Transmediality: creating modern art as a Gen-Z practitioner
Reposted and reformatted from previous blog site - Originally published 11 July 2023
Growing up as an '02 kid meant that the formative stages of my life took place predominantly online. As the first generation to undergo their social and physical development in the digital age where technological advancements exponentially increased the rate at which kids had to adapt to drastic changes, Gen Z's perspective on the modern world is largely based in the virtual. The internet provided access to an over-saturation of possible 'boxes' that the hyper-individual youth refused to singularly fit themselves into; opting instead to distribute their identity across several niches, via the latest social media platforms in an ongoing attempt to make sense of an ever-changing, unstable reality.
The result? A whole generation of autobiographical creatives -- so-called influencers, content creators, multimedia practitioners, independent artists, freelancers etc. -- who have made a muse out of themselves. And the best way to summarise their approach to creating art? Transmedial.
Transmedia storytelling, a term coined by Henry Jenkins, refers to "a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story". In other words, it allows artists to expand on and explore their work's intended messages and themes in depth without being limited to a single medium of expression. As the media industries witness significant changes to how it operates to compensate for changing consumer values, artists have faced the challenges of engaging their fans and effectively promoting their work in an oversaturated industry landscape. Using transmedia practices has emerged as a potential solution to this problem as the narrative technique allows artists to broaden their reach across the multiple media platforms their audiences invest in.
Even before the age of Instagram and TikTok, there was MySpace, where people revelled in personalising their profiles in ways even apps popular today don't yet offer (speaking of which, the new option to add a song to your Instagram bio gives me big MySpace vibes). The need to define our identities is something I think Millennials and Gen Z have in common. However, where millennials seem to favour sorting systems like Harry Potter Hogwarts Houses and Buzzfeed's What Kind of Disney Character Are You? quizzes that swear to pinpoint your personality with such accuracy you will never need to question Who You Are or where you belong (a la Barnum effect), Gen Z seems more inclined to reassert the belief that we are special and unique (my mom said so!) #NotLikeOtherGirls in true Manic Pixie Dream Girl fashion. Although, that in itself denounces the concept of individuality considering my whole journey of self-discovery only reveals more and more to me that Everybody is, well, kind of The Same. Especially, in terms of music -- i.e. Everything is a Remix -- I've had to overcome my fear of sounding unoriginal or "basic" when writing songs and accept that in the hyperreality, original no longer exists.
"...the functionality of semiotics in this hyperreality has abandoned the traditional relationship between a signifier and signified, resulting in “a culture of ‘floating signifiers’,” where so-called representations are nothing more than copies that are experienced as more real in their own right than the reality they are meant to depict. Notions of authenticity, as defined by Walter Benjamin in The Work of Art in the Age of Mechanical Reproduction (1936) and originality are no longer relevant to the value of an object, thus making them simulacra: copies of originals that no longer exist." - Simulation & Virtual Realities
Even so, whether achieving true uniqueness is possible or not is irrelevant. What matters is that this process of developing micro-individuality and curating our online presence in a way that's similar to building a brand image (perhaps reflective of how heavily our generation subscribes to consumer culture albeit our image-based world -- see Pervert's Guide to Ideology and/or Frankfurt School's concept of the culture industry-- makes it impossible to avoid entirely) has become essential in identity formation and media allows us to map out the world according to the narrative we inevitably write to make sense of it all. (Are we reducing our identities to a Pinterest board of our existence?)
It's really a whole rabbit hole full of irony and paradoxical, oxymoronic nonsense as easy to define as post-modernism (No, really what even IS post-modernism?) but that's the point. It can't be defined and confined to just one thing.
Which brings us back to transmedia storytelling.
The reason I am even writing this blog is to give myself a space to dump my stream of consciousness and make connections between the recurring themes that have been common across my work -- music, video, poetry, writing, video game design, photography, etc. etc. What are the pillars of my creative identity and why is it just an embodiment of how my generation recognises the human experience?
Short Films & Visual Albums
As I scroll through social media, I find discover new examples of how recording artists are implementing transmedia storytelling into, and at the forefront really, of the promotion of their EP and album releases. Last night while undertaking my nightly bedtime routine of doom-scrolling through the same three apps until I literally couldn't keep my eyes open even with the blaring screen, I came across Lyn Lapid's EP announcement for to love in the 21st century, which featured a trailer-like clip that I initially thought was for another Netflix original teen rom-com. As it turns out, she had become one of many singer/songwriters I've seen who have produced cinematic visualisers to accompany their latest music project.
Since Lyn Lapid is known for being discovered through a viral TikTok, it is worth noting that TikTok as a platform for short-form video content has especially encouraged this avenue of transmedia storytelling. Australian pop star, Peach PRC recently released her EP Manic Dream Pixie by teasing clips from Manic Dream Pixie: A Short Film.
This phenomenon, of course, is not exclusive to TikTok. I've long admired Melanie Martinez's self-directed music videos and world-building-- particularly from her debut studio album, Crybaby -- for their cinematic quality and approach to storytelling that plays out like a movie when watched in album tracklist order. In fact, for her second studio album, K-12, she produced an hour-and-a-half-long film.
Furthermore, she has created comic books telling the story of the character, Crybaby, who is featured throughout these albums as the main protagonist. However, she recently kicked off the promo for her newest album, Portals, on social media by teasing a clip from the music video for its first single, "DEATH," which featured a mushroom reading "RIP CRYBABY." This signalled the end of the character's era to make way for her new music.
Similarly, Machine Gun Kelly created a 50-minute film called Downfalls High, starring Sydney Sweeney and Chase Hudson. The album, Tickets To My Downfall marked his transition from rap into pop punk.
