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Jennifer Peedom's Mountain as a City Symphony

This article explores Jennifer Peedom’s film Mountain (2017) through the lens of the city symphony in view of structural, aesthetic, and thematic parallels between mountain and city symphony films. Analyzing Mountain in the generic context of the city symphony film draws attention to the deep structural links between urban centers and mountains, and their shared technological and urban infrastructures. This appraoch also harnesses the potential of film studies to revise dominant perceptions of mountains and can help viewers understand mountains as places of density and as dense networks that are developed by technological infrastructure and informed by dense technological, social, and cultural networks. By drawing on media ecology, actor-network theory, and media archeology, I will show that, similar to city symphonies, Mountain explores collective networks beyond the human realm to shed light on mountains as cultural spaces, geological manifestations, and eco-social realities. In so doing, Mountain tries to help humans to come to terms with the deep temporalities of alpine spaces and their technological mediations.

Thereness: Video Game Mountains as Limits of Interactivity

This article theorizes the abstract quality of "thereness," or a challenging presence that both invites and resists being engaged by humans, which is central to the ludic and symbolic function of a number of related video games in recent years. I will discuss games that deliberately resist the mimetic approach of an ever-increasing "realism" in this popular medium but rather explore the allegorical aspects of the mountains, notably without turning them into "mere" metaphors but insisting on their own distinct existence as something beyond ourselves. As virtual mountains that are not really to be played with, they invite a philosophical, cultural, and aesthetic interpretation as human mediations of what resists both mediation and the human, as something always just beyond our full cognitive and epistemological grasp, a limit rather than an object of our consciousness. I will discuss how games such as Celeste (2018), Getting Over It with Bennett Foddy (2017), and Mountain (2014) use their unique audiovisual, tactile, and ludic qualities to convey this elusive "thereness" of the mountain as something that both challenges and rejects human interaction. Instead of offering their players the fantasy of power and control that so often underlies contemporary video games, these games evoke the otherness of mountains to take their players to the limits of interactivity within a medium that is fundamentally defined by this very interactivity.

Mediating Mountains: Introduction to the Special Issue

Mountains confront us in many guises. They visualize space and provide geopolitical orientations that address questions of historical, cultural, social, national, and individual identities. Mountains are subjects of philosophical reflections, environmental meditations, and ecocritical ontologies. They serve as a means of spiritual invigoration, scientific experimentation, medical therapy, and recreation. They are sources and resources of technological and artistic innovations, human and nonhuman exploitations. Mountain spaces are often borderlands, contested zones of imperial expansion, war, and migration. They are sites of tourism and industrialization, deposits of waste, and repositories of cultural memory; their forms are shaped and reshaped through processes of cultural and geological erosion. This polymorphous and fluid nature turns mountains into a dynamic medium that both reflects and grounds subjectivities. Mountains may also be conceived of as what Timothy Morton calls "hyperobjects" that affect the very ways we come to think about existence, earth, and society. This special issue sets out to examine the cultural and aesthetic malleability of mountains.

Becoming-Data, Becoming-Mountain: Affordances, Assemblages, and the Transversal Interface

This article explores our ecological relation to both information and information technologies as we "mediate mountains." Starting with a Gibsonian approach to affordances, and considering how an agent-specific account of action limits human access to "the digital," I suggest that the interface between human and device marks a double-coupling of two agents—one digital the other embodied—each of which draws out the other to alter potential action. The essay explores the affordances of agents and the environments in which they act, and how action seemingly occurs across the boundaries marked by the human-device interface. Drawing on actor network theory, assemblage theory, and Don Ihde's "inter-relational ontology," I examine how, within an ecology of humans and mobile devices, "agency" and "action" operate within a Deleuzean transversal, cutting across body-machine boundaries. As an application of this analysis, I examine the relationship between embodied and digital agents "in the wild" of the mountains, through AR and GPS-enabled smartphone apps, and how each agent, acting upon its own environment, gives rise to transversal events that alter the affordances offered to agents across a seemingly uncrossable divide. 

Violent Landscapes: James Benning's Landscape Suicide (1986)

While serial killings, murders, and other violent deaths are traumatic incidents for the communities in which they occur, they also attract a great deal of media attention and form the basis for numerous cinematic adaptations in US-American cinema and beyond. Many of these movies employ a sensationalist approach and focus on the social environments of the killings: the perpetrator's upbringing, triggering experiences, or a generally troubled personality. There are only a limited number of cinematic treatments of violent killings that focus on the natural environment or the landscapes where these incidents occurred.

This article is concerned with filmmakers using (cinematic) landscapes as a mode of cultural expression for violence and trauma. It seeks to show that James Benning's Landscape Suicide (1986) calls for a different understanding of landscape that goes beyond a mere setting for narrative, as it gives landscape active agency in its mediation of two seemingly unconnected murder cases. The film compares and juxtaposes the murder of Kirsten Costas by Bernadette Protti in a suburb of San Francisco in 1984 with the killings of Ed Gein in Plainfield, Wisconsin, in the 1950s. In doing so, the film presents viewers with two distinct functions of landscape in mediating violence and trauma: as a spatialization of time and as socio-political surroundings. Analyzing these aspects of the film helps us to better understand the link between landscape, violence, and trauma in cinematic treatments of violent incidents and also sheds light on the broader connection between landscape and trauma culture.

Videogames in Horror Movies: Remediation, Metalepsis, Interface Effects, and Fear of the Digital

This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022). By exploring the interactions between videogame worlds and "reality," these movies do not simply project anxieties onto digital games, but rather reflect on media-specific affordances of videogames, inquire into discourses surrounding videogames, and explore game cultures. I am particularly interested in the strategies and aesthetics of remediating videogames in the horror films and the conceptualizations of videogames and game cultures thus produced, as well as the larger cultural fears and anxieties (and hopes and dreams) that these representations evoke.

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