And here we arrive at something invaluable about the field of English–it reminds us that these things do matter.

To bring it back to current topics with cognition, neuroscience, and the digital humanities, it seems crucial that we always ask ourselves what these things do, and how. These trends have become very popular, and as such they must bear both great potential and great discernment. We shouldn’t do these things just because they are popular, or trendy, or even because they can “save” the humanities. We should do them because they are meaningful–because they offer something new to our pursuit of discourse. In doing so, they also alter fields supposedly distince from the humanities too, including science. As Cohen writes in “Next Big Thing in English”: “The road between the two cultures — science and literature — can go both ways”. Not only can it, it must. It isn’t that science somehow legitimizes what we do in English, as though discourse generally needs science (itself a discourse) to operate. It is that we, if we are honest in our work, traffic in discourses and texts of all types. That is what we do.

Maybe Kristin Chenoweth can help a bit here. Mostly I just want to link a song from Wicked.

 

Avatars, Narrative, and Absent Minds

My post for this week is going to be something a little different from previous weeks. I’ll be using this opportunity to introduce everyone to a particular game that relates to some of the questions we have been pursuing this semester–Gone Home (2013, PC/Mac) by indie game company Fullbright.

Gone Home is a first-person exploration game that tells the story of Kaitlin, a college student who returns home to find her family curiously missing. gonehome_titlescreen.pngKaitlin explores the house trying to find out what has happened to her family, and discovers quite a bit about them while doing so. Without revealing too much, the game has become noteworthy for its endearing portrayal of LGBTQ characters and their struggles.

What makes Gone Home so interesting in regards to our course is its focus on discovering and encountering the minds of other characters through the objects they have left behind. As we read in Bailenson’s “The Virtual Laboratory” for this week, “virtual behavior is, in fact, ‘real'” (94). Through a series of experiments with virtual reality, Bailenson and his team were able to show that “agents” and avatars encountered in virtual spaces are perceived in much the same way actual people are in actual space. I use the term actual space quite intentionally–as anthropologist Tom Boellstorff has noted with his studies in Second Life, it is not very apt to call it “real” space when what happens in both actual and digital spaces is “real”. Bailenson and Boellstorff (amongst many others) have thus shown us that our cognitive processes in virtual/digital realities are not so different from such processes in the actual world.

But Gone Home presents a different case. So we encounter avatars similar to how we encounter real people, but what happens when there are no avatars to encounter? What happens when those avatars are absent, and all we have is whatever they have left behind (or, to complicate things, what the designers created and made to look left behind)? We still get a sense of character in GoGone-Home-3.jpgne Home, but that character must be discovered as part of an emergent narrative found and created by the player. I suggest that we use similar theory of mind processes to construct and interpret characters in Gone Home, but that these processes have been broken up. In other words, we are still encountering minds, but minds that have been fragmented into different objects that can be discovered or ignored by the player. This necessarily requires space–space for the objects to dwell in, and for the player to move in.

A further point to consider in Gone Home is that every act becomes a narrative one (a significant point in the game narrative study our group is designing). Unified character has been removed, and in its absence character must be recovered through interaction with objects. Because of this,  even the simple act of moving within the game world has narrative import by virtue of navigating the space and objects that comprise the entirety of the game’s story. Play in Gone Home is narrative, exactly what our group is trying to prove in other games.

These are just a few threads to pursue as an introduction to the game. We will play Gone Home together in class on Tuesday–I look forward to seeing what everyone has to say about it!

Narrative, Play, and ASD

At last year’s International Narrative conference, I had the great pleasure of attending a panel chaired by Lisa Zunshine on “Cognitive Approaches to Narrative”. One of the panelists, Ralph James Savarese, gave a fascinating talk on using fiction to help persons with ASD to develop better social skills and the ability to understand other minds (talk was titled “Reading Ceremony with Autist Jamie Burke”). At the time I remember being very intrigued by the prospect of using theory of mind to help others in this way, and (if memory serves) I recall Savarese also mentioning this activity being similar to using games and play to help persons with ASD to simulate interacting with others. Unfortunately this was little more than a fleeting thought at the time, and I have never returned to it until this week.

If narrative creates space for play and play moves narrative–things games are making us realize–then what implications do these things have for persons with ASD? What caught my attention about the description of ASD on PubMed was its effects on “creative or imaginative play”, a “crucial area of development” (PubMed Health). I understand how ASD affects creativity and imagination, but why play in particular? Of course such a question opens up on a whole host of other ones dealing with play as a cognitive tool for exploration and growth, so it may be helpful to narrow it down a bit here. Is it that persons with ASD do not play imaginatively or creatively, or that they do not play at all?

