Postmodernism Essay Prep

2 CSPs I will compare = Tomb Raider and War of the Worlds.

Tomb Raider

Lara Croft – Main character and female partaking in violence – previously unheard of. The gameplay being as violent as it is with the main character being a woman could often confuse players who read into it even slightly – what is going on? Women running around with guns?

Despite this, Lara Croft is still dressed in very revealing clothing in order to appeal to heterosexual male audience – “Male Gaze”

This mix of such opposing elements is incredibly confusing and could even leave people wondering what kind of game they are playing – what culture and time period are we in where this type of product could succeed? How is the product helping individuals, societies or communities?

War of the Worlds

War of the Worlds was broadcast in 1938 and has been said to be a cause of over 7 million American people becoming terrified, and actually believing that aliens were invading the earth.

This was due to the fact that radio was still very new at the time, and it used the codes and conventions of a news broadcast in order to make a made up explosion and invasion of aliens seem like a real world issue and crisis.

CBS likely exaggerated impact of War of the Worlds for marketing and publicity purposes – people didn’t actually kill themselves and believe martians were invading – according to Jean Baudrillard’s theories around postmodernism. He states that “people lose the ability to distinguish between reality and fantasy”.

This links to the idea that the people who consumed War of the Worlds could not discern the fact that what played out in the broadcast was but a simulation and so did not occur in the real world. The idea of hyperreality is also relevant here because although aliens obviously do not exist, our world is so undefined and unfinished that change in this manner is not shot down immediately by humanity as a collective. The realm of possibility that mankind opens up by our own ways of thinking allow foreign and alien ideas to blossom, and this is what Baudrillard discusses and defines as a “postmodern” society. The fragmented truths and complications of our world can result in massive confusion, and this is evident in the outbreak of hysteria from War of the Worlds.

Narrative Theory Recap

Todorov – Beginning Middle and End

Propp – Stock Characters

Levi-Strauss – Binary oppositions

Barthes – Proairetic, Hermeneutic, Enigma code.

Chatman – Kernels = Key moments. Satellites = Developments or ‘fluff’

Freytag – Freytag’s Pyramid. Exposition, Climax, Denouement. Rising action, falling action

REVISION – NARRATIVE

Narrative Theory Quick Recap

Linear, Chronological, Sequential, Circular, Narrative arc, foreshadowing,

Propp:

  • Stock characters
  • Narratemes
  • Characters and their roles (hero, villain, helper, princess, false hero, father)

Freytag:

  • Freytag’s Pyramid
  • Beginning, Middle, End
  • Exposition, Climax, Denouement
  • Rising action, falling action

Todorov:

  • Equilibrium, Disruption, New Equilibrium
  • Frame stories (stories within stories)
  • Single character transformations: The idea that characters follow a journey that leads to a realisation, changed personality. Linking to Ancient Greek narrative structures:

Peripeteia = The reversal of fortune

Anagnorisis = Recognition or discovery of fate

Catharsis = Emotional response from audience

Strauss:

  • Binary Oppositions
  • Narrative is a structure of themes that relays a dominant message

Chatman:

  • Kernels = Key moments
  • Satellites = Developments or ‘fluff’

Barthes:

  • Semiotics
  • Hermeneutic code = Dialogue, character, reflection
  • Proairetic code = Action and movement
  • Enigmas = Puzzles, keeping the audience guessing

Moving Image

postmodernislm

Postmodernism:

  • It’s an approach towards understanding, knowledge, life, being, art, technology, culture, sociology, philosophy, politics and history that is REFERENTIAL  (in that it often refers to / copies other things)
  • RE-IMAGINING= To recreate or form a new conception of by recreation
  • PASTICHE=A work of art, drama, or architecture that imitates the work of a previous artist.
  • PARODY= A work or performance that imitates another work or performance with the use of irony and humour.
  • COPY
  • BRICOLAGE= construction of media with a diverse range of available things ‘involves the rearrangment and juxtaposition of previously unconnected signs to produce new codes of meaning’(Barker & Jane, 2016:237)

Narrative theory:

  • Structure: beginning, middle, end- equillibrium -> disruption of equillibrium -> equilibrium restored. (freytags pyramid)
  • Propp; characters and their roles, the theory that all characters are reimagined from a set of character templates ~(hero, villian, helper, princess, false hero, father)
  • Turner makes clear that the roles aren’t specific to a singular character as one character can fit into more than one of these templates; and it is determined by their functions and SPHERES OF ACTION
  • Chatman splits narrative and plot into two main structures; satalights and kernels, kernals being something absoluetly essential to the plot to make sense or for the audience to know. Satalights being something not essential to the plot that can be taken out- yet are important for subtle progression such as character development/ non-essential background context
  • Barthes talks about the different type of codes through the narrative. Proairetic code: action, movement, causation Hermenuetic code: reflection, dialogue, character or thematic development Enigma code: the way in which intrigue and ideas are raised – which encourage an audience to want more information. We can relate chatmans Satalight ideaology to hermenuetic code as development.

