Damian Sutton, David Martin-Jones - Deleuze Reframed PDF
Damian Sutton, David Martin-Jones - Deleuze Reframed PDF
Damian Sutton, David Martin-Jones - Deleuze Reframed PDF
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Damian Sutton
Be David Martin-Jones
LB. TAU R IS
Published in
Copyright
10010
1988.
ISBN:
978 1845115470
A full CIP record for this book is available from the British
Library
A full
Congress
Library of Congress catalog card: available
Contents
Acknowledgements
List of illustrations
vii
ix
xi
Part One
Introduction. What is a rhizome?
11
David Martin-Jones
Chapter 2. Virtual structures of the Internet
Damian Sutton
Part Two
Introduction. What is becoming?
Chapter 3. Minor cinemas
45
51
David Martin-Jones
Chapter 4. Becoming art
Damian Sutton
65
27
Parf Three
I ntroduction. What is duration?
85
David Martin-Jones
Cha pter 6. Time (and) travel in television
Damian Sutton
Conclusion: Reframing Deleuze
Notes
129
141
145
137
123
107
91
Acknowledgements
This book i s the product of many fruitful discus sions that we have
had together over many years , as well as discus sions we continue
to have as s cholars of philosophy and visual culture. We have both
been excited and frus trated by Deleuze, and we both continue to
enjoy the cut and thrust of the debate ove r h i s work, and are
genuinely thankful that we were introduced to a philosopher who
could make so many new thoughts ari s e in u s . We are aware that
Deleuze and his work can s eem remote or impenetrable to others ,
however, and thus it is als o from the discussions we have had with
colleagu e s and students that we h ave been able to fo cus out
attenti o n on the extrao rdinary contribution of Deleuze to
philosophy, as well as his contributi on with Felix Guattari. We
have re solved to help others understand what we consider to be
the most important concepts that Deleuze developed, and we hope
that this gui de i s succ e s s ful in introducing new thinkers to
Deleuze and his work. We hope the reader will not stop at this book
but remain thirsty for more by and on Deleuz e , as we do.
There are numerous commentari e s on Deleuze, and many
useful analyses made that help develop his ideas and provide new
methods of understanding. It has been a great privilege to get to
know so m any of tho s e writers from whom we h ave drawn ide a s ,
and who have b ecome welcome friends and colleagues . This guide
would not have been pos sible without the fruitful and challenging
discus s i on s we have had with them, almo st too numerous to
mention. For support, information and inspiration we would like to
give special thanks to Antonio C arlo s Amorim, B ettina Bildhauer,
List of illustrations
77
Fig u re 3. The Cell (d. Ta rsem Singh, New Line C inema, 2000)
4. Doctor Who
99
(B B C , 2007) copyright B B C .
1 13
on
do
Zi zek, Alain
We tum in the last p art to the ' s ubstance' of organis ation, the
full potentiality of time itself. D eleuze was profoundly influenced
by Bergson, and he found in his work a theory of time from the
point of view of the experience of life. From here Deleuze developed
his own philo sophy o f time, one that i s best understood through
our plastic repre s entati ons of it, such as cinema. In chapter 5 ,
' Movement images, time images a n d hybrid images i n cinema' ,
David Martin Jones explains how D eleuze's philosophy of time i s
expressed i n the movement image, which creates a linear narrative
by focusing on the moving body of its protagoni st, and the time
image, which atte mpts to repre s ent the virtual movement of time
itself. The chapter then demonstrates how recent hybrid films
that contain aspects of b oth images explore the difference between
space and time, and the p arallels they draw b etween the mind and
the body, dream and reality, and new media and film. After this, in
chapter 6 , 'Time (and) travel in television ' , D amian Sutton looks at
s cience fi ction televi s i o n to illustrate how Deleuze's phil o sophy
provides for an understanding of our p erception of time, through
his devel opment of B ergson's gift to philos ophy: the realis ation
of mental becoming, informed by memory, within which we live .
Deleuze and Guattari also look for the abs olute ground of life
its elf, the energy and forces that make up b ecoming, given shape
as an idea of the pure, simple universe that lends its elf toward
organis ation. This is demonstrated in the ways in which we tell
stori e s , and the ways in which we narrate and explain our
experienc e of the world and its p o s s ibilitie s .
D eleuze's philos ophy was rooted i n a sense of us efulnes s ,
intended a s a productive philosophy o f life . These are philosophies
that have one eye on the future, and on how we must live . Thi s
means that the value of h i s ideas c a n b e tested b y their continued
u s efuln e s s , on the one hand, and their ability to give ris e to new
concepts on the other. Hence we have tried to include sharp recent
and contemporary examples from creative media
games, televi sion, as well as art and cinema
Internet, video
we
P art One
Introduction
What is a rhizome?
In literal term s , the word ' rhizome ' refers to a plant stem that
grows horizontally underground, s ending out roots and shoots.
Many grasses are rhizomati.c, as are any number of common plants
found in our diet s , including asparagu s , ginger and the p otato .
When Deleuze and Guattari used the term in their intro ductory
chapter to A Thousand Plateaus: Capitalism and schizophrenia
( 1 980), however, they did so to describ e a certain way of thinking .'
The image of roots and shoots emerging from a horizontal stem
encapsulated a manner of thinking that they favoured over the
dominant thought process of Western philos ophy. Dating b a ck to
the ancient Greeks Plato and Aristotle, thi s dominant Western
model is caus a l , hi erarchical, and structured by binaries (one/
many, us/them, m an/woman, etc . ) , and has been the dominant
form of thinking in Western s ociety for s everal thousand years .
Due to its emphasis on cause and effect and the creation of
hierarchies, Deleuze and Guattari comp ared the dominant Western
model of thinking to the tre e . This image refers not only to the
literal shape of a tree (the seed is the cause, the tree the effect) , but
also
for instance
father and one family) , from which the 'Other' is then defined
the
space around the tre e , or that which is 'not tree'. Thi s typ e of
binary thinking has a long tradition and i s still dominant today,
although in the late nineteenth c entury the German philos opher
Nietzs che ( 1 844-1 900) began to point the way toward another way
of thinking . Gre a tly influ enced by Nietz s che (Del e u z e wrote
and its competitors , but, rather, consi der that every thing always
contains many truth s . For thi s reason they attempted to disc ard
the hierarchical image of thought of the tree as somewhat illuso ry,
and replace it with the horizontal image of the rhi zome. Instead
of tree , rhizome. Instead of one , one as m any. Not one and its
multiple Others , but a singular multiplicity. Like a forest, then,
for Deleuze and Guattari the rhizome 'has neither beginning nor
end, but always a mi ddle (milieu) from which it grows and which
it overspill s ' .'
Some concrete examples can help us understand the broader
ramifications of the rhizome and rhizomatic ways of thinking.
Deleuze and Guattari used the rhizome to des cribe living entities
(pack animal s such as rats and wolves) but a l s o geographi c a l
entities s uch a s b urrow s , 'in all of their functions of shelter,
supply, movement, evasion and breakout' .' In the case of p ack
animals , the moving masses continually form and re-form a single
shape, a fluid entity that i s at once one and many. This i s a clear
examp le of a rhizome - a herd of wild hors e s , a wheeling flock of
birds, etc. The idea of the burrow, however, p rovi des a more
interesting angle from which to consider the rhizome. C onsider
the guerrilla war o f attrition that the Vietnamese Vi etcong fought
against the overwhelmingly superior technology of the US military
in the 1 960s and e arly 1 970s . As p art and p arcel of this s truggle
they utili sed an e l ab orate tunnel sys tem which enabled them to
evade the US military's land and air force s , s tore and move arms
and supplies , build up numbers for ambushes and surprise attacks,
and quickly dis a p p e ar again once overwhelmed. The rhizome as
burrow, then, is a way of describing an underground political
movement, both literally, as in this case, and figuratively. As a
further, figurative example, undergro und prote s t movements
are now also a b l e to gather s trength and support among
geographically disp arate members using the rhizomatic networks
enabled by the Internet. The rhizome, then, has many applications,
one of which is i n the political realm.
its p o l l e n .
Wasp
and
o rc h i d , a s h eterogeneous
and a
or, rather,
Chapte r 1
Thi s chap ter examines the vi deo game as i llu strative of the
rhizome, and the problems of de
Spacewar, developed by Steve Russ ell and other res earchers at the
Mas s achusetts Institute of Technology (MIT) in 1 9 62 . In the 1970s
video games b egan to b e p layed in the home, with the Magnavox
Ody s s ey, quickly followed by the Atari games console and now
classic game s s uch as Pong, Space Invaders and Pac Man. This
perio d also s aw the flourishing of video games in the arcade. The
1980s brought home computers such as the Sinclair Spectrum, and
from Jap an b oth Nintendo and SEGA emerged as major players in
the glob al market for video games. Finally, in the 1 9 90s and 2000s
the home video game market really took off with the c ompetition
between the short lived SEGA Dreamcast, the S ony Playstation,
Micros oft's Xbox and the Nintendo GameCube.1 Moreover, although
there have b een forms of online gaming since as e arly as 19 69, this
practice h as also b lo s s omed more recently with the global spread
of the Internet.' MUD (multi user dungeon) and , more recently,
MMORPGs (massive multiplayer online role p laying games) now
bring t o g ether thous ands of garners in virtu al c ommuniti e s to
interact with each other in the process of playing a game. This b rief
and rap i d history has already seen one major boom and bust in the
video games industry, during the 1980s, and, although video games
are now a multi million dollar industry, at different times their
incepti on and development have been variously due to the efforts
of computer enthusiasts such as Russ ell and his colleagu e s at
MIT, energetic entrepreneurs such as Ralph Baer of the mili tary
electronics comp any S anders Associ ates , and Nolan Bushnell, the
founder of Atari , as well as the university s ector and the military
as research environments.'