41AVVhtHugLThe answer to the latter question seems obviously no–as we can see in our primary reading for this week (The Curious Incident of the Dog in the Night-Time), people like Christopher certainly do play. One of the objects in Christopher’s pocket when he is picked up by the police is a piece of a wooden puzzle (13), his mother later buys him another wooden puzzle that he plays with (216-217), and he even plays a game of imagining the trains to help himself cope at the train station (179). He also often plays Minesweeper when he is at home in his room with Toby. So it isn’t that someone with ASD (and here I know it’s problematic to draw general conclusions from a portrayal of a single fictional character, but bear with me) cannot play, nor is it that they cannot imagine or create. The puzzles Christopher solves are often of the brain-teaser variety, and require him to think very creatively in order to solve them. And yet there is something different about the way Christopher plays.

I suggest that that something relates to the structure and end-state of the play Christopher engages in. Christopher’s play is almost always rigidly structured, and more importantly it is play that must have a solution. Christopher does not like open-ended play, as seen in the imaginative play in the train station I mentioned: “And normally I don’t imagine things that aren’t happening because it is a lie and it makes me feel scared . . .” (179-180). Unfettered imagination is scary for Christopher because it presents too many possibilities that are impossible to bring down to one solution, and the stimulation and uncertainty of that is terrifying for him. Imaginative play must be tied to what is really happening, and failing that it must have a purpose and solution. This seems to me a crucial clarification of the PubMed definition of ASD–it is not that Christopher or anyone like him cannot imagine and create in their play, but rather that that imagination and creativity needs to be structured with a purpose/solution. As seems to often be the case, Christopher is not dealing with a disability or lack of capability so much as a different form of ability, a capability that requires certain rules and structures to function.

Emotion, Feelings, and All Sorts of Nope

It’s rare that I find myself mostly opposed to a text, but one of this week’s readings provided just such an instance. I wrote in a previous week’s blog about the strange and apparently irresistible call to evolution in cognitive studies, 2787652as though the origins of every cognitive process can be explained with “the Hamburglar (I mean evolution!) did it!” This week’s reading in Damasio’s Joy, Sorrow, and the Feeling Brain provides yet another example of this trend, with its seeming reduction of emotion to evolutionary hardwiring. I say seeming reduction here because it’s quite possible that these arguments get fleshed out more elsewhere in the book, but alas they do not here. I’ll try to avoid simply restating the problems with assuming cognitive processes are evolutionary though, and take this post in a different direction with Damasio’s argument.

One of Damasio’s basic claims in Chapter 2 is that emotions and feelings are not the same, which could be the beginning of a really fruitful discussion about how a seemingly singular cognitive/physiological process is operating in a few different ways. However Demasio defines these different concepts in problematic ways in an effort to isolate them for study. He writes: “Emotions play out in the theater of the body. Feelings play out in the theater of the mind” (28). On the one hand this conception of emotion and feeling clearly delineates them, making them easily observable and testable. However this comes at the cost of reifying the mind/body distinction that is so endemic and problematic in Western thought. What do we lose when we reduce emotion to simply being a physical or physiological process? And are we merely enforcing an arbitrary distinction here, dividing emotion and feeling when they are always already bound up with one another?

The distinction becomes even more problematic when we encounter Demasio’s description of feelings as “always hidden, like all mental images necessarily are, unseen to anyone other than their rightful owner, the most private property of the organism in whose brain they occur” (28). If feelings truly are hidden in this manner that emotions are not, then we run into a problem of seeing where the hidden and the unhidden interface with each other. In other words, if we cannot see feelings, then how can we make claims about what the content of feelings are in relation to emotions? This problem does not stop Demasio from claiming that feelings “are mostly shadows of the external manner of emotions” (29), indicating that feelings come after emotions. Even taken within his own argument that these processes are bound closely together, this is a shaky assumption at best.

I found myself thinking about these problems with Demasio’s argument throughout my reading of Persepolis (by Marjane Satrapi). When we see Marjane’s mother and grandmother remembering the difficult life of her grandfather (24-26), can we truly say that the emotion is coming first, and the feelings second? The opposite seems to be the case. They are not sad until their feelings surrounding the memory of their loved one make them sad. Demasio would likely attribute this to the example coming from a fictional narrative that places feeling before emotion, but at the very least it seems to demonstrate that the connection he is tracing can work both ways. The anger present in revolution in the graphic novel seems to point to this as well–it isn’t that the revolutionaries are immediately angry and then find their feelings afterward. Rather, they perceive a narrative of a particular feeling, giving rise to emotion in equal measure. If emotion and feeling are truly separable here, they are interwoven in a feedback loop that makes them seem inseparable, and this definitely complicates any effort to locate a beginning and end to the loop. While there are parts of Demasio’s argument that seem to bear weight, as used they play host to a great many problematic assumptions.