postmodernism prep

Postmodernism:

  • It’s an approach towards understanding, knowledge, life, being, art, technology, culture, sociology, philosophy, politics and history that is REFERENTIAL  (in that it often refers to / copies other things)
  • RE-IMAGINING= To recreate or form a new conception of by recreation
  • PASTICHE= A work of art, drama, or architecture that imitates the work of a previous artist.
  • PARODY= A work or performance that imitates another work or performance with the use of irony and humour.
  • COPY
  • BRICOLAGE= construction of media with a diverse range of available things ‘involves the rearrangment and juxtaposition of previously unconnected signs to produce new codes of meaning’(Barker & Jane, 2016:237)

Narrative theory:

  • Structure: beginning, middle, end- equillibrium -> disruption of equillibrium -> equilibrium restored. (freytags pyramid)
  • Propp; characters and their roles, the theory that all characters are reimagined from a set of character templates ~(hero, villian, helper, princess, false hero, father)
  • Turner makes clear that the roles aren’t specific to a singular character as one character can fit into more than one of these templates; and it is determined by their functions and SPHERES OF ACTION
  • Chatman splits narrative and plot into two main structures; satalights and kernels, kernals being something absoluetly essential to the plot to make sense or for the audience to know. Satalights being something not essential to the plot that can be taken out- yet are important for subtle progression such as character development/ non-essential background context
  • Barthes talks about the different type of codes through the narrative. Proairetic code: action, movement, causation Hermenuetic code: reflection, dialogue, character or thematic development Enigma code: the way in which intrigue and ideas are raised – which encourage an audience to want more information. We can relate chatmans Satalight ideaology to hermenuetic code as development.

Linking narrative theory to the presentation of postmodernism

  • You can see that the reiteration of historical events through modern media through concepts such as through parodys or pastiche have a strong link to techniques and ideas surrounding narrative structure and theory
  • For example, the main goal for both these media forms would be to present a previous event and to educate the audience while keeping it less complicated and entertaining to provide a message that can be more widely taken on and accepted.
  • Freytags pyramid- in reference of a historical event being presented via postmodernism, something catastrophically with many levels of details could be simplified to conform to the needs of a wider audience- a hisorical event such as World War One has many levels of depth and things that lead up to it, but a pastiche or

Narrative:

Memento Revision

POSTMODERNISM
There is no “whole” “real” “you”, just collections of fragments. “You” as a concept is unstable and “schizophrenic” (disrupted). This is a source of exhilaration as it allows you to be free to construct yourself, however it can be a source of anxiety as well as you do not know who you are on a fundamental level.

NARRATIVE THEORY
Peripeteia – an unexpected reversal of circumstances (the tables have turned)
Anagnorisis – a revelation of the protagonists identity or actions
Catharsis

  1. Linear – Happens in a set order
  2. Chronological – The story happens in the order that it occurs
  3. Sequential
  4. Circular structure – The story ends where it begins, a loop where the characters have transformed somehow.
  5. Time based
  6. Narrative arc
  7. Freytag’s Pyramid – The stages of a story, shaped like a pyramid (hence the name). Exposition -> inciting incident -> rising action -> climax – > falling action/denouement -> resolution
  8. exposition – telling the story
  9. inciting incident – The incident that begins the story
  10. rising action – The slow rise of action towards the climax
  11. climax – The emotional/action high point of the film
  12. falling action – The slow fall of action towards the resolution
  13. resolution – The problem is solved and the end of the story
  14. denouement – same as falling action & resolution
  15. Beginning / middle / end –
  16. Equilibrium – Everything is balanced
  17. Disruption – An event that disrupts the balance of the equilibrium
  18. Transgression – often disequilibrium is caused by societal / moral / ethical transgression (ie challenging Aristotelian virtues)
  19. New equilibrium – The return of the equilibrium after the resolution of the story
  20. The 3 Unities: Action, Time, Place
  21. flashback / flash forward – A time skip that shows the audience information
  22. Foreshadowing – Hinting at an event that is going to happen
  23. Ellipsis
  24. Pathos
  25. Empathy
  26. diegetic / non-diegetic
  27. slow motion
  28. In Media Res – starting in mid-action
  29. Metanarratives – drawing attention to the process of storytelling – A narrative that references it’s creator/that it is just a narrative.
  30. Quest narratives

postmodernism revision

Post Modern Theory

Many Films and Television Programmes exhibit postmodern traits. Descriptions of the most significant Postmodern themes in Television and Films are below:

pastiche is a work of art, drama, literature, music, or architecture that imitates the work of a previous artist

parody is a work or performance that imitates another work or performance with ridicule or irony

Jean Baudrillard (1929-2007) was a French sociologist, cultural theorist, author, political commentator. His best known theories involve hyperreality and simulation. Baudrillard described hyperreality as “the generation by models of a real without origin or reality”.

