• No results found

Alternate History, Nostalgia and Narratives of Time: The Use and Functions of Time Travel as a Narrative Device

N/A
N/A
Protected

Academic year: 2021

Share "Alternate History, Nostalgia and Narratives of Time: The Use and Functions of Time Travel as a Narrative Device"

Copied!
45
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

 

 

           Alternate  History,  Nostalgia  and  Narratives  of  Time:  The  Use    

                                                   and  Functions  of  Time  Travel  as  a  Narrative  Device  

                                                                                                       

                                                               by  

                                                                                                                               Jochem  J.  Blom  

 

MA  Thesis  Literary  Studies:  Specialization  English  

       University  of  Amsterdam  

       

 

 

Student  Number:  6162363  

Date:  20  July  2015  

(2)

Table  of  Contents  

Introduction...…3  

 

Chapter  One:  Time  and  Narrative...6  

 

Chapter  Two:  On  Nostalgia  and  (Re)lived  Experiences...14  

 

Chapter  Three:  Alternate  History...23  

 

Chapter  Four:  Fear  of  the  Unknown  Future...31  

 

Conclusion...39  

 

Bibliography...43  

                               

(3)

Introduction  

  If  there  is  one  universal  quality  to  life  that  mankind  shares  with  all  other  biological  entities,  it   is  the  universal  truth  that  one  day  each  and  every  one  of  its  members  shall  come  to  die.  However,   unlike  all  other  biological  entities  such  as  plants  or  animals  lacking  intelligence,  the  consciousness   with  which  humanity  is  gifted  comes  with  a  price,  as  mankind  is  –  from  an  early  age  –  aware  of  its   own  mortality.  The  representation  of  the  human  concept  of  time  in  narrative  is  not  as  limited  to  the   same  rules  as  it  is  in  reality.  Whilst  mankind  can  only  ever  experience  time  in  a  linear  fashion  due  to   the  restrictions  of  its  current  universe,  time  in  narrative  is  not  bound  to  these  same  rules.  Through   non-­‐linear  storytelling  such  as  the  use  of  flashbacks  or  the  hypothetical  concept  of  time  travel,   literary  texts  can  choose  to  focus  on  specific  periods  of  time  in  favour  of  others.  This  paper  will  argue   that  the  literary  representation  of  time  often  appears  to  favour  focusing  on  the  past  instead  of  on   the  future.  In  doing  so,  the  future  is  often  portrayed  as  an  ‘unknown’  and  dangerous  period  of  time,   whilst  the  past  is  often  considered  utopian.  This  paper  aims  to  answer  questions  as:  Why  does  there   seem  to  be  a  divide  between  the  literary  representation  of  either  the  past  or  the  future,  and  can  a   connection  be  made  between  the  literary  representation  of  the  human  concept  of  time  and   humanity’s  own  mortality?  The  past  can  be  considered  ‘safe’,  by  which  is  meant  a  period  of  time  in   which  mankind  has  become  the  most  powerful  -­‐  and  influential  -­‐  species  on  earth.  Events  that  have   transpired  during  this  period  of  time  are  ‘set  in  stone’  and  mankind’s  position  as  most  powerful   entity  can  therefore  be  said  to  remain  constant  in  the  past.  Furthermore,  mankind  possesses  a  rich   knowledge  of  this  past  through  the  concept  of  its  history.  If  narrative  is  to  portray  a  period  of  time  in   which  mankind  can  be  certain  of  its  own  continuous  literary  victory,  it  appears  to  favour  portraying   the  past  as  this  literary  victory  can  be  said  to  be  grounded  in  reality.  This  paper  aims  to  examine   different  representations  of  the  past  and  the  future  in  narrative.  It  will  do  so  by  taking  a  closer  look   at  the  ways  in  which  the  past  and  the  future  are  portrayed  throughout  literary  texts.  