It is also common for artists to produce short films for album singles alone. For example, Taylor Swift's 'All Too Well: The Short Film,' starring Sadie Sink and Dylan O'Brien recently won a Grammy for Best Music Video and the filmmaking debut also earned her an award for Best Direction. As an addition to the highly anticipated uncut 10-minute version of the fan-favourite off her Red album, the 14-minute self-directed piece was also eligible for an Academy Award nomination in the Best Live Action Short Film category.
Beyond live-action album visualisers, animation opens up even more possibilities for bringing an album's concept to life. Animated music videos are common among Japanese artists, with the widespread popularity of anime playing a huge role in the globalisation of Japanese music.
While writing this, I had just had a conversation with my brother asking how he practises Japanese, since he's been diligently studying the language in his own time. He said the best way to learn a language is by listening to the music-- since you get used to hearing the words and the titles in a playlist alone already add up to 100 more words learned. The method reminds me of the songs they taught us in elementary school as mnemonic devices (to memorise the physics equations we needed for GCSEs, or the Canadian provinces from east to west, etc.). As a result, our music has drawn much inspiration from Japanese rock, especially the duo, Yorushika.
Yorushika is a great example of how employing transmedia storytelling can add more depth to music, particularly as a driving force behind an album concept. N-buna, the guitarist and songwriter of the band, is heavily influenced by works of literature that help compose their deeper lyrical content. Each of their albums also comes with additional pieces of text that are just as crucial in understanding the story and characters their songs are about as the songs themselves. These include a short story called Umarekawari, letters from the perspective of 'Amy,' paired with 'Elma's' diary and the Plagiarism novel. For their most recent album, Magic Lantern, they held an exhibition in collaboration with artist, Ryu Kato, displaying 26 original drawings from the music book, a screening of the animated music video for First Night, drawings from the Howl at the Moon music video and merch. As a completely anonymous band, their music videos are mostly animated in a range of art styles instead of live action.
Across the globe, anime's influence continues to prevail, seeing American EDM musician, Porter Robinson team up with French producer, Madeon to create their 2016 single, Shelter, which remains one of their most popular tracks today. The pair then partnered with Crunchyroll and the anime studio, A-1 Pictures, that produced many of the most well-known anime titles, such as Kaguya-sama: Love is War! and Sword Art Online, to make the AMV and short film.
Porter's latest album, Nurture has been a huge inspiration for me since I first considered studying Contemporary Media over English Lit. and Creative Writing. Alongside Melanie Martinez and Yorushika, his spot in my UCAS application personal statement has only been reinforced as I continue my studies.
For each single he released leading up to the album's release, Porter's website featured a corresponding multiplayer experience of virtual 3D worlds modelled after the setting in the music videos. This allowed fans to experience the songs and the music video concepts in an online interactive virtual space that brought them to life on another level.
However, the interactivity is limited to moving around the space and minor interactions with objects in the environment. My aim, on the other hand, is to incorporate this concept with a larger range of interactivity for optimal immersion so that the experience is closer to adventure video games, to supplement my storytelling approach to songwriting. Our first experiment with this concept was in our Convergent Media project, Ephemeral, which my brother composed the soundtrack for. In future, I would like to create a similar project but with my music as the foundation, e.g. based around an album or EP.
Video Games: Escapism & Connection
As the only daughter (and middle child) between two gamer brothers whom I am very close to, I feel that much of my personality was influenced by gamer culture and subsequently, internet communities relating to video games and adjacent interests. Although I grew up playing less than my brothers, in favour of "girlier" hobbies, the nostalgia accompanying the experience of them is one that I find most comforting and endeavour to explore further as a platform with high transmedia potential.
I think video games are the perfect example of intermedia. While I have spent more time watching other people (my brothers, streamers, YouTubers, friends) do Let's Plays of games, since I was always more interested in the storyline than the gameplay (and am not very good at them even now), the interactive element is definitely very effective for immersing players in the story and world. On top of that, they can be a combination of moving image, illustration, 2D and 3D animation, VFX, coding, music composition, creative writing, sound design, etc. with each discipline being an expansive and interesting enough area I could write a dissertation on any one of them alone. The synergy between each medium is what makes the craft so impressive and effective as a multimedia narrative platform.
But video games have existed since even before arcade machines entertained the 70's (I asked my parents about this and now they're trying to explain how they went to arcades at the Toronto Eaton Centre armed with quarters to play rows upon rows of Frogger, Pacman, Tetris, and more with their friends).
What does this have to do with Gen-Z?
Well, other than the obvious significant advancement in technology during our lifetime, I think it comes down to escapism and identity formation both taking place in virtual reality -- which is why video games can feel more real than reality. Not even just in the sense of realism where they can be adapted into live-action TV series and movie adaptations of video games, but in the way Japanese otaku culture sees an extreme case of the virtualisation of intimacy (i.e. dating apps, discord kittens, e-daters with matching gamer tags in Valorant) where anime fans would rather form relationships with fictional dating sim characters than with real people in the outside world.
“They meet in online places, such as multiplayer games, and multiuser virtual environments, such as Second Life. They coordinate, collect, evaluate, create, search, analyze, report, program, socialize, transgress, and a large part of the time basically grow up online.” (Hirumi 2010, p. 11)
I know most of this blog has just been referencing my own essays and writing (which I would never be allowed to do in my actual essays due to uni plagiarism guidelines) but I suppose compiling my past project thoughts and accumulated research is the perfect way to map out the connections between them (like the evidence board of a crazy conspiracy theorist furiously pinning assorted papers and red string across the wall. Although I like to think of it more as a chaotic moodboard of Me.)
