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Visual Storytelling in the 21st Century

The Age of the Long Fragment

  • 2024
  • Book

About this book

This volume will explore varying contemporary strategies and examples of visual storytelling across several contemporary spheres: from street art to video games, from media for children to media for adults, from images in movement to static images.It reads these storytelling venues in terms of the ethical itineraries that we live by, or would like to live by, or wish the world lived by. In this sense it relates to the fact that the term “narrative” has become a ubiquitous shorthand for discursive dominance. Observers of widely varying aspects of social life talk, for example, of changing the narrative, claiming the narrative, overhauling the narrative, or owning the narrative. While these general contexts are well known, there remains a need to continually interrogate new examples of storytelling forms, new cases of the uses of stories in differing formats, and new stories in general. This perpetual need is what this volume aims to respond to by way of its mixture of contemporary storytelling locations and exemplars.

Table of Contents

  1. Frontmatter

  2. Chapter 1. Introduction: Visual Storytelling in the Age of the Long Fragment

    David Callahan
    The chapter delves into the seemingly contradictory trend of long-form storytelling thriving in an era of short attention spans. It examines how visual media, from movies to video games, have adapted to maintain audience engagement despite fragmented consumption patterns. The author argues that the visual storytelling landscape has evolved to accommodate and even capitalize on our tendency to dip in and out of narratives, creating a unique dynamic between length and fragmentation. This dynamic is exemplified by the success of video games, which can demand hundreds of hours of playtime, and streaming services that facilitate binge-watching. The chapter also explores how transmedial storytelling, such as the Marvel Cinematic Universe, requires and rewards high levels of audience attention. By analyzing these trends, the chapter offers insights into the resilience of long-form storytelling in the digital age and the complex relationship between visual media and narrative engagement.
  3. Chapter 2. Forms and Order: Making the World More Just Through Video Games?

    David Callahan
    The chapter delves into the intersection of video games and Caroline Levine's formal categories, arguing that these categories—Wholes, Rhythms, Hierarchies, and Networks—provide a valuable lens through which to understand the political and moral dimensions of gaming. By examining how video games embody these forms, the author challenges traditional notions of representation and suggests that games can be seen as complex social and cultural artifacts. The chapter also explores the unique challenges and opportunities presented by the interactive nature of video games, highlighting the potential for games to evoke real-world emotions and ethical dilemmas. Overall, the chapter offers a compelling argument for the importance of studying video games through a formalist perspective, demonstrating the relevance of Levine's categories to the analysis of digital storytelling.
  4. Chapter 3. Video Games as Animation: Inquiries into the Animatic Nature of Playable Images

    Víctor Navarro-Remesal
    The chapter 'Video Games as Animation: Inquiries into the Animatic Nature of Playable Images' delves into the animatic nature of video games, arguing that they should be studied as an animatic visual culture. It explores the historical roots of video games, connecting them to analogue games, literature, and experimental media. The author discusses the genealogies of video games, highlighting their connections to various forms of entertainment and creative industries. The chapter also examines the industry and intermediality of video games, noting the collaboration and exchange between the gaming and animation industries. Additionally, it explores the ontology and relation to reality of video games, discussing how the animatic nature of games influences our perception of reality and our experiences as players. Finally, the chapter highlights the impact of the animatic on player experiences, emphasizing the role of animation in shaping player-avatar interactions and the use of humour in games. Overall, the chapter offers a fresh perspective on video games, encouraging readers to think of them as animatic visual culture.
  5. Chapter 4. Wonder, Awe and Negative Emotions in What Remains of Edith Finch

    Bartosz Stopel
    What Remains of Edith Finch, a critically acclaimed exploration game, uses innovative narrative techniques to evoke wonder, awe, and negative emotions in players. The game's story revolves around the mysterious deaths of the Finch family, with each death depicted through imaginative and unrealistic sequences. These sequences employ metalepsis, intermedial references, and defamiliarization to challenge traditional gaming norms and immerse players in a unique emotional journey. The chapter explores the game's cognitive and emotional structure, examining how it guides players through a transformative experience that culminates in a renewed sense of wonder and appreciation for life. By defamiliarizing representations of death and the gameplay itself, What Remains of Edith Finch encourages players to reflect on their own cognitive and affective responses to life and death, ultimately fostering a deeper understanding of human existence.
  6. Chapter 5. Look Behind You, Orpheus: Queer Archeology and Mythical Lesbians in Contemporary Film

