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Redefining Creativity in Gaming Culture:

Reviving the Situationist Concept of Détournement

Fanny Barnabé – Marie-Curie COFUND postdoctoral fellow, co-funded by the European Union Liège Game Lab – University of Liège – Belgium – fanny.barnabe@ulg.ac.be

ゲーム文化における創造性の再定義──シチュアシオニストの「逸脱」概念を復 活させる

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1. Defining the Artistic Détournement

Détournement

=

「 二 次 創 作 」 ,

“diversion”,

“remix”,

“parody”

(//

“participatory culture”)

• The notion of “artistic détournement” > the

Situationist International

Guy Debord

defines it as “the reuse of

pre-existing artistic elements in a new ensemble”

(1959)

L.H.O.O.Q. Marcel Duchamp (1919)

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2. Transforming Pre-Existing Works: A Political and Subversive Act?

• Debord claims a violent,

critical

and engaged use of détournement, which would

not be confined to comedy or entertainment, but would develop a kind of “serious

parody” able to overthrow ideologies and to change society

• Trudel (2012: 78): this apology of

appropriation as a subversive activity is

reductive

, because the critical dimension

of détournement is far from being

self-evident

Napalm

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2. Transforming Pre-Existing Works: A Political and Subversive Act?

(I)

Parodies or remixes can be as many

tributes

reinforcing the authority of the original work

Þ “By being parodied or put in the center of a

satire, I am first chosen as worthy of being

mocked (a success like any other, which

postulates that I am sufficiently well known for

the allusion to be recognized by an audience), but

I can also become part of the cultural heritage”

(

Saint-Amand

, 2012: 255-256)

Mona Lisa Smoking a Pipe

(5)

Ex.: references to Halo in the

machinima

Red vs. Blue

(Rooster

Teeth Productions)

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2. Transforming Pre-Existing Works: A Political and Subversive Act?

(II)

Détournements can

take advantage

of an author’s symbolic power

rather than deconstruct it

Ex.:

“The détournements of Marx’s or

Lautréamont’s fragments executed by

Debord in The Society of the Spectacle do

not constitute a negation of the original’s

ideology – on the contrary. […] Thereby,

Lautréamont’s praise for plagiarism is itself

plagiarized by Debord in the name of

situationist criticism; Lautréamont’s text is

not denied or criticized, but simply takes on

a whole new dimension in light of the

situationist project” (James, 2012: 61)

Ex.:

the mod « Pixelmon » for

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2. Transforming Pre-Existing Works: A Political and Subversive Act?

(III)

There is an important part of détournement that cannot be reduced to

criticism or tribute, which many researchers describe as simply “

playful

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2. Transforming Pre-Existing Works: A Political and Subversive Act?

Þ Détournement is a deconstruction and a

creation, a vandalizing, a safeguard and

a revitalization of the cultural heritage

Þ All these registers are not incompatible

Þ Détournement’s

potential

political

dimension cannot be considered as a

defining criterion

of the phenomenon

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3. Propositions

3.1.

Détournement is not a Genre but an Effect of Discourse

• Détournement intrinsically “disturbs and transgresses borders (generic, etc.)” (Dupont and Trudel, 2012: 4) and produces texts that

resist “any matrix abstraction (the genre) that would claim to transcend them” (Wagner, 2002: 311)

Þ Détournement ≠ closed category of works Þ Détournement = effect of discourse that

can be activated or inhibited by stylistic devices

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3. Propositions

3.1.

Détournement is not a Genre but an Effect of Discourse

• Advantage = to get rid

of “the embarrassing

criterion of the author’s

intentionality

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3. Propositions

3.2. Approaching Détournement Through the Works

• Research about détournement in pop cultures is dominated by three

disciplines: sociology, anthropology and cultural studies

Cultural studies

:

“Is détournement a means for people and minorities to

retake possession of the contemporary myths and to

contest the dominant cultural models?”