Excerpts from project documentation creatively exploring escapism through media frontiers (2022):
02/10/2022 An Introspective Study into Escapism
(How it manifests in my own life)
What is escapism?
es·cap·ism /ɪˈskeɪ.pɪ.zəm/
noun
the tendency to seek distraction and relief from unpleasant realities, especially by seeking entertainment or engaging in fantasy. "virtual reality offers a form of escapism"
To approach the topic of ‘escapism,’ I decided to start by documenting where escapism is prominent in my own life and in what forms.
For me and most members of my generation, I escape through the media I consume, often online. When reflecting on what could have been considered escapism in my childhood – imagination, fantasy, make-believe games – in comparison to how it manifests for me now, I found that it has grown to rely more on tangible stimuli created by digital media – film, photography, music, etc.
When I was younger, reading books was my preferred form of escapism as my imagination and focus allowed me to immerse my mind in worlds represented solely through words. As I got older, and technology developed, I gravitated towards different forms of storytelling that could capture the feelings of those words on a page. Considering this now, I feel that escapism, for me now, could become a way for me to figure out how to take what’s in my mind and turn it into a form perceivable by others. – escaping the overflow of thoughts.
That's why I find the concept of virtual spaces such as Porter Robinson's Nurture worlds so satisfying. To explore this, I took a painting I did in 2021 and attempted to turn it into a 3D space. As I have limited knowledge and skills for making 3D spaces, I employed my knowledge of After Effects '3D spaces' from last year's VFX & Animation module and made an extremely rough adaptation of the scene in my painting.
I used Sketchbook on my iPad to draw each wall as separate 2D layers. Using the photo of my painting and the dropper tool, I also created a colour palette to match as closely the paint colours I used. With effects such as glow, blur, star burst. gradients, etc. I created the background surrounding the building. I also added in a couple files such as the clouds and clock from an old 'clock exercise' project we used at the start of VFX & Animation. As you can see, I only recreated the parts that were visible from the angle in the painting. Finally, I added a camera to animate a very short "walk" through the space.
Perhaps escapism can also be explained by the concept of the ‘inner child?’
In a similar fashion, I use media such as film, photography, and music as a way of ‘vision boarding’ the way I want my life to look and feel like. For this, Pinterest boards and the features now available on social media platforms such as Instagram and TikTok where you can save posts into “collections” allow me to curate ‘aesthetics’ that I regularly refer back to when there is a certain ‘version’ of myself I wish to escape into being. The Spotify equivalent to this would be how I organise songs into playlists based on very specific moods. This way, I can escape into music based on the mood/attitude I want to indulge or induce.
This practice is reflected in the way I decorate my room. As my most personal space I escape to most, the way I choose to transform it is indicative of what I find comforting when I get time to myself away from the busyness of my everyday life. It represents how I relax– which can also be considered synonymous with escapism. What is the function of escapism if not as a safe haven to comfort you away from everything else?
I’d made a short film a few months ago inspired by the way I’d decorated my old bedroom with flowers, postcards, and assorted pictures in a collage above my desk. It’s interesting to look back on now that I’ve moved into a new room and decorated it differently based on the kind of comfort I feel I need now. The way that I’ve presented the spaces in film and photography is also telling of how I wanted them to be perceived as opposed to how they actually feel to be in. I feel that documentation adds a layer to the escapism they represent for me. Especially when considering which parts I’ve shown on my social media accounts. Realistically, my room is always way messier than I’ve shown them in photos I post (almost none of the floor is visible behind the scenes). My mom always said the mess in my room reflects my mind and I think that applies to all parts of it. My bedroom is a reflection of my internal reality.
Self-portraits in my old vs. new bedroom
This also reminds me of one of the past CMP graduate showcase projects, People in Their Bedrooms by Maryam Hassan Ali (Reify graduate project 2021)
It is worth mentioning that I got so tired of doing this assignment I decided to read Webtoon comics instead. I am literally escaping my blog about escapism. Irony can be so painful </3
After engaging in a bit of light escapism (for research purposes), I return to discuss social media profiles. It is common knowledge that most people in the modern day tend to use social media to showcase only the best parts of their lives and that it’s not necessarily the most accurate reflection of their reality. It’s what makes our generation very performative.
Admittedly, I am no exception to this phenomenon, especially since I have multiple profiles on Instagram: mainly for my music and for my personal life. As it stands, the accounts have started to bleed into each other content-wise since starting my studies at Westminster. In an attempt to be more active on my music account, I’ve started wanting to translate the personality represented on my personal account to my music account, so as to market not only my music, but me as a person, since my identity (values, habits, experiences, etc.) is very intertwined with my music.
The escapism I find in creating my own music as well, is evident even in my Spotify biography:
“Music, for [me], is the place where [I] can pour [my] deepest feelings and most honest thoughts unapologetically. [I hope] that through [my] songs, [I] can connect not only with the most vulnerable parts of [myself], but with those who relate to the experiences [I write] about— so that they may find solace in the fact that somebody understands”
Escapism in this sense defines the way I present myself to the world. The effect of this is that now I want to create an entirely new separate account where I can express the parts of my personality and taste that are not in line with the “brand” my personality has to be refined and kept more consistent to on my music accounts. This shows how the cycle of curating an idealised persona, working to adopt it as genuine, and then needing a new persona to escape into seems prevalent in my work as a musician and artist. The self-reinvention is my escapism.
