Revision – NARRATIVE AND POSTMODERNISM

 Tztevan Todorov (Tripartite narrative structure):

A really good way to think about NARRATIVE STRUCTURE is to recognise that most stories can be easily broken down into a BEGINNING / MIDDLE / END.

  • Equilibrium
  • Disruption
  • New equilibrium

Vladimir Propp is a good starting point for thinking about narrative structures, as his work (based around an analysis of fairy tales) suggests that stories use STOCK CHARACTERS to structure stories.

  1. Hero
  2. Helper
  3. Princess
  4. Villain
  5. Victim
  6. Dispatcher
  7. Father
  8. False Hero

binary opposites.

Roland Barthes: Proairetic and Hermenuetic Codes

  • 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.

Peripeteia – a sudden reversal of fortune or change in circumstances, especially in reference to fictional narrative

Anagnoresis – the point in a play, novel, etc., 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.

Post Modernism For Essays

Individuals focus on, understand, can cope with and are knowledgeable about surface and style. As opposed to substance, content, meaning and truth.

Creates a world built around uncertainties and half truths, its a virtual world.

First define / explain postmodernism —> Then define the key concepts and who’s said them. —> After that mention the print product and how it relates to the key concepts[Futuristic, dystopia, individualism, escapism ] —> Lastly, express thoughts on postmodernism itself.

 Postmodernism is largely a reaction to the assumed certainty of scientific, or objective, efforts to explain reality.

  1. Pastiche – imitating previous work.
  2. Parody – Imitating previous work in a joking and funny manner.
  3. Bricolage – something constructed or created from a diverse range of things.
  4. Intertextuality – the relationship between texts, especially literary ones.
  5. Referential – containing or of the nature of references or allusions.
  6. Surface and style over substance and content –
  7. Metanarrative
  8. Hyperreality – the inability of consciousness to distinguish reality from a simulation of reality.
  9. Simulation (termed by Baudrillard as ‘Simulacrum’) 
  10. Consumerist Society
  11. Fragmentary Identities
  12. Alienation
  13. Implosion
  14. cultural appropriation
  15. Reflexivity – acknowledging your role in the research.

How valid are Baudrillard’s ideas of simulation and hyperreality to understanding the media?
You should refer to the Close Study Products Score and Maybelline to support your answer.
[20 marks]


Unseen CSP Postmodernism

Hyperreality – Being unable to distinguish between fantasy and reality.

Simulation (sometimes termed by Baudrillard as ‘Simulacrum’) – Where events are played out as if they are real when in fact they are not.

Simulation – CSP has unrealistic connotations – dominate signifier has otherworldly physical features which would never be seen in reality – shows that our visions of reality are ever changing and uncontrollably morphing.

Hyperreality – Wondering if the games cover is reality in some form.

Postmodernism

Jean Baudrillard – Simulation, Hyperreality; Baudrillard observes that the contemporary world is a simulacrum, where reality has been replaced by false images, to such an extent that one cannot distinguish between the real and the unreal.

Essay Structure:

Define Postmodernism, define simulation and hyperreality, Take out examples from the example, then a concluding sentence saying what you think Postmodernism has come to.

definitions: Hyperreality – Being unable to distinguish between fantasy and reality. Postmodernism –

  1. Deliberately playful, intertextual, reflexive
  2. Fragmentation, disorder, displacement
  3. A disconnection between cerebral and physical (ie mind and body Descartes – The Cartesian dilemma)
  4. A lack of coherent time and place creates a world built around uncertainties and half-truths = a virtual world
  5. A lack of knowledge and understanding
  6. Lack of Metanarrative – the new postmodern world is structured and built upon complex and sometimes contradictory layers of organisations, instructions, ideas and individuals.
  7. Individuals struggle to make sense and meaningful connections with this postmodern world.
  8. No rational explanation, for cause and effect.
  9. A loss of faith in scientific, empirical evidence.
  10. Emphasis on repetition = Simulation – a series of simulated events, sequences and characters
  11. Lack of overall Truth or coherent meaning
  12. Memento represents a world of nobody’s living in nowheresville!
  13. Individual and community alienation Individualistic / isolated narrative
  14. Results in individuals becoming isolated and vulnerable
  15. So individuals on focus on (understand, can cope with, are knowledgeable about) surface and style. As opposed to substance, content, cohesion, meaning, truth.
  16. Individual personal pleasure and gain is the only significant motivating factor
  17. Role of big organisations in dividing up society and individuals
  18. pastiche (re-makes of familiar genre, Film Noir, Thriller or Who dunnit?) re-make
  19. Fractured / split / multiple identity
  20. hypperreality – it seems real, but unreal? exaggerated reality? an un-reality?

postmodern ideas for essay question.