Ex.: Jenkins (1992, 2006, 2009), Raessens (2005)

Reappropriations of video games have mainly

been studied as

social practices

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3. Propositions

3.2. Approaching Détournement Through the Works

“[…] not to show that they also deserve to belong to the superior

world of art – what would only reproduce the fable of the

aesthetic absolute – but for the sake of descriptive precision,

since the audiences also live off the appreciation of forms, and in

order to not leave to the consecrated arts (still living on the

capital of belief provided by romantic ideology) the idea that

aesthetics […] would be reserved for them” (2005: 130-131)

• Éric

Maigret

:

It is necessary to pay attention to the works produced by pop culture, to

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3. Propositions

3.3. Détournement as Play

(I) Game-studies theorists regularly define the playing activity in terms of

appropriation:

Genvo

: “Do-it-yourself in the frame of the game is a frequent and

natural act. As D.W. Winnicott pointed out, in order to be able to exist,

the game must allow the expression of the individual’s creativity” (2008:

6)

Newman

: games exist “less as fully formed objects for play and more as

suites of resources to be played with […]” (Newman, 2012: 123)

Salen

: the playing activity contains, in its “DNA”, a transformative

power (the “transformative play”; 2011: 41)

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3. Propositions

3.3. Détournement as Play

(II) Researchers in artistic or literary détournement continually have recourse to

play as a paradigm:

Genette

: “Not any form of hypertextuality goes without a part of

play, consubstantial with the practice of reusing existing structures […].

Similarly, treating and using a (hypo)text for purposes external to its

original program is a way of playing it and playing with it” (1982: 557)

• The terms play or playful are mentioned in almost all the papers of

Dupont and Trudel

’s collective book about détournement (2012)

Morel and Risterucci-Lajarige

: “Détournement is a game in every

way: a game for the authors, a play on the language, but also a

reading game” (2012: 20)

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3. Propositions

3.3. Détournement as Play

Þ To play is always more or less to

appropriate

– and thereby transform –

a part of the device that only exists in potential

Þ The act of transforming a game by détournement is not an offbeat or

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4. Conclusion

Détournement consists in playing

with the cultural heritage and with

the conventions and categories in

which it is often locked up; it

consists in “playing the signs rather

than destroying them” (Barthes,

1978: 28)

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• Azuma Hiroki (2009) [2001], Abel Jonathan E. and Kono Shion, trans., Otaku: Japan's

Database Animals, Minneapolis, University of Minnesota Press

• Barthes Roland (1978), Leçon [trans.: Lesson], Paris, Seuil

• Berry Vincent (2008), « Une “cyberculture” ludique, collaborative et paradoxale » [trans.: “A Playful, Collaborative and Paradoxical ‘Cyberculture’”], MédiaMorphoses, n° 22, pp. 55-61 • Debord Guy (2006a) [1959], « Le détournement comme négation et comme prélude »

[trans.: “Détournement as Negation and Prelude”], in Œuvres, edited by Rançon Jean-Louis, Paris, Gallimard, pp. 989-990

• Debord Guy (2006b) [1967], « La Société du Spectacle » [trans.: “The Society of the Spectacle”], in Œuvres, edited by Rançon Jean-Louis, Paris, Gallimard, pp. 764-861

• Debord Guy and Wolman Gil J. (2006) [1956], « Mode d’emploi du détournement » [trans.: “Instruction Book for the Détournement”], in Debord Guy, Œuvres, edited by Rançon Jean-Louis, Paris, Gallimard, pp. 221-229

Works Cited

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• Dupont Nathalie and Trudel Éric (2012), eds., « Tout peut servir ». Pratiques et enjeux du détournement dans le discours littéraire des XXe et XXIe siècles [trans.: “Anything can be used”. Practices and challenges of the détournement in the literary discourse of the 20th and 21st centuries”], Québec, Presses de l’Université du Québec

• Flichy Patrice (2010), Le sacre de l’amateur. Sociologie des passions ordinaires à l’ère numérique [trans.: Coronation of the amateur. Sociology of ordinary passions in the digital age], Paris, Seuil • Genette Gérard (1982), Palimpsestes. La littérature au second degré [trans. : Palimpsests.