That idea, however, isn’t a new one. For example, it always makes me think of this quote from The Girl on the Train:
“A teacher once told me I was a mistress of self-reinvention. I wasn't really sure what it meant at the time. But since moving here, I've come to understand it… I wanna start my life over again. So far, I've been a rebellious teenager, lover, waitress, gallery director, nanny, and a whore. And not necessarily in that order. I can't just be a wife anymore. That's why I stay awake at night, staring at the ceiling. In fact, the only time I feel like myself is when I'm running.”
I think what’s at the core of escapism for most people is the desire to be someone else living some other sort of life. That’s why the storytelling aspect of media draws us in– whether it’s reading books, going to the cinema, listening to music, scrolling through Instagram, TikTok, etc.
And to prevent spiralling into an identity crisis, here are my summary notes:
Escapism as healing the inner child
Escapism as a reflection of the generation
Escapism as inspiration and dreams
Escapism as self-expression
Escapism as regulation of emotions
Escapism as comfort and relaxation
Escapism as self-reinvention
Escapism as art
02/10/2022 Why is it human nature to escape?
(Mid-Project Critique & Tutorials)
I think escapism is a survival instinct. It is our mind’s way of coping with the stress of life and inducing a balance between the psychological strain of facing reality for what it is, and imagining a better reality. In terms of psychology, escapism may be found in Freud’s psychoanalytic theories, more specifically in ego defense mechanisms. Across all the defense mechanisms, there is an attempt to escape the traumas from early life that shape a person’s personality. Whether it be through denial (refusing to believe reality), repression (suppressing memories), reaction formation (believing the opposite), projection (believing own emotions to be someone else’s), displacement (directing emotions to a subject other than the actual cause of them), or regression (reverting to earlier state of mind, often similar to that of childhood), the ego rejects reality and unacceptable emotions and replaces it with a one that is more acceptable for the present. However, psychoanalysis poses a rather pessimistic view of how innate escapism may be to the human mind.
On the other hand, I believe there is also a potential for self-actualisation in the space that escapism allows for ‘dreaming bigger,’ by providing a space to explore possibilities beyond your reality. Much like this module, pursuing other pathways, exploring other worlds, and taking on other identities through escapism gives people a chance to experience outside of their immediate reality. As it is designed to be temporary, there are less consequences.
In the mid-project critique, Tadej suggested the book, Getting High: A Savage Journey to the Heart of the Dream of Flight by Kester Brewin.
From a review by Luke Cripp on goodreads:
“Kester is calling for us to take this hunger and confusion and channel it toward, perhaps for the first time, embracing, rather than escaping, our humanity.
But, how?”
In the book, Brewin seems to discuss the human desire to always aim higher — reaching new technological heights, drug-induced heightened senses, the experience of religion and spiritual practices, etc. Having not read the actual book, I am unsure what conclusion he comes to on the implications of this aspect of human nature, and what he is suggesting we do after reflecting on this habit of escapism, but that acknowledgement is exactly what’s worth exploring. As seen through Brewin’s own self-awareness — “If I come across as disillusioned, it’s because I am: the illusion has been destroyed.” — there is always a risk of being met with disillusionment when the methods of escapism fail to be sustainable. That’s why when considering how best to induce escapism and use technology to make our escapist spaces more immersive, we prefer to incorporate methods of meditation, mindfulness, nature, etc. In doing so, the outcome should lead towards a more positive experience that allows and encourages people to reconnect their body and mind with the natural world.
But why nature? To start, what I liked about Julie Marsh’s workshop, The Art of the Senses, was the way it brought our attention to how simple it can be to enhance our experience of our surroundings simply by practising mindfulness. This experience is sort of what I want to achieve by using modern technology — returning to our 2nd week tutorial question, how does technology enable escapism? Through sound, projection, AR/VR — bringing the digital back into the physical space, I hope to draw people’s attention back to the beauty of the human experience. Aside from allowing us to create that which would otherwise be difficult to make tangible, the digital landscape is the avenue which our generation and modern society are currently most subscribed to and inclined towards. Taking advantage of this may positively influence how effectively we engage our audience.
It is also just what human beings seem to always return to in trying times. For example, The Romantic Era. In opposition to the Industrial Revolution, “many of the Romanticists emphasized the individual's connection to nature and an idealized past.” “Romanticism was characterized by its emphasis on emotion and individualism, clandestine literature, idealization of nature, suspicion of science and industrialization." haveAlthough science and technology have advanced far beyond what those of that time period probably could have imagined, the values of the Romanticists seem to remain relevant as our culture continues to become absorbed in a numbness caused by the digital/electronic technology our daily routines are increasingly dependent upon. The nostalgia behind nature is what makes it more and more necessary for us to return to those roots as our technological systems stray further away from it.
Furthermore, the Mental Health Foundation has conducted research into the positive effects of nature on mental and well-being. Their ‘Coronavirus: Mental Health in the Pandemic’ surveys showed that 45% of people in the UK found visiting green spaces such as parks and gardens helped them cope throughout the pandemic. From what I remember, going for walks/exercising was one of the few reasons people were allowed to have for leaving quarantine during the lockdowns, as it was deemed a necessity. In Hawaii, the government only allowed access to beaches for surfing. The events of the COVID-19 Pandemic showed how important it was for human beings to be active outdoors for maintaining both physical and mental health.
The other link Zak attached provides a detailed list of symbols of nature. With this, we can consider the semiotics of natural imagery and other symbols associated with nature. In general, they represent life, growth, and grounding. The different elements: fire, water, earth, and air, create a sense of balance and represent crucial parts of survival. Overall, the symbols of nature simply represent the base level of our hierarchy of needs. When we are caught up in the way life is now, it can be easy to forget or overlook the importance of these e.g. forgetting to eat when absorbed in work/a task, staying up to finish an assignment instead of getting a full night’s sleep (both me right now).