  • Individual and community alienation Individualistic / isolated narrative
  • Results in individuals becoming isolated and vulnerable
  • So individuals on focus on (understand, can cope with, are knowledgeable about) surface and style. As opposed to substance, content, cohesion, meaning, truth.
  • Individual personal pleasure and gain is the only significant motivating factor
  • A disconnection between cerebral and physical (ie mind and body Descartes – The Cartesian dilemma)
  • creates a world built around uncertainties and half-truths = a virtual world

STRUCTURE(9 marker)

first define/explain postmodernism

then define the key concepts and who said them

after that mention the print product and how it relates to the key concepts.(Futuristic, dystopia, individualism, escapism)

lastly, express thoughts on postmodernism itself.

Simulation-when reality is replaced with signs and representations.

hyperreality- where audiences cant tell the difference between simulation and reaslity

postmodernism essay prep

what is postmodernism?

what is the truth and knowledge behind it?

Structure – Define Postmodernism -> Define key concepts & theorists -> Link the CSP to postmodernism and it’s concepts

Simulacrum & Hyperreality – Baudrillard

Individuals focus on, understand, can cope with and are knowledgeable about surface and style. As opposed to substance, content, meaning and truth.

Creates a world built around uncertainties and half truths, its a virtual world.

First define / explain postmodernism —> Then define the key concepts and who’s said them. —> After that mention the print product and how it relates to the key concepts[Futuristic, dystopia, individualism, escapism ] —> Lastly, express thoughts on postmodernism itself.

Postmodern movies aim to subvert highly-regarded expectations, which can be in the form of blending genres or messing with the narrative nature of a film. For example, Pulp Fiction is a Postmodern film for the way it tells the story out of the ordinary, upending our expectations of film structure.

post modernism

  1. Pastiche =  a work of art, drama, literature, music, or architecture that imitates the work of a previous artist.
  2. Parody =  an imitation of the style of a particular writer, artist, or genre with deliberate exaggeration for comic effect.
  3. Bricolage = the process of improvisation in a human endeavour
  4. Intertextuality = can be a reference or parallel to another literary work, an extended discussion of a work, or the adoption of a style.
  5. Referential= of, containing, or constituting a reference
  6. Surface and style over substance and content= although someone looks immaculately dressed or styled, behind the façade, there is no substance or content.
  7. Metanarrative=  concerns narratives of historical meaning, experience or knowledge and offers legitimation of such through the anticipated completion of some master idea
  8. Hyperreality= the inability of consciousness to distinguish reality from a simulation of reality
  9. Simulation (sometimes termed by Baudrillard as ‘Simulacrum’) 
  10. 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.
  11. Fragmentary Identities= multidisciplinary collaboration, involving visual communication, performative arts and fashion
  12. Alienation= a withdrawing or separation of a person or a person’s affections from an object or position of former attachment
  13. Implosion=  a situation in which something fails suddenly and completely, or the fact of this happening
  14. Cultural appropriation= an inappropriate adoption of the customs, practices, ideas, etc. of one people or society by members of another and typically more dominant people or society.
  15. Reflexivity= the fact of someone being able to examine their own feelings, reactions, and motives
  16. Deconstructive postmodernism = deconstructionism is a challenge to the attempt to establish any ultimate or secure meaning in a text.

Postmodernism can therefore be understood (more than other creative movements) as deliberate, intended, self-conscious play (about play?), signs about signs, notes to notes? 

 It may even be ironicjoking, or literally, ‘just playing’. However, it is always a deliberate copy (of the old).

 clearly entails a recognition (a nod and a wink) to what it was and where it came from.

INDIVIDUALISM’

, it may be possible to identify the extent to which our economic experience is now characterised by what we buy (consumption) than what we make (production). 

there is an argument that postmodern culture is a consumer culture

 the extent to which the UK and much of Western Europe has shifted from manufacturing economies to consuming economies – ie we are structured around consuming things more than making things.

it is possible to link postmodernist cultural expression with broader shifts in society, specifically around economics and politics.

post modernism and narrative

Postmodernism:

Postmodernism says that there is no real truth. It says that knowledge is always made or invented and not discovered. Because knowledge is made by people, a person cannot know something for sure – all ideas and facts are ‘believed’ instead of ‘known’.

  • 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.
Plot Diagram: Freytag's Pyramid - Excellence in Literature by Janice  Campbell
Freytags pyramid

Denouement – the final part of a play, film, or narrative in which the strands of the plot are drawn together and matters are explained or resolved

Exposition – it is the background information on the characters and setting explained at the beginning of the story

Tomb Raider:

The main character of tomb raider is a female who partakes in violence which is not a common theme throughout older generation games/films. Lara Croft is represented in exposed clothing to appeal to heterosexual men – Laura Mulvey ‘Male Gaze’

Metroid:

Metroid cover displays a dominant signifier of a ‘male’ looking character which is the gender opposite of Tomb Raider. As you progress throughout the game it is revealed that under the suit the character is a female.

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.