What is Baudrillard theory?

Baudrillard claims that our current society has replaced all reality and meaning with symbols and signs, and that human experience is a simulation of reality.

Hyperreality is an inability of consciousness to distinguish reality from a simulation of reality, especially in advanced postmodern societies. Hyperreality is seen as a condition of what is real and what is fiction are blended together so there is no clear distinction to where one ends and the other begins.

What makes a text postmodernism

Criticism of metanarratives – postmodern texts usually try to distance themselves from traditional ways of making meaning, and will break the rules of existing metanarratives such as religion or science

Rejection of high culture – postmodern texts will often use a deliberately ‘trashy’ aesthetic


Breaking rules
 – postmodern texts often break fundamental rules of making media, for example by ‘breaking the fourth wall’

Intertextuality – postmodern texts often routinely make reference to other texts, cultures and times

Style over substance – surface meanings are seen as more important in a postmodern text than any deeper meaning

Peripeteia – a sudden reversal of fortune or change in circumstances.

Anagnorisis – where a character recognizes or discovers another character’s true identity or true nature.

Catharsis – the process of releasing, and thereby providing relief from, strong or repressed emotions.

  1. Bricolage  – Bricolage is a technique or creative mode, where works are constructed from various materials available or on hand, and is often seen as a characteristic of postmodern art practice.
  2. Intertextuality – can be a reference or parallel to another literary work, an extended discussion of a work, or the adoption of a style.
  3. Referential –
  4. Surface and style over substance and content –
  5. Metanarrative – theory that tries to give a totalizing, comprehensive account to various historical events, experiences, and social, cultural phenomena based upon the appeal to universal truth or universal values.
  6. Hyperreality – something that give a representation of characters that aren’t socially normal or acceptable. eg disney world. exaggerated otherness
  7. Simulation (sometimes termed by Baudrillard as ‘Simulacrum’)  – an image or representation of someone or something
  8. Consumerist Society – a society in which people often buy new goods, especially goods that they do not need, and in which a high value is placed on owning many things.

MOVING IMAGE NEA

Peripeteia – a sudden reversal of fortune or change in circumstances.

Anagnorisis – the point in a film in which a principal character recognizes or discovers another character’s true identity or the true nature of their own circumstances.

Catharsis – the process of releasing, and thereby providing relief from, strong or repressed emotions.

Make notes on ‘The 3 Unities’

Action – the fact or process of doing something, typically to achieve an aim.

Place – a particular position, point, or area in space; a location.

Time – the indefinite continued progress of existence and events in the past, present, and future regarded as a whole.

MEMENTO: Narrative and Postmodernism

Refer To:

Narrative (How it is structured)

Action – Place – Time

Exposition (Beginning) – Climax (Middle) – Denouement (End)

PeripeteiaThe turning point in a drama after the plot moves steadily to its denouement. AnagnorisisWhen you discover the true identity of the character, or true nature of the what they had planned. Catharsisshows emotion of an audience through a character or characters.

Types of orders: Linear In order of how they occur, how the story unfolds Chronological Could include flashbacks as it doesn’t tell the story straight through from beginning to the end SequentialWhen many moments connect to each other (location or time) forms a distinct narrative unit

EquilibriumEverything is balanced DisruptionWhen the problem is happening New equilibriumreaching a resolution

Vladimir Propp (Character Types and Function)

uses STOCK CHARACTERS to structure stories (e.g. hero, villain, helper, victim, false hero, princess, dispatcher)

Claude Levi-Strauss (Binary Oppositions)

Creates a dominant message (ideologyof a film. However, as mentioned previously, the way in which individual students / audience members decode specific texts, is also contingent on their own individual ideas, attitudes and beliefs

Roland Barthes (Proairetic and Hermeneutic Codes)

Proairetic code: action, movement, causation. Hermeneutic code: reflection, dialogue, character or thematic development. Enigma code: the way in which intrigue and ideas are raised – which encourage an audience to want more information.

Postmodernism

Pastiche it imitates an artistic style of another person’s work. Parodywhen a performance imitates and is used for a comic effect. Bricolage‘do it yourself’ the creation of work from a diverse range of things that happen to be available. ‘involves the rearrangement and juxtaposition of previously unconnected signs to produce new codes of meaning’. Intertextualityit seeks the connections between media texts and social life. It suggests signs only have meaning in reference to other signs and that meaning is therefore a complex process of decoding/encoding with individuals both taking and creating meaning in the process of reading texts. In other words. HyperrealityThis happens when you can distinguish reality from a simulation of reality. For example, in the movie we can not tell which is the movie or the game that is happening. Simulation (sometimes termed by Baudrillard as ‘Simulacrum’) – it is where the model mimics the operation of an existing system that provides evidence to make decisions for process changes. The simulation of total mediation without meaning. Their are many layers of the game so we can many different copies that is perpetrated from the real world. Alienationwhen you reject a person’s position of former attachment / becomes isolated from their environment or from other people. A form of separation or distance.