In our tutorial, Julie got us to think about the purpose behind our approach to the escapism theme. When she asked, What is missing from existing works of art relating to escapism? my answer was their immersive quality. While they all successfully achieve aesthetic mastery, they fall flat in the way they are mainly ocularcentric and intended to be viewed only from a screen. This is where our ideas for how to take it one step further and introduce it into a physical space come into play. This gave us the idea of creating a space in VR, to be experienced in a room filled with textures and sounds corresponding to the virtual visuals in the headset. Julie mentioned a project similar to this called Eternal Return, which recounts Earth’s past history in a guided experience.
Julie also asked us, Is there a message? With this, we had to consider the context. In the current political climate, especially in America with my feed the day before having been filled with posts urging people to vote, there is an overwhelming sense of defeatism in the comment sections, as a result of cynicism, as a result of corruption in government and the way the world seems to be regressing in terms of social progress. Facilitated by the overload of information now available to us on the internet, many have chosen to cope by simply giving up on taking any strong stances on working towards an ideal future. There is a trend I’ve noticed in the older generations responding to the younger generations by calling us “too sensitive” and remarking on how life is simply unfair and how they had to endure worse traumas. There are generational differences in how each copes with the stresses of life, with older generations being less likely to be open to changes in the status quo. What I’ve noticed about the younger generations is that growing up on social media and the internet has provided us platforms to push the boundaries of our own identities and allowed for collaboration across niche communities/subcultures and geographical borders. Escaping into these spaces with the privilege of a digital form is what led to the radical changes.
Escapism as a means of encouraging imagination is central to how I would define and utilise it. Despite being our earliest stages of life, there is something about childlike wonder and innocence that is transcendent if rediscovered in adulthood. I believe that the creativity of a child’s imagination is key to self-actualisation. It is why the concept of “healing the inner child” (mentioned in Week 1 blog) exists. It may be that we are creating a space for people to add their own fantastical ideas to elements of nature as a canvas.
I think my hope for our work is that it will frame escapism in a light that shows its potential as a tool for inspiring hope.
[End of excerpts]
Participatory Culture: Social Media & Mental Health
Participatory culture– defined as “a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one’s creations… in which members believe their contributions matter and feel some degree of social connection with one another” (Jenkins, Ito, and boyd, 2016)– has enhanced the formation and experience of parasocial relationships between entertainer and audience, fan bases as communities, and in some ways, broken the fourth wall, as consumers become producers themselves with tools social media has given them access to. - How social media platforms enhance participation in the entertainment industry
While transmedia storytelling can allow work to be consumed and enjoyed by an audience as a stand-alone product, it would require higher levels of investment from fans to generate the kind of loyalty that would allow an artist invest their time and money into generating all kinds of content across multiple channels. According to Henry Jenkins, “the entertainment industry… has integrated notions of audience engagement and fan participation more deeply into its logics and practices.” The direction these industries are going is already becoming more catered toward this kind of media consumption.
Instagram Threads just came out today and I am so overstimulated, I have to acknowledge how overwhelming and addicting it is to watch the social media landscape evolve so much in such a short period of time that I've been adding topics to this in real-time. In the 7 hours I've been on the app, I've watched social media managers, marketing interns, influencers, etc. flock to see what the newest addition to their job descriptions might be as everyone tries to get ahead of the game like it's the latest DLC drop.
With every new app marking a cultural reset for The Internet, I feel like my brain chemistry is altered and my already limited attention is further divided into minuscule fractions across each one. I am increasingly aware of my choice to study Contemporary Media with how directly relevant these developments are to my studies and am both grateful and stressed out by how intertwined my personal life and professional field have become.
While I should probably also go back to therapy, I have already committed to being proactive in using my media platforms to creatively and academically process these changes. The world has come a long way since I first decided I wanted to be an artist/writer/singer in kindergarten when they repeatedly asked me what I wanted to be when I grew up.
However, it still feels quite tricky figuring out where the line is to be drawn between authenticity and oversharing. On that note, I can segway into how transmediality relates to the mental health movement.
Just a few examples from my own Threads feed
Back to how Gen-Z tend to be highly autobiographical in their work, the concept of time-lining your life like the beginning, middle, and end of a story is nothing new in the realm of psychology. Although I hate to let Freud win (RIP Sigmund Freud, you would've loved #MILFs), psychoanalysis and the idea that personality is largely shaped by the events of your childhood still holds up today. According to the theory behind Erik Erikson's 8 Stages of Psychosocial Development, a person must overcome a basic conflict or 'crisis' that will allow them to acquire a 'virtue' or characteristic strength one would need to balance their individual needs and the needs of society. The foundational qualities, such as hope, will, purpose, and competence, that are essential in forming a healthy ego are dealt with before a person even reaches adolescence.
Using these psychological theories, we can see how this generation has become more introspective, and in turn, produce content that is all about identity. Social media has given a platform for people to discuss mental health, with a goal to eliminate stigma, normalise therapy and encourage self-care, and generate a community of individuals who can relate to and help each other through these kinds of issues.
As someone who has undergone counselling and therapy many times with many different mental health professionals, one thing I was commonly asked to do in my first sessions was to map out major life events that shaped who I am today (and consequently led to me being there, you know, in therapy) across a rough timeline to give them an overview of what I was dealing with and would have to work through. Fortunately, this was something I was already used to doing since writing songs when something significant happened to me was my main way to process emotions. For example, my song, runaway was written to reflect on my life from childhood to the age of 18, when I had finally been formally diagnosed with depression (almost sardonically, since I was very clearly at the lowest point I have ever been). The song represented the first time I really felt the need to reflect back on the events of my life to figure out what had lead me to that moment. As a result, my songs act as sort of time capsules or like those memory orbs from Inside Out.