C orres p ondingly, although it is als o still relatively young,
the field of video game study is one of the most rapidly exp anding
of all a c a d emic discipline s . The m ajor b arrier that it fac e s i s
overco ming t h e prej u dice that v i d e o games ( a m a s s medium
a s s o ciated with lei sure tim e , and often with the 'wa s ting' of time
in general) are s omehow not worthy of study, no matter how
p opular they might b e. This is a bias that Andreas Huy s s en has
des crib e d in a much b r o a d e r context as forming p art of the
fe minis ation of m a s s culture that has o ccurred throughout
modernity, and it can al s o be applied to the s tu dy of pulp
literature, radi o , film, television and so on.' Despite this barrier
to its development, since the late 1 990s the field o f video game
s tudies has produced numerou s b ooks and antho logies , and in
2 00 1 the first online journal dedicated to video garne s , Game
or
from the
dyna m i c a l l y
a lway s
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sirens that s ound as the Pac Man nears es cape suggest as much.
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As the Pac Man eats each of the little pills he creates a cleared
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escaping from the maze. In fact, the only way for the Pac Man to
(!)
deterritoriali s e
is to
II
Several theories exist that view the gaming process as offering the
p otential for the gamer to deterritori alise his or her identity. Most
obviously, gaming i s a form of play, an action in which people
tradition ally 'l o s e themselves'. When playing a game the gamer
usually experience s the game world through an avatar. An avatar
is a character in the game world that stands in for the gamer.
S ome c la s s ic examples of avatars would include Pac Man (and,
indeed, Ms Pac Man) , or Mario from Donkey Ko ng and the Super
Mario game s . More recent examp les would include third person
shooters , such a s Lara C roft in Tomb Raider and Solid Snake in
"tl
tl)
Life, the various family members that garners give their own names
to in The Sims, and so on. At its most b asic level, then, the presence
!:l
(!)
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sho oters generally dol than with enabling the gamer to explore
multiple creative possibilities. Frasca cites SimCity as an example
of this type , a s it has the p otential to b e noticeably different every
time the gamer constructs a new city." In s u ch games there is an
open ended p otential for the gamer to deterritori ali s e his/her
identity. Thi s p o tential is multiplied again in multiplayer game s
such as Quake, The Thing and Half Life: Counter Strike, where
there are more possibiliti e s for new experiences each time the
game is p l ayed, because different players will react differently
both to events in the game world and to the pres ence of each other.
The most p o sitive take on this form of immersion is that it
has the p otential to lib erate garners from their u s ual identity. It
enables them to act in ways they never would normally in reality.
Viewed in this way, video games are s o cial s afety valve s . They let
people experiment with their identiti e s , imagine ideal identiti e s ,
o r simply let off steam by breaking rules a n d destroying things
they would u s ually have to respect. On the other hand, some critics
of video games see this a s a dangerous illusion that can lead to
s erious anti s o cial b ehaviour. More to the p o int, the i d e a that
garners deterritori alise their identity and b e come other people
when immers e d in the game is easily criticised. For many people
the exp erience may feel no different from that of playing with a
doll or an action figure as a child. Why should we necess arily
believe that, when g aming, we h ave left our own b o di e s and
become Pac Man, Mari o , Lara C roft or Solid Snake? After all,
although frus trating, it i s unusual to feel physical pain when Pac
Man is eaten by Pinky the little pink gho s t.
MMORPGs, mods a nd the rhizome
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a certain extent) to play God. This practice ensures that the g amer
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deterritorialise the s p ace of the game world (like Pac Man or Lara
Croft)
(!)
an
adaptable rhizome.
CI
00
One question arises from this analysis of the p otential for identity
deterritoriali s ation offered by the video game. If video games
offer so many p o s s ib ilities for p o tenti ally lib erating i dentity
exploration, why are they regarded with suspicion by the general
public and the media? The most obvious answer is that no one can
really explain the allure of video game violence, a violence in which
the gamer willingly p articip ate s. In 2 002 a l awsuit filed against
the m anufacturers of video games by p arents of s choolchildren
killed in the C ol umbine mass acre in 1 99 9 was dismi s s ed. Many
people accordingly hold the view that video games in isolation
could not caus e a m a s s acre such a s C o lumbine . " E ven so, the
debate continu e s . The question th at D e l e u z e 's idea of the
rhizome enab l e s u s to ask of this debate is: does this violence
enable a deterritori alis ation of the g amer's identity, or i s it
s omehow reterritorialising?
F urthermore , video games are also regarde d with suspicion
by some theori s t s , but for a very different reason. To consider the
extent to which video games also reterritorialise the gamer we
mus t consider the related question of ideology
very few games are actually innocent, Pac Man again offers a clear
examp le of thi s working o f ideology. In Trigger Happy, Steven
Poole notes how the Pac Man is the 'pure consumer' , only happy
when he i s eating, and never fini s h e d eatin g . 20 In s hort, he i s a
repres entative of consumer capitalism, and the gamer who
contro l s him is simply p e rforming the logic of c o n sumpti on.
C onsume and you will be rewarded with p oints (consume and you
will b e p aid) , cons ume and you will be temp orarily freed . . . and
then returned to the s ame environment in order to consume some
more . Indeed, Pac Man i s far from the only such example, as very
many video games revolve around completing jobs or tasks and
collecting p oints as a reward.
Thus there is a general feeling that video games are dangerous,
either because they are too viol ent, or because they are so much
'c apitalist brainwashing' .21 C ombining the s e two approaches , in
some cases they are regarded with suspicion b e c ause they u s e
violence as p art of this brainwashing. This feeling i s exacerbated
by the development and use of video games by the military. Not
only were the first games developed by workers in the military
sector ( such as Higinbotham and E aerl , but so too has military
investment in arcade technology
Lockheed Martin
of the flight s imulator as b oth video game and tool for combat
training reinforces awarene s s of the link b etween video games
and the dominance of the military industrial c omplex under
market capitalism.
For thi s reason, Poole initially begins by celebrating the free
circulation of the original source code for Spacewar, calling it a
'b enign virus . . . eating up time all over the world on government,
military and scientific mainframes ' ." Once such a commo dity
has been appropri ated by major corporations and has become a
saleable product, however, thi s idea that it is somehow a benign
virus is o ften replaced with the notion that it has b een
reterritori a l i s e d and i s a commo dity that s erve s the needs of
Man, its popularity with female garners may have been due to its
unb ridled celebration of consumption in a very literal sens e . In
a world where there i s peer pressure to remain slim, Pac Man
offers an opportunity for its us ers to embrace virtual e ating. Far
from a s u b liminal trick encouraging p e o p le to be more avi d
consumers (an ideological reterritorialisation of the gamer), in this
instance Pac Man offers lib eration from the pressures of the cult
of the ideal s lim b o dy.24 Research into the effect of video games on
the gamer h a s failed to provide conclu s ive proof either way, with
various writers in the 1 980s concluding that video games either
c orrelate d with aggre s s i o n among u s e r s , o r worked to calm
them." Thu s , while D erek A. Burrill convincingly argues (in 2002)
that video games b as e d on James B ond films ins cribe a certain
typ e of mas culine b ehaviour on the gamer characterised by a
' s tealthy, violent s exism'," Mia C ons alvo just a s convincingly
argues (in 2 003) that The Sims offers the gamer numero us
p o s s ibilities for trying out new gendered and s exual identities."
The final s ection of this chapter examines how this ambiguity i s
evident i n the first three versions of Grand Theft Auto.
Grand Theft Auto
outlined in text on the screen. The arrow then leads to the job .
Once the job is compl e ted (often the removal or retrieval of a
vehicle ) another job become s available, and so on. The purpose of
the game is to complete the jobs, and in o rder to do so the gamer is
required to steal cars , motorbike s , bus e s , or trucks, develop s ome
proficiency in driving these different vehicles, and avoid the police.
On route to jobs he/she i s also able to kill pass ers by, gangs ters
or p olice, either with his/her vehicle or the various weapons left
in crates scattered about the city. Grand Theft Auto 2 (GTA2) was
somewhat simil ar, except that the game environment was more
deadly due t o the controlling presence of s everal warring gangs.
In GTA2 it i s p o s s ible to get mugged or killed simply by s tanding
s till for too long in the wrong are a , the traffic is more aggres sive
generally, and after capture the police unceremoniously dump
the avatar on the road from a m oving s quad car.
The aerial view of the avatar in the first two versions of GTA
provides the garner with a somewhat similar experience to that of
Pac Man , only o n this occasion there is o nly ever a small section
of the city visible at any one time. GTA therefore contains more
sudden surpri s e s , as the police may arrive on s c reen from any
directi on. It is also more difficult always to know where you are
going. The arrow points in the general direction of the job, but the
roads themselves may wind away from the direction of the arrow,
making the inexperienced garner take a circuitous route. More
experienced garners , however, will have explored short cuts acro s s
the city's various p arks and half completed bridges , and so will get
there more quickly. In terms of mapping, then, the exp erience of
playing GTA is one of constant exploration. As with Pac Man ,
although this could b e considered to be i n line with the notion that
the gamer colonises the space of the game world, the constant
uncertainty over direction, the danger of imminent capture and
the perpetual unfol ding o f off s creen s p ace all ensure that the
gaming experience is more one of deterritorialisation than of
reterritoriali s ation. As each of the games also includes a p aper
fold out map of the city, should a gamer wish to learn the space in
a more c alculated manner this is also pos sible, but the expe rience
of gaming is in effect one o f exploration, p roviding therefore the
usual ambiguity a s to how capable the gamer is of reterritorialising
(colonising) the s p ace, and how much he/she must manoeuvre
(deterri toriali s e ) to avoi d b eing reterritori a l i s e d (captured or
killed) by the game.
In terms of ideology, in spite of the emphasis on criminality,
GTA initially app e ars to conform exactly to the idea that video
g ames are practi c e for capitalism. Most obviously, the game is
s tructured around a s eries of jobs completed for a p oints reward.
Admittedly, the s e are all c riminal activiti e s , but, even s o , the
argument remains valid. After all, who would buy a game in which
the jobs the gamer had to complete were photocopying or filing?