The process of fragmentation is a key element of POSTMODERN CULTURE. The notion of separating, splitting up and dividing previously homogeneous groups such as, friends, the family, the neighbourhood, the local community, the town, the county, the country and importantly, is often linked to the process of fragmented identity construction.

Surface and style over substance (Postmodernism)

in a postmodern world, surfaces and style become the most important defining features of the mass media and popular culture

the fragmentary, decentred nature of music videos that break up traditional understandings of time and space so that audiences are ‘no longer able to distinguish ‘fiction’ from ‘reality’, part of the postmodern condition’

There is no ‘real‘ – just a collection of fragments. We are free to construct ourselves.

There is not truth in history; memory cannot be relied upon as evidence for knowledge. People who claim to know the truth can’t be trusted.

Jean Baudrillard

The media makes everyone a consumer – audiences have a limited relationships with authentic meanings.

Authenticity is impossible to find or keep as the hyperreal world of modern media is so encompassing and so incessant, Baudrillard tells us the deluge of messages offered have limited significance. Cultural products in postmodernity construct throw-away messages, forgotten almost as instantly as they are consumed.

Media proliferation has resulted in an implosion of meaning through the simultaneous presentation of oppositional truths.

The postmodernism age is marked by the dominance of advertising as a media form. Baudrillard suggests that media blending has resulted in the construction of fictionalised reality.

As a result, contemporary media forms have blurred fact and fiction to the extent that, Baudrillard argues, audiences can no longer tell them apart.

REVISION | eXistenZ and Memento

eXistenZ (David Cronenberg, 1999)
Memento' Remake in the Works | Time
Memento (Christopher Nolan, 2000)

Narrative

a spoken or written account of connected events; a story.

Memento - Crisis In Time-Space Cinematic - Universal Cinema

Peripeteia – a sudden reversal of fortune or change in circumstances.

Anagnorisis – where a character recognizes or discovers another character’s true identity or true nature.

Catharsis – the process of releasing, and thereby providing relief from, strong or repressed emotions.

The Three Unities

– Action: a tragedy should have one principal action
– Time: the action in a tragedy should occur over a period of no more than 24 hours.
– Place: a tragedy should exist in a single physical location.

Tripartite Narrative Structure

Equilibrium – a state in which opposing forces or influences are balanced.

Disruption – disturbance or problems which interrupt the balance.

New Equilibrium – a new and possibly different state of balance.

Freytag’s Pyramid

first three lines – demonstrate that you know what postmodernism is

postmodernism is a shift in society in terms of culture and people

next few lines – knowledgeable that these two terms come from Jean Baudrillard – define

next half of a side – cherry pick some examples from the csp about what postmodernism is

end line – conclusive sentence on what you think of postmodernism

half a page on simulation / half a page of hyperreality

9 marks – 12 mins

Analyse Figure 1 using the following postmodern ideas:
• simulation
• hyperreality.
[9 marks]

Indicative content
This question assesses the ability to apply knowledge and understanding of
the theoretical framework of media language to analyse media products,
particularly focusing on:
• how the different modes and language associated with different media
forms communicate multiple meanings
• how the combination of elements of media language influence meaning
• how audiences respond to and interpret the above aspects of media
language.
Baudrillard’s ideas and theories on postmodernism:
• simulation
• hyperreality.
In the analysis of the video game cover for Gears of War students are
expected to apply ideas of simulation and hyperreality to analyse the meaning
of the images in the product.
Answers in the higher bands are likely to deal critically with the ideas in the
question whereas answers in the lower bands are likely to only offer
examples from the product. There is no requirement for students to deal with
both ideas equally.
The content below is not prescriptive and all valid points should be
credited. It is not expected that responses will include all of the points listed.
In their analysis of the Gears of War cover, students may discuss:
• the cover is an example of hyperreality constructed through a series of
simulations of armed forces
• the visual codes and construction as they relate to concepts of hyperreality
and simulation (mise-en-scène constructed of exaggerated human/robot
figures, war-torn setting, costumes and weaponry)
• the relationship between the title and the imagery – the dehumanising of
soldiers as gears, a simulation of the real world
• the blurring of the line between fantasy and reality is evident in the
representation of armed forces as machines, drawing on a mix of mediated
images (sci-fi) and reality (implosion)
• the human element of the soldier – foregrounded by the direct address to
the audience – contrasts with the robot-machine construction of the body.
Accept any other valid analytical responses. Answers must link to the focus
of the question.