  Moreover,  this  paper  aims  to  take  a  closer  look  at  the  monomyth,  which  is  a  set  of  elements   that,  Joseph  Campbell  argues  in  The  Hero  With  a  Thousand  Faces,  continuously  recurs  throughout  

(4)

narrative.  These  elements  describe  the  so-­‐called  ‘hero’s  journey’,  and  this  paper  will  argue  that  its   recurrence  throughout  narrative  can  be  linked  to  the  literary  tradition  of  favouring  the  portrayal  of   the  past  over  portraying  the  future.  As  literature  continuously  appears  to  include  the  same  elements   into  its  narrative,  this  paper  will  argue  that  these  elements  once  again  show  a  literary  inclination   towards  focusing  on  the  past  as  opposed  to  the  future.  Moreover,  through  the  use  of  nostalgia,   which  can  be  described  as  a  longing  for  a  specific  past  period  of  time,  narratives  are  able  to  focus   completely  on  the  past  by  immersing  either  its  protagonists,  its  readers,  or  both  with  an  idealized   version  of  the  past  in  which  it  is  presented  as  an  idealized  utopia.  Furthermore,  the  hypothetical   concept  of  time  travel  in  narrative  then  allows  for  its  protagonists  to  directly  interact  with  and  alter   the  past.  Examples  of  such  nostalgic  texts  can  be  found  in  the  medium  of  film,  as  it  can  be  considered   an  excellent  medium  with  which,  through  its  visual  elements,  the  idealized  recreation  of  the  past  can   be  presented.  This  paper  will  argue  that  nostalgia  films  such  as  Back  to  the  Future  and  Pleasantville   focus  on  this  idealized  recreation  of  the  past  in  order  to  avoid  imagining  the  possible  dangers  of  the   future.  However,  as  Fredric  Jameson  argues,  narratives  that  take  place  in  the  future  can  also  be   considered  nostalgic  as  long  as  they  recreate  elements  from  the  past  that  can  be  said  to  evoke   nostalgic  longing.  This  indicates  that  it  is  not  the  representation  of  the  future  itself  that  is  avoided   throughout  literature,  but  that  what  is  avoided  instead  is  the  representation  of  a  future  in  which  the   elements  that  evoke  nostalgic  longing  are  no  longer  present.      

  Furthermore,  this  paper  will  argue  that  through  the  genre  of  alternate  history,  periods  from   the  past  in  which  humanity  was  not  in  control  over  its  own  mortality,  such  as  during  the  events  of  the   Second  World  War,  are  continuously  rewritten  in  order  to  better  suit  society’s  contemporary  

perspective.  During  such  narratives,  a  version  of  human  history  is  presented  in  which  events  played   out  differently  than  society’s  current  history.  Stephen  Fry’s  novel  Making  History,  for  example,  shows   the  effects  that  the  prevention  of  Adolf  Hitler’s  birth  has  on  the  fictional  present.  Narratives  in  the   genre  of  alternate  history  generally  focus  on  events  in  history  that  contemporary  society  believes   have  negatively  affected  society  as  a  whole.  The  creation  of  hypothetical  situations  such  as  the  Nazis  

(5)

winning  the  Second  World  War  or  the  prevention  of  the  assassination  of  important  political  figures,   allows  for  protagonists  to  interact  with  a  version  of  the  past  in  which  these  events  did  not  occur  in   order  to  discover  its  effects  on  the  present.  Here  it  will  be  argued  that  through  the  juxtaposition  of   society’s  current  history  with  the  alternate  history  that  is  created  by  its  narrative,  a  version  of  the   past  can  be  recreated  that  better  suits  society’s  contemporary  point  of  view.  

