The representation
of place in interactive digital texts is an important element in how narrative
functions. In examining the literature, Eva Kingsepp (2006) analyzes place
according to the narrative of the text in relation to the historical genre of
“Nazi-ness” in the computer games Return
to Castle Wolfenstein and Medal of
Honor: Underground. In Kingsepp’s approach, the representation of place within
narrative is dependent upon “locations […] identified through a number of
visual signs that together with connotations to other mediated visual
representations, such as film and photography, establish a feeling of being in
a certain place” (Kingsepp 67). The establishment of place in reading,
according to Kingsepp, is dependent on the preexisting narrative associations,
which are part of the “connotations to other mediated visual representations”
(67). Places in the narrative are not points within the work where features are
located, as these are spatial and part of design. A place addresses the reader
in a representational sense, according to pre-existing narrative associations,
where recognizable features depict or simulate elements of a location, either
specifically such as Chicago or Cairo, or in terms of genre. A place that
fulfills the requirements of genre functions on the level of depiction, in the
sense of ‘village on the Nile’ or ‘a home’. The reader can often interact with these
representations according to particular sets of pre-existing narrative elements,
such as identifiable places (i.e. bar, lounge, hospital, generic Egypt, home, ancient
ruin, colonial hotel).
Place
is not only a semantic label related to genres, even within the
representational space of the digital works. Place is experienced and
understood in the digital works, as “we tend to identify traces of
circumambulatory movements that brings a place into being as boundaries that
demarcate the place from its surrounding space” (Ingold 32). Navigation is a
central element in this mode of reception. My reading of place in the digital
works is profoundly dialogic, in a similar sense to that described by Ingold.
When drawing on the work of Christopher Tilley (1994 25) and Lefebvre (1991
117-118), Ingold describes the role of place in human existence as
“place-binding. It unfolds not in places
but along paths. Proceeding along a path, every inhabitant lays a trail. Where
inhabitants meet, trails are entwined, as the life of each becomes bound up
with the other. Every entwining is a knot, and the more that life-lines
are entwined, the greater the density of the knot. Places, then, are like knots
and the threads from which they are tied are lines of wayfaring” (Ingold 33).
These convergences of experience and habitation are named and
these names represent the sum total of what makes the place. Places that are
both inhabited and imagined in the physical world are represented in the
digital works. Interaction (mainly navigation and manipulation of objects), and
language are the methods by which the reader inhabits the places within the
representational space. Bakhtin in “The Problem of Speech Genres” (95-99)
describes the assignment of genres solely based on the perceived identity of
the addressee. However, many of the criteria mentioned by Bakhtin, such as
social hierarchy, reader, listener, public or private, are contextualized by
place. An example of this contextualization is taken up by Gary Saul Morson and
Caryl Emerson in their use of Bakhtin’s related analytical concept of
chronotope, time/space, to unpack the role of place in the hero/heroine trope:
Introducing the break with the home as a place introduces the elements of chance
in the relationship. (Morson and Emerson 379). In operating outside of genre
classifications place is an organizing principle within representational space;
it is lived through, understood and negotiated at the same time. In the digital
works the representation of elements related to gender and class extends the
representational scope of place into the specifics of society, culture, history
etc. Close reading place somewhat removes the reader from the experience of the
place, and by resorting to such tools as genre, it allows for the
representational aspects to be analyzed.
The representation of place in the digital works
of this present study is addressive. This addressivity progresses from the
iconic elements and first-person perspective dealt with in the previous
chapter. In their work with virtual worlds as a means to foster civic
engagement, Eric Gordon and Gene Koo draw on the work of Malpas (1999) and Tuan
& Mercure (2004), to identify place as “experienced space” (Gordon and Koo 206). As the site of experience, place becomes an organizing principle;
“Place
can be produced through happenstance (the space of a first kiss), through
narrative (the space of childhood that is persistently articulated with story),
through familiarity (the space one lives each day), or through representation
(the space of art or advertising). This identification with place is an
important method of organizing personal experience and social actions"
(Gordon and Koo 206).