    Ana Bessa Carvalho
    The chapter 'Look Behind You, Orpheus: Queer Archeology and Mythical Lesbians in Contemporary Film' examines the portrayal of lesbian relationships and queer figures in modern cinema, focusing on the films 'Portrait of a Lady on Fire' and 'Ammonite'. It delves into the themes of queer temporalities and haunting, exploring how these films engage with the past to challenge patriarchal norms and reclaim queer histories. The analysis is enriched by the critical framework of queer temporalities, which allows for a nuanced understanding of the films' dialogue with the past. Additionally, the chapter highlights the intersection of art, science, and feminism, showcasing how these films address issues such as the historical diminishing of women in artistic and scientific careers. The chapter also discusses the significance of mythical figures and their relevance to contemporary queer narratives, emphasizing the importance of looking back at the past to inform present experiences. Through a detailed analysis of these films, the chapter offers a compelling perspective on the representation of queer identities in contemporary cinema, making it a valuable read for those interested in film studies, queer theory, and feminist critiques.
  7. Chapter 6. “All These Things into Position”: Intermedial Storytelling via Radiohead’s “Street Spirit,” the Novels of Ben Okri, and Feminist Dystopia

    Alena Zhylinskaya
    This chapter examines the intermedial storytelling techniques employed in Margaret Atwood's The Handmaid's Tale, focusing on the adaptation from novel to television series. It explores how the use of popular music in the Hulu adaptation enhances narrative themes and creates a hybrid medium that blurs the boundaries between literary and cinematic forms. The chapter also delves into the postcolonial and feminist themes that connect Atwood's work to Ben Okri's novel The Famished Road, offering a fresh perspective on the interconnectedness of these narratives.
  8. Chapter 7. What’s the Story? How Hybrid Comics Against Gender Violence Rework Narrative and Support Artivism

    Nicoletta Mandolini
    The chapter delves into the use of hybrid comics in Italian feminist activism against gender violence, focusing on two projects: the Luchadoras project by Lucha y Siesta and the Matrioske Parlanti project by Non una di meno. It examines how the blending of comics with other media forms, such as street art and illustration, impacts the narrative potential and participatory nature of these artivistic practices. The analysis highlights the disruption of traditional narrative structures and the activation of a method that supports the needs of feminist movements. The chapter also discusses the implications of these practices for feminist activism and the field of narratology, emphasizing the strong engagement of the viewer in the construction of the narrative.
  9. 8. Voices of Graffiti in Urban Settings: Symbolic Contestation and Political Narratives

    Patrícia Oliveira, Carlos Vargas, Cristina Montalvão Sarmento
    The chapter delves into the political significance of graffiti in urban settings, particularly during the 2008-9 financial crisis and subsequent austerity measures in Portugal. It argues that graffiti serves as a powerful expression of symbolic contestation and political narratives, influencing communities through visible messages. The analysis covers the conceptual dimensions of graffiti, its role in political protest, and its impact on urban settings. The study also highlights the evolution of graffiti from its roots in New York to its contemporary manifestations, emphasizing its role in shaping urban identity and political discourse. The chapter concludes by discussing the future of graffiti as a democratic tool and its potential to influence contemporary political narratives.
  10. 9. Bourne-Again Bond: Retooling the Spy Story in the New Millennium

    Anthony Barker
    The chapter 'Bourne-Again Bond: Retooling the Spy Story in the New Millennium' delves into the transformation of the spy genre in film, particularly focusing on the impact of the Bourne Identity franchise on the James Bond series. It discusses how the Bond franchise, which had been a staple since the Cold War, faced internal and external pressures that led to a crisis in credibility and relevance. The introduction of the Bourne Identity in 2002, with its more plausible plots and gritty realism, influenced the reboot of Bond, culminating in the 2006 film Casino Royale. The chapter examines the technological shifts, action sequences, and narrative structures that differentiated the Bourne films from traditional Bond movies, highlighting the influence of Bourne's grounded and character-driven storytelling on the Bond franchise. It also explores the evolution of action sequences and the representation of advanced technologies in both franchises, showcasing how the Bourne films brought a new level of realism and urgency to the spy genre.
  11. 10. Monsters in Animation and Related Nightmares in Contemporary Popular Culture