Moreover, tapping into ideas of individual freedom prevalent b oth
in the United States and more generally under market capitalism,
GTA is built upon the p remise that you are 'free ' (this is Liberty
City, after all) to steal a car if you so desire. In fact, as m oving
around the city without wheels is so time consuming that it often
negates any pleasures the game offers , stealing a c ar is practically
e s s ential. Here the game expre s s e s the ideology of automobile
freedom on which the United State s built its Fordi st economy in
the early twentieth century. Finally, although the game s e ems to
celebrate criminal activity, a s the g amer i s p erpetually at risk of
imprisonment by the police, GTA actually shows how diffi cult it
i s to make crime p ay.
The above notwithstanding, there is debate as to whether GTA ,
and the public controversy surrounding it, necessarily imply that
it is reterritorialising of the identity of the gamer. Taking the view
that the violence of the game leads to violence in the gamer, the
British Police Fe deration condemned GTA as ' sick, deluded and
b en e ath contemp t ' . S urpris ingly, h owever, the New York Police
D e p artment t o o k the o p p o s ite view of G TA2, s tating tha t th ey
would rather have such criminal activity take place in a game than
on the streets .'S C ontrary to the idea that game violence breeds
real violence, the p ositi on of the New York Police expresses the
notion that the g ame p rovi des a s afety valve mechanism that
allows p e ople to l o s e themselves (deterritori alise) fo r a while
in a new i dentity, getting fe elings of rep re s s e d violence out of
their sys tem.
More imp ortantly, p erhap s , all the G TA game s , and esp eci ally
p o tenti ally
GTA3 also g o e s much further than its predeces sors in certain other
respects. It c ontains a ' radar' , a small map inset in the b ottom
l eft-hand c o rner of the screen, enabling g arners to chart their
position in the city a s b o th big screen and map ind ent. Garners
experience Liberty C ity from both 'here' and ' there ' , as both ' I '
a n d 'them'. T h i s schizophrenic experience of b eing b o th pres ent i n
t h e game w o r l d and a b l e t o watch yourself from afar is enhanced
by the vario u s different camera angle s that can b e cho sen from
which to view the avatar (including the traditional aerial view of
the first two games but also the avatar's first person p oint of
vi ew) , and g arners ' ability to change radio s tations in the c ars ,
which also changes the s oundtrack to the game they are playing.
C learly, GTA3 aims to give garners the opportunity to blur the
b o undary b etween 'real life' exp erience and the game.
Like Pac Man, then, the GTA games are all confined within an
app arently labyrinthine space, but the limits to the city are clearly
defined. The one thing the avatar cannot do is swim away from
Lib erty C i ty, s o , as in Pac Man, there is no e s c ape from its
impris oning labyrinth. Thus the mapping of the city's streets in the
process of p l aying the game may appear to repres ent a colonial
c onque s t o f s p a c e (reterritorialis ation) , but from another
p erspective the game i s forever creating a rhizome, forever
deterritorialising as the avatar moves into unknown territory.
Moreover, b eyond the level of the game world its elf, garners have
the potential to deterritoriali se their usual identity as they explore
the pos sibilities of a criminal life that is not normally available
to them, o r s imply ignore crime and enjoy travelling around the
city, creating a deterritorialising rhizome as they do s o .
Chapter 2
the Internet dis p l ays that most strange of chara cteristics in the
rh i z o m e ,
E
G:i
IX
::J
GI
!!
the
in the matter around us. The Internet helps here because we can
easily unders tand that it has form and shape that is substantially
different from the matter with which we encounter it. If you were
to read this b o ok online, you would be able to turn pages (by
scrolling or clicking) , read the lines , even perhap s mark the 'page',
but you would still not be interacting with the 'matter' of the b ook
in any way. You woul d b e using a mouse or keybo ard. You would
have the idea o f the b ook in mind, however, and that idea would
have a shape that you give it or perhap s the shape that is suggested
by the computer (images of page s , for instance) . Where the s e two
shapes inters ect is the cl o s e s t thing we ' l l get to a phy s i c a l
manifestation of immanence
when you remove all form, all the strata? Is there anything left?
The answer is 'yes ' , since there would be forces and energies that
remain, that never go away: 'Pure relations of speed and s lowness
betwee n particles imply movements of deterritorialis ation, just as
pure effects imply an enterpris e of desubjectification . " This is the
pl ane of consistency, the plane of immanence. So, while we might
n ever be able to remove all form, what D eleuze and Gu attari are
sugges ting is that to di s m a ntle p art of it
stratum , to reduce a function
to p eel away a
sociocultural
d rum wa s marking time for the politics of the media, which, for
many, h a d until then been c o nfine d to the p ag e s of a c a demic
studies
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c ommerce. Not o nly that, but a free market of ideas would enable
of laissez-faire e conomy and left wing media activism.
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A geology of hacktivism
medium was linear and centralised, that it was a one way flow of
information from the centre to the periphery. Viewers , listeners and
readers were reliant upon this s ervice, alienated or es tranged from
the source and from each other, since this one way communication
precluded contact with the community in any meaningful, mediated
way: 'The distinctions between receivers and transmitters reflects
the social divis i o n o f l ab o ur into pro ducers and consumers . " Of
course, this notion of alienation or estrangement was profoundly
influenced by Marx and his identification of estranged or alienated
labour. In mass manufacturing, workers are far removed from the
final object of p ro duction, in which they have o nly a contributing
hand. They are paid directly for their labour, and the commodity
value of the pro duct is far removed from them and their own
Iwhich is only the direct value of their work, for which, as labourers,
they are practic ally interchangeable ) .
What excited Enzensberger at the time, however, was the
burgeoning growth of video and other media technologies, such as
wireless radi o , for instance, that were p otentially available to new
communitie s . What he s aw was the p o s sibility of media control
wrested fro m c entral i s e d , state owned organis ati o n s
and
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social forces of the state, which are inve sted as much in cultural
formations as they are in the government, or law and order.
The connections are no longer made between the centre and a
disp arate community of is olated users, but across u s ers and
b etween each other, and the ' c entre' (the news corporations, for
example, on the lookout for gra s s roots news) i s left following in
the fo otstep s of a new, emancip ated p opulation.
Nonetheles s , Enzensberger's enthusiasm for the media a s a
technology of emancip ation w a s couched within an imp o rtant
warning against the ever more p owerful culture industry, which
seeks to create new u s e r s , viewers and particip ants who will
continue to consume. Mo st importantly, it will look for any way to
do this , and the very means of resistance are a p rize target. Much
of the content of Enzensberger's e s s ays echo e s the work of his
contemp oraries , p arti cul arly, perhap s , in thi s respect the work
of Louis Althus s er, who wrote of how the state app aratuses of
repre s sion, such as l aw and order, are joined by ideo logical
apparatu s e s such as the school, the C hurch or even the family.
These are app aratuses whose role is to reproduce 'the relations of
production, i.e. of capitalist relations of exploitation'.' Effectively,
we as subjects
are called
into b eing by the systems within which we grow up, and which
give us our ideology. No matter how independent we think we
are, no matter how much we resist what we see as the cultural
mains tre am, we will eventu ally b e c ome a p art of it. We will
eventually b ecome good little capitalists , because even the means
of resis tance involves consumption.
What does this mean for Enzensb erger? First, he s aw that it
was too easy for new u s ers to b ecome detached from culture, or in
a nihilistic fashion b e come reduced to 'is olate d tinkering' . 10 Such
users might s peak out against consumerism or state p ower, but
eventually their anger dissipates or i s turned inwards. We can see
this in websites such a s C harlie B rooker's TV Go Home (www.tvgo
home.com), which introduced British culture to his sharp criticism
Home
Go
The fact that streaming video and 'web i s o d e s ' later b e c ame a
major p art of Internet media content for busines s es and amateurs
alike is perhap s also illustrative of Enzensberger's second concern:
that capital reco gni s e s the power o f new technologies and the
attractivene s s of cultural re sistance, but ' only so as to trap them
and rob them of their explosive force' . 1 2 New cultural formations
created and enhanced by new technologies are not only us eful in
their attractivene s s to youth markets , but any effectiveness can be
dissipated as they are made more mainstream and a bigger part of
wider consumer culture. Businesses, especially thos e appealing
to young people with disp o s able income , are constantly on the
l ookout for new avenues for marketing.
s cho o l
allowed Sony to fully exploit the franchise for the ' reboot' of B ond
with D aniel C raig in the role for Casino Royale (2006) . The film was
made by C olumbi a Pictures and MGM, b o th now p art of Sony
Pictures Entertainment, who would go on to distribute the DVD.
Shaken
and Stirred ( 1 997), before coming into the Sony fold after he had
worked on the Warner Brothers distributed music for previous
Bond films . This me ant that, for Sony, any arti s tic decisions they
made on the film could refer back to the Bond b ack catalogue with
Electronic Arts (the game's owner) will exp loit. Wark and other
new media p ro ducers in the hacker classes are really a middle
class of wo rke r s , however; an aspirational new c l a s s that has
managed to ri s e above the conditions of manual toil in order to
become an emp owered p art of the new economy. A s a middle
clas s , tho ugh, they exp l o i t in their own turn the l a b ourers in
China, Mexico and other countries, many of them women, who
manufacture the equipment (the latest P C , the l atest Apple) with
which hackers create the new intellectual property. This is the real
divide between the clas s e s in the new media economy, a global
structure m aintained by the virtual structures of the Internet, in
which capital deterritorialises and reterritorialises the economy.
This is where Deleuz e, Guattari and the politics of connection
come in. For E nzensb erg er, it was important that p o litical
empowerment comes not from the complete deconstruction of the
apparatuses of ideology, but from an effort to realis e the promises
that their technologies make. This involves new connections and
new types of s ocial interaction, and also involves recognising their
power before the state d o e s , b efore capital does . In this s ense it
invo lves s e eing the immanent p ower of the technologies of
connection quickly enough to take control in such a manner that
they can no l onger be c o opted. Thi s is why p roj e cts such as
its
Part Two
Introduction
What is beco m i n g ?