In
relation to the experience of the digital works as reading, the iconic features
described in the previous chapter enter narrative in the representation of
place based on reader identification. The experience of space in the works via navigation
and the iconic elements in the works, such as virtual objects, create a sense
of identification with the elements of place. The experience of the space by
the reader is addressive according to the representations of place. An example of
this recognition and experience is the lounge area in Façade, as a set of iconic representations, and the source of reader
identification with a place. The reader negotiates the space created by design,
as a series of interconnected and interrelated places, where space “is created
by events, rather than being merely a location where events occur” (Muse 2011
191). The result is the role of place in reading, which is “not the writing of
a place, but rather writing with places, spatially realized topics” (Bolter
2001 36). In this sense, place is narrated not as an object, but in the subjectivity
gained by the experience of the work. Within its addressive elements the
identification with place is associated with genres.
Genres function in reading the digital works by fusing characters with
locations. An example of this is how places in Façade feature qualities that are assigned to the feminine and
masculine characters as separate and specific places. The result is the
infusion of space with meanings that are related to the genres of gender, in
specific stereotypical and culturally specific ways. As I explain in the following
analysis, the resulting narrative address is composed of coordinated written
and visual components, character’s voices, incidental or diegetic sound. Navigation
takes on meaning as the character fuse with the places represented in
narrative, which in this study include class and gender. Similarly, Jenny
Sundén argues in relation to narrative performance in early text-based MultiUser
Dungeons (MUDs), “identity is experienced simultaneously as “self ” and “other”
in embodied and imagined spaces” (Sundén 2002 80). This split between the
subject and object exists in the embodied and imagined spaces of interactive
texts. In other words, digital texts are “storied places” consisting of
“carefully structured places to explore, and inhabit” (Sundén 2006 281). I
argue separation between self and other in relation to reading the digital
texts is diminished in the representation of place. The fusion with place is a
defining addressive element that guides reading. The characters are fused in
narrative with the places they occupy in a similar to how, “the inhabitant of
the virtual world is a part of that world almost like a programmed extension” (Muse
205). The character and the program are one in digital interactive narratives. This fusion includes the representation
of place according to gender and socio-economic class.
The representation of place, and its associated elements are
frames in reading narrative. Frames take on different meanings specific to the
narratives of the works that must be distinguished. The frame is as much about
reader contexts as it is about the work itself. As Terry Eagleton points out,
Reading is not a straightforward linear
movement, merely a cumulative affair; our initial speculations generate a frame
of reference within which to interpret what comes next, but what comes next may
retrospectively transform our original understanding, highlighting some
features of it and backgrounding others (Eagleton 67).
Eagleton
provides, in “what comes next may retrospectively transform our original
understanding”, a concentrated focus on the interpretive end of the dialogic
network in reading. Frames of reference are related to pre-existing narratives
within the digital works in the sense of dialogic addressivity. Address in the
works establishes pre-existing components for narrative as a frame to events
and actions. As I explain in my analysis, place is one such framing technique. To
expand my account of place as a framing element in reading, to conclude this
chapter I briefly illustrate how this can be applied to another frame for
interactive narrative. Colonial nostalgia frames the reading of Egypt by dividing places according to
colonial and the Other. These places outside the
colonial are an interconnected network of dangerous and unstable sites in the
narrative of the work. In both cases context is provided by framing, which
controls and directs reader responses to narrative based on the conditions
these frames represent in the texts.
Finally in relation to the representation of place in the texts, beyond
the spatial dimensions outlined in the previous chapter, sound should also be
understood as addressive. In address sound is symbolic representations, one of
which is the representation of place. The example I discuss at length in this
chapter is the use of accented and gendered voice as audio in Last Meal Requested and Façade, and how each is used to
represent place and class. The accents in Last
Meal Requested and Façade are attributed
to the characters, as well as situating them in the places they occupy in
narrative. In Façade recorded speech
is standardized North American educated pronunciation, indicating a middle
class affluence to the characters and thus establishing that particular context
for all reader interaction with them. As a contrast, the accents of recorded
speech in Last Meal Requested are
linked to representations of South Central Los Angeles and the deep south of
the United States. These are non-standardized dialect pronunciations that are
connected to lower class and uneducated speakers. Class distinctions are
signified by the accents of characters, which positions them in the larger
defining category of place. Through references to place, sounds invite
particular interpretations in the reading of the narratives.
No comments:
Post a Comment