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Session 9a: Monsters Televised and
Online
Chair: C.D. Sebastian
Our Gods are Monsters: Representations of the Origins of Religion
in Popular Culture
Charlene
Burns
Associate Professor of Religious Studies, University of Wisconsin Eau
Claire, Wisconsin, USA
A culture’s monsters possess a kind of “ontological
liminality” because
they are projected constructs of a geography that is “always a
contested cultural space” (Jeffrey Jerome Cohen, “Monster
Culture,” in Monster Theory: Reading Culture, 3). A culture’s
most popular modes of entertainment are a very rich source of information
about the monstrous, and the genre of science fiction is especially so.
In this paper, I examine the longest running American science fiction
television series, Stargate SG-1 to explore constructions of
monsters, the monstrous, and religion in 21st century American popular
culture. I sketch a map of the geography of the monstrous gods of the
program using a Jungian template to identify myths and ideologies at
work in the series and posit that the contested cultural space we find
there is a manifestation of the fear that unless we become more moral
than our gods, we may not survive as a species.
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Moral Relativism in David Milch’s Deadwood
Diane
Cook
RMIT University,
Melbourne, Australia
One of the most fascinating aspects of contemporary
American television drama, arguably, is the popularity and controversy
garnered by various series that have taken latter-day moral absolutism
to task. Either overtly or implicitly, they have raised crucial ethical
questions by exploring complex moral dilemmas; most importantly, they
have frequently posited these dilemmas as indissoluble. For example, The
Sopranos, The
Shield, Oz, the Law and Order franchise, and Deadwood have
utilised the arena of crime and punishment (across several genres) to
explore moral issues with candour and sophistication.
Within these shows,
evil is not manifest in metaphorical, supernatural, metaphysical or
any other external agencies, but solely in the human psyche, so it
cannot be vanquished readily; and moral absolutism offers only a panacea.
Such identification of a human locus for the phenomenon of evil has
historically made for a number of engaging ethical perspectives, but Deadwood is
an especially interesting case in point because of creator/producer
David Milch’s stated views on morality, and
the thematic points he has intended Deadwood to make.
The serieshas
attracted concerted attention; its use of profanity and violence has
generated a high profile from its inception – these
elements both celebrated on grounds of integrity and lambasted on grounds
of obscenity. But this is a hackneyed area of debate. What’s more
interesting, when we examine Deadwood alongside Milch’s
public statements about it, is the profound humanism beneath its viscerally
disturbing surface, and Milch’s particular brand of moral relativism.
Because
as much as it might seem at surface level a grim portrait of a savagely
Darwinian hierarchy, what Milch offers in Deadwood is
a definition of evil partly as a failure to recognise our interdependence
and our consequent tendency towards laissez-faire justice – especially
in the absence of viable legal/moral boundaries. Reading Deadwood in
this context offers an unusually rewarding examination of the notion
of evil.
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ur-Real Monsters: The Rhetorical
Creation of Monsters in Massively Multiplayer Online Role-Playing Games
(MMORPGs)
Marlin
Bates
Department of Communication, University of the Pacific,
California, USA
The fantasy fight against monsters dates back for years
beyond reckoning. Given
the age of such stories, it would be logical to assume that the current
era of computer
games has long since dispensed with tales of undead creatures come to
life (a la Shelley’s
Frankenstein) or rampaging orcs (everyone from Lloyd Alexander to J.R.R.
Tolkein).
However, a brief look to some of the most popular games demonstrates
that those stories
are still very much in vogue. One wonders, therefore, how the monstrosities
of the past
have been reconstituted in the modern era of computerized video games,
specifically, the
massively multiplayer online role-playing game (MMORPG). The MMORPG represents
the most recent step in the evolution of what I term the ur-Real world.
In specific, the
gamespace is not virtual, nor is it an ersatz copy of the Real; it is
ur-Real. To be in the
ur-Real world means to be in a world that is just as enrapturing as the
non-electronic
community.
The creators of online gamespaces have unlimited narratives at their
disposal, yet
their representation of monsters and the monstrous almost exclusively
focus on a fantasy
world. The focus on the age-old narratives is, as this paper will argue,
a rhetorical tool to
invite users into a worldwide community. This paper will examine how
two of the most
popular MMORPGs, World of Warcraft and Everquest, use specific rhetorical
narratives
to not only present age-old representations of monsters for the player-characters
to fight,
but also to enmesh the player-character further into an online community
of identity and
belonging. Specifically, the paper discusses how the rhetorical constructions
of these
games blur the line between the Real and the ur-Real. The paper culminates
by
demonstrating an ongoing rhetorical cycle that adapts to continuous change
both inside
and outside the game.
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