One o f the sens ations any rea der might exp ect from reading
Deleuze, especially from reading the work with Guattari, i s an
overwhelming sense of restles sness, p a rticularly when i dentity is
concerned. Not only is the issue of identity an urgent one for them
as philosophers , but their style makes it a recurrent subject around
which they orient much of their philo s o p hy. Inde e d , this is s o
becau s e , for D e l e u z e , identity itself i s always in motion: the
identity of the individual subj ect, pre s s ur e d from all s i d e s by
forces that will make him or her, articulate him/her, o rgani s e
him/her; but als o the collective subject, p u s h e d together through
environmental, governmental, o r s ocial forces, or coming together
in a resi stance to the s e . This restles s n e s s creates the s ubj ect
through coalescence, co agulation and co ordination, here moving
swiftly, there moving slowly. Identity i s always in motion, no
matter how rooted it seems or how fixed. Not only that, but all
identifications are in motion, since any fixed s tate of an object is
merely a stage of app arent rest before another change . If we pick
up a c offee mug and look at it, we can have n o doubt that it is a
fixe d o bject in time and space. It i s , in fact, fixed to the extent of
being brittl e . It will smash if we drop it, and its 'es sential ' identity
would be at an end. What we are really lo oking at, however, is a
moment (no matter how long) of apparent rest in the life of its
molecules and atom s . It was once wet clay, formed and shaped,
glazed and fired under pressure. It continues to change, cracks and
fissures forming on its surfa c e , until we b reak it, when it will b e
to understand it
their femininity.'
material b eing, but only by re acti ons by others to what are s een as
characteri stics . B ecomings are made up of a variety of these th at
act as markers , or comp ositional elements. Any e s s ential i dentity,
no m atter how different from man, would s imply be another
molar one . True becomings are mol ecular, since they are made up
of elements and chara cteristics that m ay at any time change and
reform. For this re a s o n the notion of contagion and cro s s
has b een a staple of Briti sh culture for many years , perhaps having
its m o st famous manifestation in the B B e TV show It Ain 't Hal/Hot
and Evans
(Mike K i n s ey) ,
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rather than blood connecti on, that is exp erienced by this b and of
brothers in the jungle . They share a becoming animal in living in
trenches and especi ally 'foxhol e s ' , but, most importantly, their
affinity is created by shared humour in the fac e of adversity
humour that is the contagion that connects them all. This is what
we mean when we s ay that 'l aughter is infectiou s ' .
S o how, then, d o e s o n e locate oneself within thi s dizzying
multip licity of becoming, this restless change of identity? Deleuze
and Guattari's answer i s that we repres ent intersections of time
and p l a c e , coordinates within social s tru cture s . They u s e the
analogy of longitude and l atitude. The geographical metaphor i s
succinct: culture i s dizzying, i t i s easy to g e t l o s t , a n d what we
need is a kind of GPS (Global Posi tioning System) device that will
pinpoint us and our identity. The metaphor doesn't res t there ,
however, even though Deleuze and Guattari were writing long
before hand held devices and global s atellite surveillanc e .
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Chapter 3
M i no r c i n emas
David Martin Jones
Deleuze and Guattari did not define clearly how their idea of the
minor could be appli e d to cinem a . Rather, it was in the second
volume of D eleuze's solo work on cinema, Cinema 2 ( 1 985), that he
began to illustrate how the minor could exist in cinema. In Cinema
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Senegal respectively
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points out that it was much easier for such filmmakers to see
that the p e ople were mi ssing 'in the third world, where oppre s s ed
and exploited nations remained in a state of p erpetual minorities,
in a c ollective i dentity crisi s ' .s Mo dern p olitical cinema, then, was
mo s tly likely to be found in the Third World, a s it was concerned
with the creation of new identiti e s , of a people who are 'mi s s ing'
or yet 'to come ' "
Effectively, modern p olitical cinema is minor cinema. In Cinema
2, D e l euze only slightly adapts the three characteri stics of minor
clas s i cal cinema s , such as the films of Frank C apra in the United
United States , or the Soviet people, already exist. For the filmmaker
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the s e clas sical cinemas it is taken as read that the p eople of the
it i s s imply a question of shaping the identity of that p eople. In
C apra's cinema this is often done by evoking the righteousness of
democrati c, small town family values in the Unite d States or, in
Eis enstein, the revolutionary potenti al of the proletari at in the
Soviet Union. In the works of the directors of modem political
cinema, however, the p eople do not exist in a readily acces sible
ma s s . Rather, the s e films show the people s truggling to emerge
under political conditions that would deny their different identities.
S e con dly, D eleuze discu s s e s the eradication of the divi sion
between public and p rivate spaces in modem p olitical cinema,
noting how this makes all personal actions inherently p olitical.
Protagonists in these cinemas do not have the luxury of a s ecure,
distinctive space of the family. Rather, characters often inhabit the
Probably the first person to coin the phra s e 'minor cinema ' in
English was D. N. R o dowick, in Gilles Deleuze 's Time Machine
( 1 9 9 7 ) . 1 1 R o d owick d i s cu s s e d how p o st col onial west Afric an
nations, such as Senegal in the 1 9 6 0 s , used cinema to rethink
their identity after an extensive period of occup ation by the French.
Previously, cinema h a d b een used by the French to repres ent the
native west Africans . French cinema was a m ajor voice that very
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II
Closet ( 1 987), Vito Russo has exhaustively charted the long history
of m ainstream Hollywo o d fil m s that were queered in a minor
way by writers , directors or actors willing to slip a queer theme
o r sub text into a m ainstream film. Here we see a far more minor
queering of the accepted norms of the mainstream. Araki 's films
are p art of a movement that developed in the 1 990s calle d N ew
Queer Cinema, and as such they often straddle these two worlds . "
Many o f h i s films are independent films with queer subject s , and
as such are perfect for creating minor cinema. In addition, though,
they very often attempt a degree of crossover into the mainstream
by utilising established genres or styles, even while queering
them, and making them speak in a minor way. Thus it is primarily
through his fo cus on queer s exualities (be they homos exual or
otherwise ' devi ant' from the established heteros exual norm) that
Araki is able to que s tion various d ominant norms of US identity.
Mysterious Skin
(2004)
1 . Mysterious
Skin (2004).
co nfront the
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film uses the notion of abandoned souls to suggest that, for Wendy
and Neil, the heavenly redemption available to George Bailey in the
small American town of Bedford Falls in It 's a Wonderful L ife is
not available. Their identity i s no longer that o f the whol e s ome,
' s aved' America of the immediate p ost war years .
Thi s replaying of Hollyw o o d myths in a minor way o c curs
several times in the film. When Neil and Wendy are in New York ,
Wendy warns Neil to be c areful by referencing Dorothy in The
the
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manner that did not traumati s e the child actors creates a further
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minor effect. For the abu s e s e quences Araki filmed the chil dren
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and the coach sep arately, as though they were rea cting to each
other, although in reality the o ther party was absent. He then
edited the shots together, creating the illusion that both p arties
were present at the s ame time . 1 7 This technique is called the
Kuleshov effect after the S oviet filmmaker Lev Kuleshov who , in
the l ate 1 9 1 0 s , dis covered that audiences would infer that shots
filmed s ep arately belonged to the same s p a c e and time. In
Hollywo o d cinema the Kuleshov effect is typically used to bolster
the illusion that the fictional world of the film is 'real ' , and not a
created fiction. It furthers the aim of Ho llywo o d cinema, to suck
th e viewer into an unquestioning relationship with the n arrative
world. For instance, the Kuleshov effect is often used to make
spectacular stunts appear real in acti on p acked blockbu s ters . A
shot of an explosion may be followed by a shot of an actor reacting
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characters , as Neil and Brian break into the co ach's old house, and
Neil helps Brian come to terms with what happened to them when
they were eight. In one respect, then, the film finally recoups the
s uburban home as a place of s anctuary and healing. This private
s p a c e is only a temporary sp ace for thes e characters , however,
who will ultimately have to leave it again to get on with their live s .
On c e again , t h e film plays t h e accepted image o f t h e suburb an
home in a minor key, and it does s o to suggest that a p eople of
the future can b e created only by excavating the dark and hidden
p a s t s ob s cured by thi s homely image s o often p eddled by
Hollywoo d, just as Neil and Brian are 'healed' by their final
encounter with it. In this way the film refuses to prop agate either
exis ting s tereotypes of homos exuality or hetero s exuality, and
instead develops the narratives of s everal damaged teens , who s e
identities a r e constantly in t h e proce s s of renegoti ation in the
narrative
of Hollywo o d myth s .
Chapter 4
Becom i n g a rt
Damian Sutton
is the arti s tic event that throws up new challenge s as it pres ents
tho s e concepts and problems afres h .
What, then, d o e s art d o , i f i t cannot b e philosophy? For Deleuze
and Guattari, thi s i s very clear. Only philosophy can supp ose the
plane of immanence, the non organ i c life that run s thro ugh the
univers e , giving it shape and form. Art can sup p o s e the shap e s
themselves , however, and can give us
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infection, a n d the
subj e c t matter o f s o m e of h i s m o s t
the chest down , his penis exp o s e d . The amendment, which was
eventu ally p a s s e d by C ongres s , would therefore also reconn ect
black sexuality with indecency ap.d fear, in a manner that recalled
once again the era of slavery.
When the exhibition removed to C incinnati, Ohio, similar events
unfolded on a more local scale. Here, the Contemporary Arts Center
put the s how on, only for director D ennis Barrie to find himself in
court for p andering obscenity after a sustained c ampaign by a
coalition of conservative pre s sure groups. Here, the defence argued
for Barrie that the definition of obscenity had three criteri a b a s ed
on a previous landmark case (Miller vs State of California, 1 9 7 3) :
the average pers o n mus t obs erve a p rurient interest in s e x in the
work taken as a whole; the work must depict sexual conduct
defined by the host state as p atently offensive; and the work must
lack serious literary, artistic, historic or s cientific value . 7 B arri e's
defence counsel was able to argue, successfully, that the c a s e for
the work lacking s erious value could not b e proven, and all three
necess ary criteri a were not met. Thi s was helped by affidavits
from the p arents of the children involved, as well as testimonies
from art profession als that acted as ' crash courses in aesthetics'
for the jurors . As Dubin further note s , this was intended to ' deflect
attention away from the difficult subject matter of the photographs,
onto formalist considerations such as composition'.' Even the term
'taken as a whole' was a challenge for the system, however, with
different me anings understo o d by all parti e s . The judge and jury
agreed that this meant individual images, rather than the whole
exhibit, as the p r o s ecution's c a s e suggested. Nonethel e s s , even
within the successful defence of B arrie there was the development
of a particular, unified identity to Mapplethorpe's work. For, while
only three of the photogra p h s were cite d , it was cle arly the
whole show that was on tri al, and the whole show stoo d for
Mapplethorpe (as retrospectives are intended) . At stake, then, was
the reputation and insistent m eaning behind Mapplethorpe 's life
and career, bound up with his development as a p erson.