    Rebeca Cristina López-González
    The chapter 'Monsters in Animation and Related Nightmares in Contemporary Popular Culture' examines the evolution of monster representation in twenty-first-century animated films, focusing on seven commercially successful movies. It discusses how monsters are used to confront and teach children about fears and anxieties, highlighting the shift towards 'cute' monsters and their potential impact on children's emotional development. The analysis includes a comparison of traditional and contemporary monster portrayals, and the cultural and psychological significance of these changes. The chapter also explores the global dominance of Hollywood in shaping popular culture and the role of animation in transmitting cultural values and fears. By examining specific films like Shrek and Monsters, Inc., the text provides insights into how these representations influence children's perceptions of monsters and their own emotions. The study concludes with a call for a reevaluation of the 'cute' monster trend, emphasizing the importance of monsters as tools for emotional growth and understanding.
  12. 11. The Graphic Self of Public Intellectuals: Chinese Tiaoman as Digital Practices of Self-Representation on WeChat

    Chen Li
    The chapter 'The Graphic Self of Public Intellectuals: Chinese Tiaoman as Digital Practices of Self-Representation on WeChat' examines the rise and impact of tiaoman, vertical scrolling comics on Chinese social media platforms like WeChat. It focuses on how these comics, such as Xu Zhiyuan's Uncle Lion Diary, serve as a new medium for public intellectuals to engage with contemporary issues and audiences. The study explores the communicative effects of tiaoman, their role in constructing a public persona, and their impact on public discourse. It also delves into the commercialization of these digital practices and their significance in shaping modern Chinese digital culture. The chapter provides a unique perspective on the intersection of digital media, public intellectuals, and contemporary Chinese society, making it a compelling read for those interested in media studies, sociology, and cultural analysis.
  13. 12. Through Etched Glass: Representing Urban Place in Christina Fernandez’s Photographic Series Lavanderia

    Sheila Brannigan
    Christina Fernandez's photographic series Lavanderia (2002–2003) is the focus of this chapter, which examines how the series represents urban place and community in Eastside Los Angeles through the lens of launderettes. The analysis delves into the social and historical contexts of these neighborhoods, highlighting the struggles and resilience of the Mexican American and Latino communities. Fernandez's artistic approach, which includes the use of graffiti tags and the portrayal of everyday life, is explored in depth. The chapter also considers the influence of other artists and the significance of the Eastside's multilingual environment. The series is presented as a powerful visual narrative that challenges traditional perceptions of urban communities and offers a unique perspective on the everyday lives of its residents.
  14. Chapter 13. The Artwork in Geological Time

    Roger Davis
    The chapter delves into three future-oriented art projects that tackle the challenge of representing human experience across geological time. It begins with Edward Burtynsky’s photographs and films, which document the industrial scars left on the Earth. The analysis then shifts to Cedric Blaisbois’s short film 'Autocannibalism,' which contrasts local nightlife with geopolitical tensions, capturing the immediate violence of the present. The chapter concludes by examining three projects that engage with the uncertainties of the human future: Katie Paterson’s 'Future Library,' Earth’s Black Box, and the Onkalo nuclear waste facility in Finland. These projects, situated in geologically stable locations, aim to preserve information and manage waste for future generations, serving as time capsules that defer judgement to the future while inviting speculative judgement from contemporary audiences. The projects grapple with the difficulties of visualizing and communicating the vast scales of geological time and the environmental impacts of human activity, offering a unique perspective on the intersection of art and the Anthropocene.
  15. Backmatter

Title
Visual Storytelling in the 21st Century
Editor
David Callahan
Copyright Year
2024
Electronic ISBN
978-3-031-65487-9
Print ISBN
978-3-031-65486-2
DOI
https://doi.org/10.1007/978-3-031-65487-9

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