This  paper  will  also  argue  that,  throughout  narrative,  the  representation  of  an  imagined   concept  of  the  unknown  future  appears  to  be  avoided.  Because  of  this,  it  will  take  a  closer  look  at  the   ways  in  which  the  future  is  represented  throughout  narrative.  As  the  future  is  often  portrayed  as   either  utopian  or  dystopian,  these  concepts  will  be  examined  in  order  to  analyse  where  the   distinction  between  these  two  representations  lies.  Furthermore,  it  aims  to  examine  utopian   representations  of  the  future,  such  as  Back  to  the  Future  II,  as  well  as  dystopian  representations  of   the  future,  such  as  The  Terminator.  This  paper  will  do  so  in  order  to  determine  whether  parallels  can   be  drawn  between  these  two  portrayals.  These  different  representations  of  the  future  arguably  also   have  different  ways  in  which  elements  from  the  past  are  represented.  Dystopian  narratives  often   focus  primarily  on  the  dangers  of  the  unknown  and  the  removal  of  all  nostalgic  elements.  Through   such  narratives  what  is  emphasized  is  mankind’s  fear  of  having  to  relinquish  its  power  to  its  

technological  inventions.  In  contrast,  utopian  narratives  often  seem  to  portray  a  perfect  vision  of  the   future  in  which  elements  from  the  past  seem  to  be  incorporated.  Because  of  this,  this  paper  aims  to   examine  whether  the  representation  of  the  future  as  dystopian  is  caused  by  its  focus  on  the  dangers   of  narratival  uncertainty,  or  whether  it  is  portrayed  as  dystopian  because  of  the  absence  of  its   nostalgic  elements.  Likewise,  it  aims  to  take  a  closer  look  at  utopian  narratives  in  order  to  discover   whether  their  status  as  a  utopia  is  caused  by  their  hopeful  portrayal  of  the  future,  or  by  the   recurrence  of  the  same  nostalgic  elements  that  appear  to  continuously  favour  the  past  throughout   narrative.  

 

 

(6)

Chapter  One:  Time  and  Narrative  

In  1949  Joseph  Campbell  published  The  Hero  with  a  Thousand  Faces,  which  is  now  

considered  to  be  one  of  the  most  influential  works  of  literature  on  the  functions  and  elements  that   constitute  a  narrative.  In  this  work  of  non-­‐fiction,  Campbell  describes  the  so-­‐called  'monomyth',  a   certain  combination  of  elements  in  narrative  that  he  considered  to  be  at  the  core  of  the  world's  most   influential  myths  and  legends.  Even  contemporary  authors  and  filmmakers  such  as  Steven  Spielberg   and  George  Lucas  among  others  have  acknowledged  owing  at  least  part  of  the  structure  of  their   most  popular  works  to  the  form  of  narrative  described  in  Campbell's  work:    

In  the  three  decades  since  I  discovered  The  Hero  with  a  Thousand  Faces,  it  has   continued  to  fascinate  and  inspire  me.  Joseph  Campbell  peers  through  centuries  and   shows  us  that  we  are  all  connected  by  a  basic  need  to  hear  stories  and  understand   ourselves.  As  a  book,  it  is  wonderful  to  read;  as  illumination  into  the  human   condition,  it  is  a  revelation.  (Lucas  qtd  in  Campbell  4)    

George  Lucas'  Star  Wars  film  follows  the  exact  structure  of  the  monomyth  as  described  by  Campbell   in  The  Hero  with  a  Thousand  Faces:  “A  hero  ventures  forth  from  the  world  of  common  day  into  a   region  of  supernatural  wonder:  fabulous  forces  are  there  encountered  and  a  decisive  victory  is  won:   the  hero  comes  back  from  this  mysterious  adventure  with  the  power  to  bestow  boons  on  his  fellow   man”  (30).  Campbell  argues  that  these  elements  are  present  in  works  of  literature  throughout  the   ages  and  this  chapter  will  argue  that  the  recurrence  of  these  same  elements  in  these  forms  of   narratives  can  be  linked  to  the  literary  theme  of  the  human  desire  to  maintain  power  over  its  own   mortality  and  its  own  fate.  By  focusing  on  the  recurrence  of  the  same  elements  throughout  different   types  of  narrative,  past  experiences  (and  even  the  past  in  general)  are  continuously  revisited  and   reimagined,  forestalling  imagining  a  future  world  in  which  humanity  is  either  no  longer  present  or  is   made  redundant.  This  chapter  will  argue  that  the  invention  of  time  as  a  narrative  device,  and  the   science-­‐fictional  concept  of  time  travel  in  particular,  can  be  directly  linked  to  these  themes  in  

(7)

narrative  as  the  invention  of  time  travel  physically  allows  the  protagonist  of  a  narrative  to  directly   interact  with  and  alter  the  past  instead  of  considering  the  future  as  a  viable  place  of  interest.    