..
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make
it is privileged,
etants donnees,
percepts,
expression) . ! G
patriarchy
from
affects
share through the exchange of l anguage and ideas ; they are what
we cling to create our own identity ('We are not in the world, we
become with the world; we b ecome by contemplating it. ' !') even
though they are s omehow indep endent of us .
The artist may make decisions , may deal with the forces and
materials (percepts) , but the inters ection with sens ation (affects)
may never occur or, most importantly, may o ccur in s pite of the
arti st's efforts . Artworks rely upon the conjunctio n of percept
and affect, when the material ' p a s s e s into sensatio n ' , and until
then they are just cliches o r ruminations of the materi a l . ! Arti s t s
therefore a r e given s omething of a choice, a n d their subsequent
curi os ity i s what they b ring to the conversation. They can work
with the materi a l s and l e t the inters ection o c c u r in its own
interval , or they can intervene , often by giving up the materi al
itself and relying only on the movement of forc e s . Thi s i s what
conceptual art reli e s on at its best, especially in p e rformance or
situation, s ince the minimum physical limit of effort i s reached
just as the maximum conceptual effect i s achieved .
I n this respect Nicholas B ourriaud, for example, s e e s the artist
as the kind of 'tenant
of culture'
as Michel de C erteau. ! 9 For the arti st, the social situation becomes
2. Rachel Whiteread ,
House ( 1 993).
world
s ituati o n s . The
arti s t n ow
' determines the relationship that will be struck up with his [sic]
work ' , and the relations 'between people and world' ." This places
second, however, the movement of materials , the practice its elf,
and invites the i d e a that to be an arti s t o n e has simply
to be
an artist.
Perhap s a better p rop o s al i s to suggest, as critic historian
Jacques Ranciere d o e s , that the arti st's practices are "'ways of
doing and making" that intervene in the general distribution of
ways o f doing and making' .23 The arti stic intervenes in the s o c i al
situati on, but art practice itself is a p art of that. Artistic practice
might invo lve m ateri a l d e c i s i on s
shaping
but
aesthetic
(I 990) , the
cast of a sitting room. This meant that the sculpture had the s ame
effect a s a photograph o r home movie, in that viewers were given
the s e n s ation of d i z z ying memory from an almo s t literal
transfiguration of the p ast onto a s olid obj e ct. The cast rooms
expressed the movements of all the people who have lived in such
house s , following and p robing the occup ation of space simply by
filling it up. To touch the c oncrete was to touch the impression left
by the hands of children , adults, workmen, builders, and to touch
the traces l eft from l overs sitting on the window ledge, letters
thrown into the fire, of tears at a windowpane.
It was also to touch the experience of Londoners , of Britons ,
who se lives were given shape b y the ' suburban semi ' . This i s
similar t o the effect that Whiteread was able t o create i n her
'Holocaust Memorial (Nameless Library) ' for Vienna's Judenplatz
in 2000. The negative c a s t of b ooks can do what few photographs
are able to (and there are many photographs of the Holocaust) : it
can suggest the enormity of the catastrophe by turning lives into
books , into novel s and the like, whose pages (rather than spines)
have left an imprint in the concrete. Whiteread's s culpture , in
focusing on the p hy s i c al sha dows left by mundane p er s o n a l
existences, w a s able to addre s s i ssues that affected millions.
'House' at first sight might appear to represent monumentality in
art as a cliche of s culpture in stone and concrete. Its 'cliche' makes
it a u s eful obj e ct, however, with which to inve s tigate the
monumentality of artworks : what it is that makes them last in
Deleuze and Guattari's terms .
task
is
to remove the
s trata
to
appreciate
. . .
P art Three
Introduction
What is d u rati o n ?
It would b e fair t o say that we all have a p retty good idea what
time is. For most of us, time i s the way we measure the passing of
our live s . Our everyday life is measured in temporal cycles. There
are sixty se conds in a minute, s ixty minutes in an hour, twenty
four hours in a day, s even d ays in a week and s o on. With thi s
knowledge we are able to get up e ach morning , calculate how
long it will take us to get to scho o l , university o r work, usually
arrive just a little too late, c ount the minutes until lunch and so
on. The s e cycles are accumul ative , with s even days in a week
building up to fifty two weeks in a year, which in turn builds up
in time as every ten years sees the p a s s ing of a decade, etc. Fo r
most p e o p l e , then, the exp erien c e of time p a s sing is of a
progression
linear
birthday, our age increases by one year, and b e c ause every so often
we catch a glimp s e of a slightly o lder face in the mirror, or realis e
that the once easy jog to the dep arting b u s has b ecome a hell
for l e ather sprint. Even s o , whil e the a b ove all seems fairly
straightforward, Deleuze's view of time is slightly different, due to
the influen c e of French philo sopher Henri B ergson ( 1 859 1 94 1 )
o n Deleuze's conception o f time. I t was from B ergson's notion of
duration that Deleuze's work on time in the cinema developed.
B ergs on's concept of duration refers t o our understanding of
tim e , but not exactly in the usual way. In everyday use we might
say that if we went to a football m atch and stayed until the final
whistle then we were ' there for the duratio n ' . 'Duration' is thus
a word we use for a dis crete meas ure of time, and therefore can
also h ave the implied meaning that we are doing s omething for
an ino rdinately l engthy peri o d of time . For instan c e , if we were
trapped in an elevator with s omeone who we found rather b oring,
then we might sigh to ours elves , and again acknowledge that we
were 'there fo r the durati o n ' . In B ergson's c a s e , h owever, the
concept of duration refers to time a s an open and expanding
who l e , that i s only understo o d by humans usually once it h a s
b e en sp atiali s e d , o n c e t h e flux of time h a s b e e n fixed into four
dimensional coordinate s . When this idea was adopted and adapted
by D eleuze it led to some s tartling conclusions as to the way in
which time can be repres ented in cinema.
B efore we jump to the conclusion that French phi l o s ophers
B ergs o n and Del euze simply had too much time o n their hands
and set about overc omplic ating matters for the s ake of it, it is
worth b earing i n mind that D eleuz e's conclusions were drawn
from his observation of the way cinema rep resented time after
Wo rl d War II. Deleuze was not arguing that our usual perception
of time was 'wrong' but, rather, that certain films were suggesting
Bergson a n d Deleuze
B ergson believed that time was a virtual and ever-expanding whole
that he c alled ' duration' . The major works that defined thi s concept
were
and Memory,
B ergs on argues that memori es are not stored in our brains but,
madeleine, which
suddenly transports
A tonement ( 2 0 0 1 )
clearly
in a
Bergsonian manner.
Let us p rovi de some more depth to B ergson's view of time .
Bergson theorised that the virtual p a s t was ever exp anding. At
each moment in time there was a divi s ion of time into what
For B ergs o n , then, the past i s pres erved virtu ally, constantly
being added to as each moment in time creates a new 'image' t o be
added t o the s to re o f the p a s t , or rememb ered , ' automati c a lly' .
effect,
when
we m e a s ure
time's p a s sing we
s p ati a l i s e
duration, creating ' cut out- and kee p ' images that w e c a n compare
in order to conceive of change . Even so, B ergson maintained that
there was a continuous process of change taking place in the
time b etween thes e app arently m e asurable s tates . Thu s what we
p erceive as actual re ality is really a snap shot or freeze frame of
the perp etual process of virtual b ecoming that is duration. We
measure time by spatialising it.
In
Cinema 1 ( 1 983)
and
Cinema 2 ( 1 98 5 ) , Deleuze
develops his
Chapter 5
Cinema 1 ( 1 983)
and
Cinema 2 ( 1 985),
Deleuze
to briefly
show how and why these two categories h ave increasingly b egun
to intertwine since the end of the twentieth c entury.
Movement-image
In
Cinema 1 ,
philosopher
to
o b s erve
that,
in
cinema,
time
is
Hard
d epicts one hellish night i n the life o f New York C ity cop
Time-image
c o nception of time.
In the time image, the p a s s ing o f time i s depicted in its own
right. It provides a direct image of time. At the most extreme l evel,
we could consider a film such as Andy Warhol's
Empire ( 1 9 64) ,
which depicts the E mpire State Building in a static shot over the
c o urse of eight hours . Here the action is not condensed in any way,
a n d the p atient viewer is able to exp erience the p a s s ing of time ,
as it were , in 'real tim e ' . This is an extreme examp l e , however. For
D e l e u z e , the emergence o f the time image b e g a n in p o s t war
E urop ean cinemas, like that of Italian Neorealism in the late 1 940s.
O n the first p age of
Cinema 2,
Umberto D ( 1 95 2 ) . This
example of the way time images record the pas sing of time
in and for its elf, rather than e diting out moments of time
deemed ext r a n e o u s t o the d eve l o p m ent o f the n arrative of
heroic indiv i duals.
On another level , the time image i s able to represent the virtual
whole o f time found in B erg son's duration. In
Cinema 2,
Deleuze
Star
1 999
and Intervista
such
( 1 987).
in whi c h the
Last Year at
( 1 980) , The Haunting ( 1 999) and The Others (200 1 ) , where different
Hybrid-images
Deleuze's categoris ation of images poses one imp ortant question:
exactly why are some films movement imag e s , and some time
image s ? At the b e ginning of
Cinema 2
c o untri e s ,
s everal
o f whi ch,
including
cub i s m ,
Don 't Tell Me) b egin to represent what Deleuze called ' the crystal of
time' , the indi s tinguishable existence of time as both virtual and
actual image s . '
David Martin-Jones takes a slightly different tack i n Deleuze,
(2000)
The Cell is a mixture of science fiction film and serial killer thriller.