Oh my goodness, while I was looking for an image like this from the movie I found this one which came from an article called "Brainstorming: Creating A Life Map." The article defines a life map as "a framework and tool to help us identify significant moments in our life that helped inform our view of the world and ourselves," which is exactly what I'm talking about here.
So there you have it, transmedia storytelling can be an artist's way of creating their life map, writing their autobiography across media in a way that appeals to this generation's need to feel both unique and relatable, connected with others in the virtual realm we grew up in and understand best. The proliferation of prosumers with the tools and platforms technology and social media provide make being an artist much more accessible to our generation. Transmedia practice is simply the perfect opportunity to explore humanity's natural desire to create, in all forms and on all levels. It is self-actualising through art, with Gen-Z leading the way.
(If I don't end the blog here, I might never shut up.)
Simulation & Virtual Realities: How Gen Z's sense of identity has become based in digital spaces
Jean Baudrillard argues that the image “bears no relation to any reality whatever: it is its own pure simulacrum” (1983: 10-11).
In the way Jean Baudrillard considers reality, it can be summarised to argue that there is no objective, stable reality upon which any sort of media or item can reference as the ‘original.’ Reality is, instead, the human condition of trying to make sense of ourselves and a world that has no inherent, tangible meaning. Simulation is this ongoing process and reality is the everchanging result. The rapid developments of technology in the modern era have only pushed us further into this “Desert of the real” in which “the sphere of the real is no longer exchangeable for the sphere of the sign” (Baudrillard, 2010). This means that the functionality of semiotics in this hyperreality has abandoned the traditional relationship between a signifier and signified, resulting in “a culture of ‘floating signifiers’,” where so-called representations are nothing more than copies that are experienced as more real in their own right than the reality they are meant to depict. Notions of authenticity, as defined by Walter Benjamin in The Work of Art in the Age of Mechanical Reproduction (1936) and originality are no longer relevant to the value of an object, thus making them simulacra: copies of originals that no longer exist.
To break down simulation, Baudrillard proposed a hierarchy of four orders of simulacra. The first order describes the straightforward relationship between a simple copy that clearly represents an original. For example, a photograph or painting depicting a real life person, place, or thing. Within this order, there is no question or doubt about which item is the original. In the second order, The Industrial Revolution gave way to an age of reproduction in which mass production created copies of copies that became detached from the original, taking on a life of their own. Walter Benjamin argued that the ability to produce multiple copies of artworks through mechanical means fundamentally transformed the nature of art and its place in society as art experienced a “loss of aura” that only an original would be believed to possess. As the distinction between the original and a copy continued to be questioned, the third order of simulacra occurred where the copy has become its own reality and the original is no longer identifiable. Finally, it is the proliferation of the fourth order simulacra that Baudrillard argues contemporary society is characterised by. Reality itself has become a simulation in which all meaning is lost to the excess of simulacra.
With the rapid technological changes of the modern day, navigating the media now requires navigating a digital landscape, enabling media operation that is not obligated to reference anything real.
“In the virtual world, I was able to do things such as choosing my own gender-neutral body and creating an appearance that reflects my own sense of beauty, which are not possible in real life. I consider Doku as my digital reincarnation. He is me but someone else at the same time. Just like the Buddhist concept of alayavijnana [storehouse consciousness], he represents a stream of consciousness which lingers in different worlds and different selves.” (Yang, 2020)
Multimedia artist, Lu Yang uses their “digital reincarnation” to explore their own sense of identity. To do this, they place Doku in virtual worlds that represent their own personal reality in their beliefs about the world, while also taking inspiration from religion, neuroscience, popular Asian media, such as Japanese anime, retro video games, and more. With modern technology, it is more than possible to not only “play with our identities and explore ourselves, our many parallel selves, and prepare those selves for new dimensions and universes” but to also convey those identities to others. Lu Yang also creates work that poses the question, if we can simulate senses and emotions through technology, what is reality? The sophistication and mastery Lu Yang has of their craft demonstrates not only what can be achieved in a virtual landscape, but also in its nature encourages viewers to contemplate their own perceptions of reality and the self that is derived from that interpretation of it. For audiences experiencing the LuYang NetiNeti exhibition at the Zabludowicz Collection or pieces of it scattered across Lu Yang’s own website or Instagram profiles online, or even any other art gallery, it is, in a way, possible to experience someone else’s point of view and version of the world. It can be related to Slavoj Žižek’s concept of the parallax view in that there are multiple perspectives to be considered before one can gain any more complete understanding of reality (Žižek, 2006). But as there is more than one way to interpret a given phenomenon or event, the idea that there is a single, objective reality to be known or understood enough to be represented is challenged by the complexity of reality as a construct shaped by the multiple viewpoints we adopt to understand the world. As a result, the reality we consume is a multiverse of individual realities that have gone through multiple filters of perception depending on the platform on which they are seen.
However, the concept of having something such as a “digital reincarnation” or alternate personality that exists within the virtual world, is a phenomenon which the general population would also be familiar with— as observed across social media. The popularisation of social media platforms like Instagram has made this possible in everyday life, especially in ‘Gen Z’ culture.