Literature in the Second Degree], Paris, Seuil

• Genvo Sébastien (2008), « Comprendre les différentes formes de “faire soi-même” dans les jeux vidéo » [trans.: “To Understand the Several Forms of ‘Do It Yourself’ in Video Games”], Conference at Ludovia 2008, Do it yourself 2.0 - Comment et quoi faire soi-même à l’aide de logiciels, matériels et dispositifs numériques, Ax-Les-Thermes

• Jeanpierre Laurent (2002), « Retournements du détournement » [trans.: “Reversals of the détournement”], Critique, n° 663-664, pp. 645-659

• Jenkins Henry (1992), Textual Poachers. Television Fans and Participatory Culture, New York, Routledge

Works Cited

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Jenkins Henry (2002), “The poachers and the stormtroopers. Cultural convergence in the digital age”, in Le Guern Philippe, ed., Les cultes médiatiques. Culture fan et œuvres cultes, Rennes, Presses Universitaires de Rennes, pp. 343-378

Jenkins Henry (2006), Fans, bloggers, and gamers. Exploring participatory culture,

Londres and New York, New York University Press

Jenkins Henry (2009), Confronting the Challenges of Participatory Culture. Media

Education for the 21st Century, Cambridge, MIT Press

Maigret Éric (2005), « Esthétiques des médiacultures » [trans.: “Aesthetics of

Mediacultures”], in Maigret Éric and Macé Éric, eds., Penser les médiacultures. Nouvelles

pratiques et nouvelles approches de la représentation du monde, Paris, Armand Colin,

pp. 123-144

Menoud Lorenzo (2009), « De l’écriture au dispositif : le détournement » [trans.: “From

the Writing to the Device: the Détournement”], L’Esprit Créateur, vol. 49, n° 2, pp. 132-146

Works Cited

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• Morel Maxime and Risterucci-Lajarige Édith (2012), « Détourner le quotidien. La logique merveilleuse des surréalistes » [trans. : “Diverting Everyday Life. The Surrealists’ Supernatural Logic”], in Dupont Nathalie and Trudel Éric, eds., « Tout peut servir ». Pratiques et enjeux du

détournement dans le discours littéraire des XXe et XXIe siècles, Québec, Presses de

l’Université du Québec, pp. 13-27

• Newman James (2008), Playing with videogames, Londres, Routledge

• Newman James (2012), Best Before. Videogames, Supersession and Obsolescence, New York, Routledge

• Raessens Joost (2005), “Computer Games as Participatory Media Culture”, in Raessens Joost and Goldstein Jeffrey, eds., The Handbook of Computer Game Studies, Cambridge, MIT Press, pp. 373-388

• Saint-Amand Denis (2009), « Écrire (d’)après » [trans.: “Writing From”], COnTEXTES

• Saint-Amand Denis (2012), « Souvenirs zutiques. En vers et contre tous » [trans.: “Zutiques memories: Against All Odds”], in Harrow Susan and Watts Andrew, dirs., Mapping Memory in

Nineteenth-Century French Literature and Culture, Amsterdam-New York, Rodopi, pp. 241-256

Works Cited

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• Salen Katie (2011), “Arrested Development: Why Machinima Can’t (or Shouldn’t) Grow Up”, in Lowood Henry and Nitsche Michael, eds., The Machinima Reader, Cambridge, MIT Press, pp. 37-50

• Solinski Boris (2012), « Le jeu vidéo. De l’héritage interactionnel au langage interactif » [trans.: “Video Game. From Interactional Heritage to Interactive Language”], Interfaces

numériques, vol. 1, n° 1, pp. 153-174

• Trudel Alexandre (2012), « Entre identification, appropriation et ironie. L’économie du détournement chez Guy Debord » [trans.: “Between Identification, Appropriation and Irony. The Economy of Détournement in Guy Debord’s Work”], in Dupont Nathalie and Trudel Éric, eds., « Tout peut servir ». Pratiques et enjeux du détournement dans le discours littéraire

des XXe et XXIe siècles, Québec, Presses de l’Université du Québec, pp. 75-90

• Wagner Frank (2002), « Les hypertextes en questions (note sur les implications théoriques de l’hypertextualité) » [trans.: “Hypertexts in Question (Note on the Theoretical Implications of Hypertextuality)”], Études littéraires, vol. 34, n° 1-2, pp. 297-314

Works Cited

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