It fo cus e s on experimental p sychoanalyst C atherine D e a n e
(Jennifer Lopez) , who i s p art of a t e a m of US scientists attempting
to explore the human mind. D eane is intro duce d in a s equence that
appe ars to h ave the logic of a dre am, in which she talks to a
3. The Cell
(2000) ,
as her b o dy i s
CIJ
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all the
The Cell also illustrates very clearly Pisters ' contention that
we now exi s t in an era marked by a camera consciousnes s , most
clearly because the workings of the human mind are depicted
exactly in the m anner of an MTV music vide o . Pisters argues that
in the slightly e arlier film Strange Days ( 1 995)
dominant image of
national identity.
The fact that Deane's body, with a little help from FBI agent
Novak, is able to map the spaces of the time image is signific ant.
Even in the movement image, discontinuous sp aces appe ar, as in
Die Hard, but the consistent appe arance of the p rotagoni st helps
the viewer map thes e s p aces by fo cusing attention on his/her
ab ility to act. Even when it veers into the territory of the time
image, then, The Cell retains a role for the character from the
movement-im a g e , who g u i d e s
the
sp e c t a t o r through the
most
o b vi o u s ly,
when
the
time - i m a g e
is
Spellbound ( 1 945) ,
The Cell,
the final dea dline for s aving the girl retains the
The Cell,
chil d and the man c oexisting in the killer's mind, but is abl e to
' cure' S targher by helping the b oy. After D e ane wounds the
monstrous a dult Stargher, the b oy S targher l e a d s her to the
imprisoned girl, and (after she allows Stargher to visit her in her
mind) when Deane cures the little boy Stargher in a baptism ritual
the mons trous adult side dies for ever. Rather than the p otentia l
The Cell
line by pos iting a p sycho analytic a l origin for the killer's pres ent
s tate in the p a s t . By helping the b oy, D e ane effectively realigns
time into a linear continuum that is rendered as though it were a
cure. This suggests that there is only one 'right' version of the p ast,
and destroys any confusion b etween c o existing p ast and pres ent
(child and manl . and any further potential for change .
Chapter 6
T i m e (a nd) travel
i n televis i o n
Damian Sutton
cre a t e d
through
the
formations or structurations
fi lmmaking
pro c e s s
and
its
devel opmental history. Even now, with the a dvent o f split s creen
television and film, and with ever more s ophisticated methods of
film narratio n , the idea of time as a logical. linear progre s sion is
hard to res i s t . Indee d , Briti sh TV shows such as the B B C 's
(2004 ).
Hustle
24 (200 1 ).
h ave
one ti me .
On the other
(24) . how
( 1 63 2 77) ,
though
we have
chan g e d irreversibly even in the small time it takes for all the
electron s in all the atoms in all our molecules to achieve one
rotatio n . S o , if we do not live in the kind of time that we imagine
as linear and s equenti al, then what do we live in and why do we
create time a s its image? TV shows s uch a s Lost and the recently
revived B B C show
Doctor Who .
Doctor Who
we have to rememb e r
most
c
o
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11
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1J
c
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;:
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Who,
Introduced in
and Gu attari 's way of understanding pure sub stance, such as the
human b o dy (the person who b e comes a s ubject) as well as the
collective body of society, the
a people.3 The
or social subject
as
collections
th e
awaiting .
i t coalesces into
exi stence is as
smooth
A nti-Oedipus,
since the
Doctor Who ,
'The Girl in
the Firep l ac e ' , in which the D o ctor and his c omp anions Rose
(Billie Piper) a n d Mickey ( N o el C l arke) fin d thems elves on a
s p a c e ship that h a s opened a time window to eighteenth c entury
France. Here, the sequentiality of time its elf is b roken as bulkheads
reve al various p oints in the life of one person, the real Madame
4. Doctor
Who (2007).
on rote repetition of
Doctor Who's
( 1 97 5 ) ,
1 963 89
Doctor Who
i l l u s trate similarly
( 1 966),
Doctor Who
( 1 978)
or by hastening
( 1 972) .
Finally it i s the
e mp ty o r
vitreo us
(2007) .
Doctor Who,
c
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without organs .
Getting lost
.5
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Let us assume that in real life we don't have a time travel machine.
Lost
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-
seasons , however, the survivors exi st mo stly with their fears and
their memori e s . This i s where the initial success of the show l ay.
For many of the ep i s o d e s , a p articular character is the fo cus ,
and events o n the island are presented i n p arallel with scenes from
their life b efo rehan d. This often includes key moments in their
lives : moments of trauma , moments of happin e s s and moments
of choice. The character Sayid (Naveen Andrews) , for instance, is
an ex Repub lican Guardsman from Ira q , whose involvement on
the is land with rival S awyer (Jo sh Holloway) and later ' o ther'
inhabitant Ben (Michael Emerson) brings b ack traumatic memories
of his days l e arning to torture susp ects , first for the Iraqis and
later for the co aliti on forces after the Iraq War
a story develop e d
even spiritual lessons. Thes e are lived memories that unfold when
needed. Only o c c a s i onally do characters seem actually to be
daydreaming in the show, yet the memori e s are deep, clear and
take time. E ach is e s sentially a fulsome illustration of B ergson and
Deleuze's appre ci ation of our existence in duration, an exis tence
given sub stance by memory. Firstly, like B ergson, Deleuze s ees
duration as the b a ckground o r presuppo sition of time. Our actual
time of the present, however, Deleuze recogni s e s as much more
complex. On the one hand the present is always passing, yet on the
other hand it always s e p arates our sense of p a s t and future. In
fac t , i f w e tri e d to divide p a s t from future to fin d the p r e s e n t
m o m e n t we c o u l d never achieve i t , since t h e divi sion w o u l d g e t
s m a l l e r and smaller infinitely. T h i s is b e c a u s e time is not made
u p o f instants in progre s s i o n but i s itself indivisible a s a s ingle
presuppos ition: duration.
What we call the instant, then, i s in fact p sychologically felt as
we try to make sense of the time that will come and the time we
have been through. The instant is a kind of pure subjectivity called
affection,
need subjectivity,
(affection-subjectivity) .
(recollection subjectivity) ,
we
think to put our book down and go to get s omething tasty from
it
(contraction subjectivity) .
here
the pang of hunger. For Deleuze , however, the most signific ant
ro l e taken in this s e ries is that of memory, which i s always with
u s , and without which we would not be able to pass from need,
through brain and affection, to contraction. We therefore live
constantly within the 'cerebral interval ' , the gap between affection
and contraction, and that gap is filled to bursting with memory. 10
For Deleuze, then, the usefulness in B ergs on's work is demonstrated
in the realis ation that no t only are we constantly living in memory,
but also that memory itself is the past that we carry with us as a
living present: memory as virtual coexistence.
What thi s means for Lost is that the s eries i s potentially
endless . E ach character's memory is inexhaustible since it is
b rimful of the past, simply waiting to b e oriente d toward the
p resent. Thi s is because each character, as with us all, is living in
a constant p a s s age of affection, is always in a cerebral interval, so
that the smallest and most insignificant 'hole in continuity' has the
p otenti al to provi de an hour of television. Hunger, for instance,
ari ses at first in dis cussions about the airline foo d running out,
or how to c atch fish, but develops into a wider story about s ocial
responsibility and guilt through the character of Hurley (Jorge
Garcia) . An obese, fa st food employee, Hurley is wracked with
guilt ab out an accidental death p o s sibly caused by his weight. In
the episode ' E veryb o dy Hates Hugo ' , he is put in charge of a fo o d
lo cker found in a res earch station, a situation that causes h i m t o
remember h i s past a n d the day h e w o n the lottery. This w a s also a
situation of potential change and personal or s ocial responsibility,
and the epi s o de p l ays out his anxieties via his dreams as well as
his fl ashb ack s . In a l ater ep i s o d e , ' D ave ' , after Hurley has
eventually dis tributed the food, a ration crate i s parachuted onto
the i s l and, this time causing him to remember his period in a
ment al instituti on as a result of his guilt and conse qu ent
overe ating. In s u m , Hurley's guilt ab out this accident, his
overwhelming worries about social responsibility, tinged also
with guilt about survival (he is often the one to conduct the eulogy
back?
For instance ,
Lost
i n d i c ations of memory, often with the simp l est indic ation that
the a ction is off the island. O therwise, many epi s o des start with a
character lo oking directly in the air, although this may or may not
b e in that character's past. Nonetheles s , when watching television
shows such as Lost, as with our own memories , we immediately get
a s en s e of pastnes s , even b efore plotlines b ecome clear. This i s
b e c ause, as Bergson and Deleuze note, w e leap into memory, rather
than recompo sing the p a s t : 'We place ours elves at once in the
element of sense, then in a region of this element . ' l l So memory
i s , in a s ense, like getting l o s t in an unfamiliar forest, as so many
of Lost's characters do. At first we s e n s e s imple difference
different place
is
a literal orientation, in
to
taking him through the same choices, the s ame personal p ains ,
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Ultimately, Deleuze's is a
should
thinking it for u s ,
is,
based
on
simp l e , l i n e a r hierarchi e s
h ave in
require
the
of b e coming itself, the insis tent change that offers the p ot enti al
for p olitical change , for examp l e , in playing film l angu a g e in
minor key, subtly affecting and reforming it from within. The key
to creating lasting artworks and films is to realis e that sensational
effect n ever actually l a s t s , and n ever actually sp eaks t o new
situati o n s , and instead to reali s e the need t o address the very
change in situati ons themselve s .