“Today’s youth are “digital kids”… cognizant of the myriad digital technologies around them— technologies they can control and customise to fit their own lives and styles… They live parallel “online lives” with behaviour that is very different from and often puzzling or frightening to the generations that came before.” (Hirumi 2010, p. 9-11)
Virtual profiles allow us to split and spread our personality traits across various platforms and pages within those platforms. While it suggests an intention to ‘connect’ people, the human desire for socialisation has led most to treat the platforms as an online gallery in which they can curate an idealised version of themselves and their lives. As a result, the distinction between an individual’s modified online persona and their “real” identity becomes unclear. This is especially prevalent in a prosumer era— in which the role of producer and consumer is combined as media production becomes democratised (Jenkins, 2006) and we find ourselves in a position where “we are the screen, the editor, reporter, and subscriber all at once” (Wisecrack, 2015). Content creation has become a viable career option and as social media platforms are built on the foundation of content produced by their users, everyone on it can be considered a content creator by default. The dopamine rush resulting from the “reward” of a “like” on said content not only reinforces the habit of creating a simulated social reality, but makes it genuinely addicting (Haynes, 2018).
The dependency on user-generated content has given people access to both an endless amount of information and tools and opened opportunities for almost every demographic to be represented in one corner or another somewhere across the Internet. As a consequence, it has given a platform to stories that seek to “entertain, please, or upset others” rather than to inform (Chadwick, Vaccari and O’Loughlin, 2018). Internet discourse that takes place in comment sections and online forums alongside that natural instinct of humans to ‘fit in,’ influences their personality in terms of likes and dislikes, language, etc. and can cause polarisation. On top of this, algorithms are designed to collect data on a person’s interests based on their app usage so that their ‘feeds’ can recycle and regurgitate similar content, as well as targeted ads that blend in with the rest. At the same time that this locks users into a cycle of like minded content, this “explosion of information, of events, makes the ability to understand the world nearly impossible” and the only way human beings have learned to cope with such an overload is to only subscribe to messages that are compatible with their own beliefs and emotions, accepting those alone as ‘truth.’ As an outcome, “confirmation bias reinforces itself as social media users turn away from any messages that challenge them” (Morris, 2020). In the sense that everyone is solely seeking representation of ‘their truth,’ simulation enables the existence and acceptance of media that is not backed by fact-based reality, such as “fake news,” tabloid press, post-truth culture and quasi-news organisations promoting conspiracies as journalism.
The advanced level of interactivity in modern apps is what makes it so encompassing and hyperreal, meaning that our consciousness is no longer able to distinguish between reality and simulation of reality. Where social media covers current events — describing the social, political, economic state of the world— video games can be used as a more imaginative space for experimentation. It allows people to recreate reality in order to alter it, without producing the same consequences in their physical world. Sandbox games like Minecraft, Stardew Valley, and Animal Crossing have become increasingly popular, particularly in light of the recent COVID-19 pandemic as they provided a comforting world for people to escape into as a replacement for the life they could not live in the quarantine lockdown. In that time, video games became more reality than the outside world could be. Similarly, life simulation games, such as The Sims 4, see players “practically playing a God” where “certain aspects of yourself [are] presented through how you choose to play the game” (Mad Seedling, 2018). Although it was designed as a “simulated version of life” the uncanny art and movement of avatars deviates from how humans appear and behave in reality. This, however, does not discredit its potential for influencing reality as research into using The Sims 4 as training examples for intelligence assistive robots has been conducted to overcome privacy concerns of using real households for data collection (Roitberg, 2021). Similarly, Grand Theft Auto has been used for making autonomous vehicles. Even beyond the gameplay action, the realism employed by the game world environments alone make their worlds “as real as any other city you drive through and not get out of the car for” (Atkinson and Willis, 2009). Engaging with these “simulated alternatives to urban space” “generate an understanding of space and sociality that is inflected with the possibility of playing with that space, mentally and physically, as the parameters of these games are introduced into the real city by players.” This is why video games have also been utilised by schools to better engage and educate children and teens in a world where at least “97% of [U.S.] teens ages 12-17 play computer, web, portable, or console [electronic] games” (Hirumi, 2010). Traditional methods of teaching can no longer compete with the advanced technology many youths have available to them outside of school as “Kids confront ideas, goals, decisions, and ethics in their complex games that were almost never confronted by kids that young in the past.” In other words, the detail and scale combined with the freedom to explore and take advantage of these virtual spaces however the player sees fit makes video games a perfect example of how reality and simulation have blended to be both the causes and consequences of each other.
Due to the immersive quality of video game worlds, gamers’ experiences may feel as or even more real than their “real world” lives. They give gamers experiences of the real world that could be in some sense representative, and yet so complex and evocative on its own that their relationships, hopes and dreams, are shaped around their experiences in the virtual world.
“They meet in online places, such as multiplayer games, and multiuser virtual environments, such as Second Life. They coordinate, collect, evaluate, create, search, analyze, report, program, socialize, transgress, and a large part of the time basically grow up online.” (Hirumi 2010, p. 11)
The way that ‘Gen Z’ interacts is primarily online and even offline interactions make references to online culture that sound almost like a language of its own. Therefore, it is evident that while video games may echo reality, their cultural impact has reached a point where reality can also echo video games. The communities formed over shared interest in video games are just some of the fan communities (fandoms) that dominate the internet culture the younger generations were raised on. It has become normalised for people to form friendships and even romantic relationships over the internet. Online friends and ‘eDating’ are so common that there are servers (e.g. on Discord, a VoIP and instant messaging software) and apps dedicated to finding people for forming these relationships. Dating apps like Tinder have arguably become the main way for people 18 and older to meet and date people, while apps like Yubo — whose slogan is “Get friends. Get real.” — exist for people aged 13-17 to socialise. Additionally, video game and internet phrases intertwine themselves into everyday language. For example, it has become a trend on TikTok for people to refer to people they encounter in the real world as “NPCs,” a term used in video games for “non-playable characters” or any character within the game’s world that is not controllable by the player (Bardhan, 2022). Besides that, Merriam-Webster has added slang words to its dictionary definitions, such as “sus” (suspicious, often associated with the multiplayer game, Among Us) and “pwn” (to dominate and defeat, used in gaming) with even the Oxford English Dictionary updating to include its own list of slang words like the aforementioned “fake news.” This all acts as evidence that the reality simulated by virtual worlds and online culture has assimilated with the reality outside the screen.