The Logic of Nonsense: Stein’s Meaning in the Meaningless

It’s fascinating that we come to this week’s topic, Psychoanalysis & the Critical Interpretation of Narrative, through texts that strive to be profoundly un-narrative. Or perhaps queerly narrative? Unnatural narrative? In any case, there seems to be a definite trend in human knowledge-making to only see things clearly when they cease to work normally, or when they take up a position of enough distance and difference.

Let’s start with narrative when it succeeds though, and here we probably mean that it succeeds when it is communicated correctly. In their article “Speaker-listener neural coupling underlies successful communication”, Stephens, Silbert, and Hasson discuss their findings in a fMRI study of storytelling. Specifically, they note that brain activity seems to undergo “coupling” in communication, meaning that the brains of speaker and listener demonstrate remarkably similar activity in the process of relaying information (with delays accounting for the time it takes to speak and then hear the information). Furthermore, the closer the neural coupling, the more successful communication becomes (14428). These findings suggest that the processes of producing and comprehending speech (and thus auditory narrative) are similarly engaged in by both speaker and listener in communication. The implications of this for narrative are profound. It provides more evidence for what game narratives have been suggesting to us for some time–that narratives of all kinds are inherently interactive, involving listeners (and readers/players?) in creative and interpretive processes of storytelling.

What happens when neural coupling is frustrated or blocked, however? Does communication and meaning itself just stop? Our readings in Stein this week might suggest otherwise. While Stein’s writing often seems to forego meaning altogether, it also operates on an internal logic that progresses through both repetition and sudden turns. For example, consider this passage from “Rooms”: “A lilac, all a lilac and no mention of butter, not even bread and butter, no butter and no occasion, not even a silent resemblance, not more care than just enough haughty.” Here several words are repeated and iterated upon as the sentences progresses. “Lilac” leads to “all a lilac”, taking a sudden turn to “butter”, repeated in “not even bread and butter”, and finally taking a sudden turn to “occasion” and “a silent resemblance”. While the sudden turns render the narrative here fragmentary, a sense of progression remains to both the sentence and the concepts it contains thanks to the repetitions and additions of words. This internal logic simultaneously obfuscates meaning while also suggesting it, forcing the reader search for meaning perhaps absent and recognize the relative limitations of meaning in doing so.

Stein’s writing is by no means the first to accomplish this internal logic of nonsense, and it appears prominently throughout Lewis Carroll’s Alice’s Adventures in Wonderland and Through the Looking Glass. For example (just one of many), the exchange between Alice and the Red Queen in TTLG demonstrates the relative meaning of nonsense in a similar way: “‘You may call it ‘nonsense’ if you like,’ [the Red Queen] said, ‘but I’ve heard nonsense, compared with which that would be as sensible as a dictionary!'” (140). This statement is part of a longer passage where the Red Queen repeatedly contradicts Alice with nonsensical comparisons. Notice how the structure here is similar to Stein’s–repetition, addition, and a sudden turn (in this case an inversion).

What stands out in both these cases is how nonsense–an apparent rejection of meaning–can never fully escape meaning either. The instant anything enters language (or perhaps even consciousness itself), it becomes a thing, and importantly a thing that cannot be entirely divorced from meaning. Lerer recognizes this in his chapter, “Gertrude Stein: The Structure of Language”: “Because words are always interconnected by syntax, they can never say nothing” (166). Despite the difficulty of identifying any stable meaning in nonsense (if meaning can ever be really stable in any condition), the reader inevitably engages in the interpretive and creative acts of finding such meaning, even if only on a surface level. This point about reading and language speaks to a larger difficulty that nothing as a concept poses to consciousness, a difficulty I think is similarly posed by the concept of the infinite. The active conscious cannot truly inhabit or comprehend nothing, as the instant nothing is recognized it becomes something. At the same time, nothing always lurks beyond the boundaries of consciousness, much the same way meaninglessness lurks beyond the boundaries of language. And there always seems to be something generative about grasping after the ungraspable, as there is meaning in grasping after nonsense.

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