This l e d us o n t o deal with the thundering insistence that gives
change itself substance , the impetus of life . D eleuze identified
thi s as immanen c e , a b out which w e c an know but never think ,
never give a repre s entation. We can experience it only through the
open-ended durati on in which we exist. Thi s immanenc e is the
sub stance o f durati o n itself, and duration i s thus the trace in
thought left by the knowledge of immanence. We found that w e use
time to make sense of immanence, to give it some sort of shape in
our lives . We found this when l o o king at televi s i on's depictio n of
time, whether exp eri enced o n a grand scale a s history or s en s ed
as the p astne s s of memory and refl e ction. Tim e travel narratives
dismantle the b o undaries of p ast and pres ent to reve al the
smo oth immensity o f duration. Thriller narratives , on the other
hand, reveal how our lives are experienced through memory, which
orients u s to the p re s s ing matters at hand. We also encountered
this notion of 'making s en s e of time' in Deleuze's brilli ant analysis
of cinema and its two images of time. One, the movement-image, is
b a s e d on the movement of objects in space to create a narrati on
system of caus e and effect. The other, the time image, offers u s the
virtual whole of time, exp erienced through the collapse of p a s t and
present, o r through the unfolding of a moment to reveal multiple
p aths and labyrinthine p o s s ibilities . We found, however, that the
time image had develo p e d from industrial and cultural situations
in oppositi on to Hollywoo d's main stream filmmaking ( a n d its
reliance
upon the
movement image) ,
and
was
a d o p t e d by
c:
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that we are in
o p p o sition
can
only
res tate
the
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of
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Notes
Foreword
John Rajchman,
MIT
Pre s s , 2000). 1 1 5 .
4
Ibid.
schizophrenia,
2
Ibi d . , 2 1 .
Ibi d . , 6 7 .
I b i d . , 9.
Ibid . , l O .
Ihid.
Ib i d . , l l 2 .
Anti Oedipus,
xi xiv.
Cha pter 1
Much of this is a summary of information contained in Steven Poole,
Trigger Happy (New York, NY: Arcade, 2000); Steven L. Kent, The Ultimate
History of Video Games (New York, NY: Three Rivers Pres s , 200 1 ) ; Mark
Poole,
Andreas Huy s s e n ,
Trigger Happy, 1 8 2 0 .
After the Great Divide: Modernism, mass culture
and postmodernism (London: Macmillan, 1 9 86), 44 6 2 .
Gill e s Deleuze,
( 1 9 8 5 l . tran s . Hugh
Labyrin ths
Newman,
Videogames, 1 08 9 .
than a Game (Manchester:
Manchester University
E
2
Qj
10
221 35.
a:
(I)
N
:J
(I)
h ave ' ethical dimensions' rather than simply b e ing a group o f people
who communicate virtually, as is the case in gaming communities. For
a fuller discussion of this deb ate, see Martin Hand and Karenza Moore,
Gi
Q
0
..,
' G aming , I dentity and Digital G arn e s ' , in Rutter and B ryce ( e d s ) ,
1 66 82, 1 73.
The Video
87 1 0 2 , 9 7 .
8 1 97.
18
19
Jo Bryce and Jas o n Rutter, 'Digital Games and the Violence Debate' , in
Rutter and B ryce (eds),
22, 207 1 1 .
20
Poole,
21
Ibi d . , 2 3 5 .
22
Ibi d . , 208 9 .
23
Ibid . , 1 7 .
Trigger Happy,
177.
24
Ibid . , 1 80- 1 .
25
Bryce and Rutter, 'Digital Games and the Violence Debate ' , 2 0 8 .
26
27
interfaces,
1 8 1 93, 1 82 .
Mia C onsalvo, 'Hot Dates and Fairy tale Romances' , i n Wolf and
(eds ) , The Video Game Theory R eader,
28
Po ole,
29
Trigger Happy,
Perron
1 7 1 94, 1 8 8 .
208 1 1 .
Th eft Auto
Chapter
A Thousand Plateaus, 2 7 0 .
Wh a t Is
Ibid.
Philosophy?, 5 9 .
Current A n thropology,
Sociological
(200 1 ) , 9.
7
2 0 53 , 2 2 .
8
9
Ibi d . , 34-5 .
Louis Althu s s e r, 'Ideology and Ideological State Apparatu s e s (Notes
towards an Inves tig ation) ( 1 9 6 9) ' , in
B en
Charlie Brooker,
TV Go Home,
13
Cultural Studies,
o
z
15
16
E i l een R. Meehan, "'H o ly C ommodity Feti sh, B a tman ! " : The p o litical
economy of a commercial intertext' , in Rob erta Pearson and William
Uricchi o , The Many Lives of the Batman (eds), (London: Routledge/
British Film Institute , 1 9 9 1 ) , 47 6 5 , 54.
Pa rt Two: Introduction
Gilles Deleuze, T h e Fold: Leibniz and t h e baroque, trans. Tom C onley
(London: Athlone, 1 99 3 ) , 1 9 .
Thousand Plateaus, 232 309.
Ibi d . , 2 3 6 .
Ibi d . , 2 5 3 .
Ib i d . , 2 5 7 .
Cha pter 3
Gilles Deleuze and Felix Guattari, Kafka: Toward a minor literat ure
(Minneapoli s , MN: University of Minnesota Pre s s , 1 9 8 6 ) , 1 6 .
2
Ibid., 24 5 .
Ibid.
Ibid.
Deleuze, Cinema
Ibid., 2 1 5 24.
Ib i d . , 2 1 7 .
Ib i d . , 2 1 5 1 6 .
2, 2 1 8 .
10
11
12
13
Ibi d . , 1 6 2 9 .
Mette Hjort, Small Nation: Global cinema (Minne apolis, MN: University
of Minnesota Pres s , 2005); D avid Martin Jon e s , ' O rphans, a Work of
Minor C inema from Post devolutionary Scotland ' , Jo urnal of British
Cinema and Television, vol. 1 , no. 2 ( 2 004) . 2 2 6 4 1 ; B i l l Marshall,
Q uebec National Cinema (Montreal: McGill Queen's University Pre s s ,
200 1 ) ; H a m i d Naficy, A n A ccented Cinema : Exilic a n d diasporic
filmmaking (Princeton, NJ: Princeton University Pre s s , 200 1 ) ; Laura U.
Marks, The Skin of the Film: Intercultural cin ema, embodiment and
Independent Cinema
2 22 49; Glyn Davi s , ' C amp and Queer and the New Queer Director:
C as e study
King,
Mills,
Steven
C ohan and Ina Rae Hark (London: Routledge, 1 99 7 ) , 308 13; James
M.
Moran, ' Gregg Araki: Guerrilla film maker for a queer generation', Film
8,
3,
n o . 5 . 47 53 , 5 3 .
16
17
Male
Subjectivities at the Margins (London: Routledge, 19 92) , 90 1 06 .
S . F . S a i d , ' C l o s e Encounters ' , Sight and Sound, vol. 1 5, no. 6 (2005), 3 2 .
Cha pter
What Is Philosophy?, 1 7 2 .
The Non philosophy of Gilles Deleuze
..,
..,
(Lo n d o n :
A Thousand Plateaus, 2 9 1 .
1tvo,
PhotographylPolitics
C omedia, 1 9 8 6 ) , 6 1 .
5
uncivil action
October, no. 1 04
Arresting Images: Impolitic art and
(London: Routledge, 1 9 9 2 ) .
Dubin,
Ib i d . , 1 8 8.
10
Ib i d .
Arresting Images,
11 D eleuze a n d Guattari ,
12
Ib i d .
II
187
A Thousand Plateaus, 2 9 1 .
13
Magazine,
Kiasma
(accessed 2 3 /0 1 /2007) .
14
15
What Is Philosophy?, 1 9 l .
A Thousand Plateaus, 300.
Guattari, What Is Philosophy?, 1 8 2 .
17
Ib i d . , 1 6 9 .
18
Ibi d . ,
19
Nicholas B o urriaud,
193.
Relational Aesthetics
200 2 ) , 14.
20
Ibi d . , 1 9 .
21
Ibi d . , 2 0 .
22
Ibi d. , 4 l .
23
Jacques Ranciere ,
sensible,
24
What Is Philosophy?,
1 76.
Cinema 2, 274.
Matter and Memory, 1 6 2.
B ergson, Creative Evolution, 2 .
Ibid, 4 5 .
Deleuze,
Bergson,
Cha pter 5
Andre B azin,
What is Cinem a ?,
Cinema 2, l .
Cinema 2, 1 3 1 ; B org es, 'The Garden of Forking Path s ' , 44 54.
Cinema 2, 1 0 1 ; Ro dowick, Gilles Deleuze 's Time Machine,
Deleuze,
D eleuze,
Deleuze,
Deleuze,
Anna Powell,
1 00 8 .
Cinema 2, 1 03 .
Deleuze a n d Horror Film
(E dinburgh: E dinburgh
Deleuze,
in film
Cinema
2, xi.
th eory ( S tanfo r d ,
Deleuze,
Cinema
2, 6S 9 7 .
10
11
lZ
Deleuze,
Cinema
2, 92.
Cha pter 6
Michael Hardt,
A later
p art of the convers ation rep eats : Sally: 'Let me get my head
Ibid.
Anti Oedipus, 1 0 .
A Thousand Plateaus,
1 59 .
Empire, 3 2 7 .
A Thousand Plateaus, 1 65 .
Bergson, Matter and Memory, 5 8 .
Gilles Deleuze, Bergsonism ( 1 966), tran s . Hugh Tomlinson
10
Ibi d . , 5 3 .
11
Ibi d . , 5 7 .
lZ
Ibi d . , 6 3 .
13
Bergson,
'"
<D
15
z
."
..,
1 68 9.
S elect bibliography
Pres s , 1 9 9 1 .
1 9 6 2 , tra n s .
Nietzsche a n d Philosophy,
Athlone, 1 9 83,
Athlone, 1 9 9 7 ,
Athlone, 1 9 90,
C ontinuum, 2005,
Athlone, 1 993,
London:
A.
See a lso
Dialogues
By Deleuze a n d Guattari
E
E
Qi
c:
(\)
N
Q)
Qi
Q
co
..,
NY: S emiotext(E ) , 1 9 8 6 .
Wha t Is Philosophy?,
Philosophy?,
tra n s . Eliot Ross Alb ert and Alb erto Toscano, London:
C ontinuum, 2004.