To consider the impact of media and technology on society, one must also consider the impact of capitalism on media. The concept of the “culture industry” as proposed by the Frankfurt School argued that mass media serves the interests of capitalist society by producing and promoting a narrow range of cultural products that reinforce the dominant ideology (Babe, 2012). Their ideas are closely related to Baudrillard’s in that people’s understanding of the world is shaped by media representations that are used to create and reinforce a simulated reality that bears little relation to the true nature of the world. Baudrillard’s agreement with the part capitalism plays in causing simulation is evident in his decision to decline the offer to be a consultant for The Matrix (1999) movie. Although ‘the Matrix’ aims to act as an allegory for our own postmodern condition, inspired by Baudrillard’s book, he had reservations about the commercialisation of his work and worried the project would be too simplistic to capture the complexity of his ideas. As a film project, the entertainment industry attempting to appropriate simulation for profit was perhaps too ironic. However, the trend of science-fiction chalking the problems of consumerism, capitalism and the influence of media on society up to being caused by an alien race, sentient machines, or other entity separate from humanity is not unique to The Matrix. While it is true that themes in films such as The Matrix and They Live (1988) can be interpreted as commentary on capitalist ideology, they never directly critique or address the system itself.
However, it is important to consider that this process of simulation also occurs on a broader level, as reality itself is already mediated before an attempt is made to represent it through film or other means. This challenges Richard Rushton's concept of realism in film, which emphasises the importance of accurately depicting the real world (Ruston, 2010), as Baudrillard's theory of simulation suggests that media representations can create their own reality and shape our understanding of the world in ways that are divorced from objective truth. There is no reality that can be used as a basis for accurate representation because our understanding of reality is too multifaceted, influenced by various forms of representation such as language, media, and cultural narratives. The reality that Ruston stresses the importance of portraying authentically is inherently influenced by how it is represented to us.
While the Frankfurt School believe that the culture industry promotes a false sense of individuality and choice (pseudo-individuation) in favour of standardised, hegemonic content aligned with the capitalist agenda, Jean Baudrillard would argue that simulation is a complex process induced by a variety of factors, including both individual choices and the larger social and economic forces of society. “The media creates a copy of the event” but “we prefer the copy of reality” (Wisecrack, 2015) and thus, simulation is therefore, partially self-imposed.
“The most serious problems posed by advertising derive less from the unscrupulous-ness of those who fool us than from our pleasure in being fooled” (Baudrillard 2001, p. 72)
On the other hand, it is arguable that the relationship between capitalism and the media is no longer clear-cut in the sense that the dominating reality proves that capitalism always seems to catch up with the content and movements that attempt to oppose it, and their meaning becomes lost in consumerist motivations. In other words, capitalism has adapted to appropriate culture as media production becomes more accessible to the general public, rather than being controlled by a small group of elites or large corporations. Capitalism counters the levelling of the playing field for media creators by jumping on the trends of promoting ‘political correctness’ and attaching themselves to the values of whatever social or political message is popular and prevalent. It creates a facade of being a “progressive” brand, whilst reaping the benefits of media exposure from both sides. For example, when the #BurnYourNikes backlash followed Nike’s ad campaign featuring black athletes like Colin Kaepernick taking a knee to protest racism and police brutality, the company’s value increased by 6 billion dollars (HBomberGuy, 2016).
“Once we could have fun denouncing the dark, solid reality concealed behind the brilliance of appearances. But today there is allegedly no longer any solid reality to counter-pose to the reign of appearances, nor any dark reverse side to be opposed to the triumph of consumer society” (Rancière and Elliott, 2009)
Since there is no longer any one dominating ideology and instead, a range of realities represented across the “information superhighway” (Nunes, 1995), capitalism co-opts popular trends for its own purposes. This can further contribute to the process of simulation as media representations become more commercialised and superficial, but better at concealing their true intentions, and it becomes difficult to distinguish between genuine opposition to capitalism and commercialised or superficial gestures towards progressive values. There is no longer any real rebellion or counter culture because there is no longer one agreed upon reality that leaves anything off limits. As “We live in a world where there is more and more information, and less and less meaning” the illusion of choice granted to us in deciding which products to consume — e.g. opting for econscious brands or ones that align themselves with personal political values— only attempts to obscure the way that the nature of reality has been replaced by images and groundless representations.
In conclusion, simulation is highly relevant to contemporary media practice, as media representations of reality have come to play a more significant role in shaping people’s understanding of the world than direct experience of reality itself. As soon as humanity attempted to define and represent reality, we entered simulation in a way that has become more and more muddled as we navigate a capitalist-driven, media-based world oversaturated with ‘truth.’ What we now call reality is actually an impermanent consensus constantly redefined by the plethora of contemporary media frontiers available to us— like virtual and augmented reality technologies— as society becomes increasingly screen-based. Overall, Baudrillard’s concepts of simulation and simulacra highlight the complexity and fluidity of reality in the digital age.
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