Page 207 - Cyberculture and New Media
P. 207

198                   The Différance Engine
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                             message  (to  borrow  de  Certeau’s  language:  there  is  still  an  organised
                             supermarket from which we must shop, even if we get to play a little within
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                             its space ).
                                     Let us timeshift. The tectonic plates of the  media  were noticeably
                             shifting around the early 1990’s. A crossing of the divisive stage-boundary
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                             began  (hypercards  for  example )  with  the  birth  of  ‘the  wreader’,  a  sort  of
                             Barthesian  writerly  but  this  time  adding  signifier,  paradigm  and  pathway
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                             choices  (what  Aarseth  would  later  call  ‘variable  expression’ )  to  the
                             aforementioned  semantic  latitude  of  those  signifieds.  The  recent  birth  of
                             these  interactors  began  to  make  such  ageing  theories,  even  of
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                             semantic/subcultural play , seem untenable. The tectonics of the object itself
                             began to drift from under these theorists’ weary feet.
                                     This  move  then  from  texts  with  relatively  determining  meta-
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                             narrators   to  texts  that  stepped  outside  of  such  trajectorial-boundaries
                             demanded a somewhat different outlook if a media theorist’s reflections were
                             to keep pace with media practsumption (consumption-practice) and to offer
                             something fit for a changing media infrastructure. As example of this reality-
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                             pull, in the UK a lively email debate amongst scholars  ensued within which
                             a number of new-broom media educators pointed out the changing shape of
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                             their student’s more ludic  media experiences (algorithmically: how can we
                             carry on teaching film and media theory 1.0 when students have moved on to
                             the internet, mobile phones and games and whose media experiences are thus
                             far from continuous and playless?). In place of the ideologically determined
                             subject  exemplified  by  Althusser  et  al,  these  scholars  suggested  Media
                             Studies  2.0  where  a  reflexive  subject,  prepared  for  variously  by  Caillois,
                             Butler and Giddens, might provide a more fitting analytic. Before however
                             looking at 2.0’s more proper and up-to-date approach let us look in a little
                             more detail at this 1.0 model’s attempted expansion into new media territory.

                             2.      Theory 1.0: Third-Personed Spectatorial-Constatives
                                     As  an  exemplar  for  the  problematic  extension  of  so-called  media
                             theory  1.0  into  the  alien  realm  of  games  let  us  present  a  brief  case  study.
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                             Rehak  re-issues (into games) interpellation or the ‘hey you!’ function of the
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                             text, from its original setting within film theory  and puts it to work in its
                             new  surroundings  by  finding  equivalents  or  replacements  within  the
                             videogame.  This  occurs  in  much  the  same  way  as  when  for  film  theory
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                             MacCabe   famously  replaced  literature’s  omniscient  written  third-person
                             commentary (operating everywhere that is outside character quotations) with
                             the  film  camera  and  edit’s  positioning  of  what  he  termed  dominant
                             specularity.  Rehak’s  replacement  (or  supplementation)  of  the  film  camera
                             function  in  the  game  actually  makes  the  immersion  or  ‘loss’  to  the  space
                             more powerful than ever:
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