Ans ell Pearson, Keith,
Deleuze,
London : Routledge, 1 9 9 9 .
B a di o u , Alain,
Deleuze:
The
clamor of being,
E dinburgh
E dinburgh
ed. ,
Pre s s ,
A Deleuzian Century? ,
1 99 9 .
Hallward, Peter,
futures,
Ithaca,
Rajchman, John,
Stival e , C h a rle s ,
ZElek,
Slavoj,
London:
Routledge, 2003.
Deleuze on Cinema,
London: Routledge, 2 0 0 3 .
London:
Routledge, 2003.
Bryden, Mary,
Macmillan, 2 0 0 7 .
Buchanan, Ian and Marcel Swib o d a ,
E dinburgh:
E dinburgh:
cinema,
Kennedy, B ar b a r a ,
Gregg,
London :
C ontinuum , 2002.
Marks,
Pres s , 2000.
Martin Jon e s , D avid,
Guattari,
Olkowski, Dorothea ,
B a s in g stoke:
Film Theory,
E dinburgh University
Press, 2005.
Ro dowick, D . N.,
Durh a m , N C : Duke
ed.,
blogspot . c o m l
Film-philosophy. com,
. c oml
Offscreen,
lib/catldeleuzel
Rhizome,
e du/C StivalelD GI
WebDeleuze
php/index.html
Gloss ary
affection
as we understand what we feel and act upon it. Since these feelings
overl ap, we l ive in affection and create a gap, or
cerebral interval,
when
affects
becoming
blocs of sensation.
becorning animal
or returns to, the state of animal in order to achieve further self awarenes s .
that o n e i s reduced t o living like a n animal in o rder to survive.
becoming imperceptible
becoming-minoritarian
i d entities problemati s e d by society (e.g. queer cinema) through the use and
subversion o f mains tream cinematic storytelling.
becoming-woman
molar identity
male or female
as an awakening to
through its
deterritorialisation
produce movement and growth, especially where this involves the survival
or the creation of new life ( L e . in nature) o r the disturb ance of arbitrary
or s ocial rules empl oyed in repres sion.
duration
haecceity
immanence
inters ection of form, subject, organ and function. Thi s inters ection is the
movement image
as
obj ectile
percepts
of m a teri a l s into language and exp r e s s i on. Tog ether with affe cts t h ey
cons titute
blocs of sensation.
psychoanalysis
reterritorialisation
forms to pro duce stable embodiments or static identities. This might also
include the incorporation of radical ideas or practices into domin ant
s o c i al form ation s .
rhizome
o r lateral
schizoanalysis
strata
strata refers
as to the l ayers .
time image
Index
8 1 /2 94
9 1 1 1 terrorist attacks 1 03
1 0 6 , 1 0 8 , 1 1 5 , 1 1 7- 1 9 , 1 2 1
l a Things I Hate A b o u t Yo u 6 0
Big Brother 7 3
24 (Fox) 1 07
B ordwell, David 93
50 First Da tes 9 8
AIDS/HIV 66 7, 7 0
Bourriaud, Nicholas 7 6 , 7 8
1 20
Althusser, Louis 3 5
Alquie, Ferdinand xi
Amarcord 94
Brosnan, Pierce 39
Ameri ca Online 31
Bushnell, Nolan 12
Anger, Kenneth 5 8
Casi n o Royale 39
Antonioni, Michelangelo 93
C a s s e l l , Vincent 5 5
Apple 3 1 , 4 1
iMac G 3 3 1
C erteau, Michel d e 7 6
Aristotle 3
C hahine, Youssef 53
Arnol d, David 39
ARPANET 3 1
Atari 1 2
Clarke, Noel 1 1 2
A tonement (novel) 8 7
C o l d War, the 9 7 , 1 04
C ommunism 32
Baer, Ralph 1 2 , 2 1
C ompu Serve 3 1
B arrie , Dennis 6 9
C o nnery, Sean 40
Batman ( I 9 8 9 movie) 40
20
Battleship Po temkin 54
Cincinnati 69
B audrillard, Jean xi
B a zin, Andre 93
Washington DC 68
C ourbet, Gustave 67
C raig, Daniel 39 40
C reole (language) 52
Empire 93
(CBS) 107
C usick, Henry Ian 1 2 1
Mind
98, 1 0 1 , 1 04
European colonialism 7,
97
EverQ u e s t 18
(graphic novel) 40
DC C omics 40
Fairey, Shepard 37
Fellini, Federico 93 5, 1 05
D i e Hard 9 2 , 1 04
Foucault, Michel xi
France (and classical cinema) 9 1
71
Doctor Who ( B B C TV) 1 08- 1 5
Fusco, C o c o 72-4
' B link' 1 1 0, 1 1 3
' The Daleks i n
Manhattan 1 09
Garcia, Jorge 1 1 8
1 14
Godard, Jean-Luc 93
Gordon-Levitt, Joseph 58 60
Fireplace' 1 1 2 1 3 , 1 1 3
Gothika 1 0 1
'Human Nature/Family
of Blood' 1 1 4
franchise) 1 1 , 22-6
Groundhog Day 98
Daleks' 1 09
Guerilla Girls 7 1
Guney, Yilmaz 5 3
Half-L ife 1 6 , 1 9
Gordon Freeman
(character) 1 6
Half Life: Co un ter
Strike 1 7
Donkey Kong 1 6
D ougl a s , Alexander 1 1
Haye s , Melvyn 48
Henry V (play) 49
Higinbotham, William 1 2 , 2 1
Hitchcock, Alfred 9 5 , 1 0 5
Eisenstein, Sergei 54
Holloway, Josh 1 1 6
1 04-5 ,
1 25
'Losing My Religion' ( R . E . M! 1 02
Lost (AB C ! ! O8, 1 1 5-2 1
118
LibraryI ' 79
'D ave' 1 1 8
Lyons, Lisa 66
Hustle (B B C TV! 1 0 7
Hyppolite, Jean x i
Madame de Pompadour
1 1 2- 1 3
Madonna 9 8
Indymedia 3 4
Magnavox O dyssey 1 2
1 24, 1 2 6
virtu al communiti es
Manet, E douard 6 7
1 8 19, 31
Mapplethorp e, R o b e r t x i i i , 66 7 1 ,
74
Intervista 94
95
Irreversible 98
Mamie
Marx, Karl 32 3
54, 6 1 -3
Italian Neorealism 93
Massachusetts Institute of
12
Technology
Matrix, The 1 0 1
Jacket, The 1 0 1
McEwan, Ian 87
48
Meet Me i n St. L o u i s 6 3
Memento 9 8
Mercer, Kobena 67 8, 7 0
Kant, Immanuel xi
Metal G e a r Solid 1 6
17
Metro Goldwyn Mayer 3 9
12
Kinkad e , Thomas 65
Microsoft Xbox
Kinsey, Mike 48
55
Kuleshov, Lev 63 4
Kurdish identity (and cinema! 53
113
75
La Haine 5 5
MT V 1 0 1 2
Mulholland Dr. 1 0 1
Leibniz, Gottfried xi
Mulligan, C arey
Licon, Jeffrey 59
110
Lilly, E vangeline 1 1 6
Chicago 67
Lockheed M artin 2 1
Myles, Sophia 1 1 3
Rocha, Glauber 5 3
Need to Know 3 7
R o driguez, Delfina 7 2 -4
Negri , Antonio xi i
Roma 9 4
R o u c h , Jean 5 3
New Worl d, t h e 7 , 2 8
R u i z , Raoul 9 4 , 1 06
the Americas 7
R un Lola R u n 9 5 , 9 8
Russel l , Steve 1 2
S age, B i l l 58
S anders Associates 12
Nintendo GameCube 1 2
Sebastian, S aint 1 02
Second Life 3 1
SEGA Dreamcast 1 2
II
Sembene, Ousmane 5 3 , 5 7 , 6 1
Q ' Quinn, Terry l l 9
'Obey Giant' ( S hepard Fairey)
37
Shining, The 9 5
Others, The 95
S i c a , Vittorio de 9 3
Pac Man 1 2- 1 3 , 1 5 , 1 9 , 2 1 -3 , 26
Sims, The 1 6 , 22
Silence of t h e Lambs 1 0 1
SimCity 1 7
Sinclair Spectrum 1 2
M s Pac Man 1 6
Sin g h , Tarsem 1 02
Pinky 1 7
Sliding Doors 9 8
Sony C o rporati o n 3 9
Perrault, Pierre 53
Sony Pictures
Picasso, Pab l o 65
Entertainment 39
Sony BMG 3 9
Plato xiv, 3
S ony Ericsson 3 9
Pong 1 2
S o ny Playstation 1 2
S oviet Union (and cinema) 54
Space Invaders 1 2
Spacewar 1 2 , 2 1
Spellbound 9 5 , 1 0 5 , n 1 3 5
Spider man (2002 movie) 40
xi,
Q uake 1 7 , 1 9
R . E . M . I 02
Stewart, James 6 2
1 08
Strange Days 1 02 3
R anciere, Jacques 7 8 , 1 2 3
RealPlayer 3 6
Re sna is, Alain 5 3 , 93 4
'Robinson Crusoe' (scenario) l l 5
franchise) 1 6
Mario ( character)
1 6- 1 7
Survivor 7 3
Taghmaoui, SaId 55
Vau g hn , Vince 1 03
Tennant, David 1 1 0
Vettriano, Jack 6 5
Thing, The 1 7
Vietcong 5 , 1 5 , 1 9
Volkswagen Lupo 3 7
War o n Terror 7 3
Warcraft 1 8
Warhol, A n dy 58, 93
Time Regained 94
Warner Brothers 3 9 , 1 07
as part of Warner
1 4 , 1 6 25
C ommuni cations 40
Trachtenberg, Michelle 5 9
Waters , J o hn 58
Web 2 , 0 27
TV Go Home 3 5-6
Whiteread, Rachel 77 80
Nathan Barley
(character) 36 7
Wikipedia 34, 41
Wizard of Oz, The 63
Umberto D 93
YouThbe 28
Zi z ek, S lavoj xi