The  introduction  of  the  mechanical  clock  during  the  Renaissance  as  a  publically  available   source  of  time  led  to  the  concept  of  time  becoming  an  independent  (and  graspable)  concept  for   society.  In  The  Renaissance  Discovery  of  Time,  Ricardo  Quinones  compares  this  to  the  shift  from   religion  to  secularism  as  he  states  that  "[f]or  the  Middle  Ages  time  could  be  abundant,  because   behind  the  chances  and  changes  of  events  man  could  sense  a  higher  directing  order.  His  life  still  had   religious  associations  with  the  universe,  his  beginnings  and  his  ends  were  in  the  hands  of  a  

providential  and  concerned  divinity"  (7).  At  first  the  church  was  responsible  for  notifying  the   members  of  its  communities  of  the  current  time  through  its  church  bells,  which  concurrently  kept   mankind  under  divine  control.  However,  the  introduction  of  the  mechanical  clock  also  introduced  the   idea  of  time  as  a  graspable  concept  that  was  no  longer  ruled  by  divinity  but  by  humanity  itself,  which   subsequently  led  to  the  notion  that  humanity  was  slowly  running  out  of  time.  Quinones  writes:  "For   the  new  men  of  the  Renaissance,  time  was  not  plentiful  but  rare  and  previous.  Since  it  was  

constantly  slipping  away,  man  must  utilize  available  means  of  controlling  it,  and,  in  some  measure,   ward  off  the  termination  it  promoted”  (7).  Furthermore,  the  concept  of  time  effectively  shifted   mankind's  focus  from  leading  a  pleasant  life  to  leaving  behind  a  legacy.  This  led  to  a  more  prominent   desire  to  continue  living  past  death  by  ways  of  fame  through  the  creation  of  art,  or  through  one’s   progeny.  Regarding  this,  Quinones  states  that  "[i]n  his  attempts  to  manage  time,  Renaissance  man   strives  to  achieve  by  means  of  process  what  eternity  possesses  in  stasis"  (26),  as  since  the  

introduction  of  time  as  a  concept  that  is  separated  from  the  divine,  mankind  has  attempted  to  grasp   and  control  it  in  order  to  prolong  life  and  reach  immortality  through  eternity.    

In  narrative,  this  function  of  time  as  a  graspable  and  malleable  concept  is  treated  rather   differently  than  is  possible  in  reality,  as  the  ability  to  shape  a  narrative  and  alter  or  erase  its   chronology  differs  greatly  from  the  scientific  real  world  explanation  of  the  so-­‐called  'flow'  of  time.   Unfortunately,  the  ability  to  constitute  a  narrative  in  a  manner  that  is  not  chronological  has  thus  far  

(8)

only  been  a  possibility  within  a  fictional  realm,  as  contemporary  concepts  of  time  within  a  real  world   setting  only  allow  for  it  to  flow  chronologically,  'starting'  in  the  past  and  'ending'  in  the  present.   Regarding  the  real  world  possibilities  of  altering  the  chronology  of  time  through  the  concept  of  time   travel,  Stephen  Hawking  argues,  in  A  Brief  History  of  Time:  From  the  Big  Bang  to  Black  Holes,  that  the   only  way  time  travel  were  to  be  possible  in  real  life  is  if  humanity  were  somehow  able  to  travel  faster   than  the  speed  of  light  or  with  the  use  of  a  so-­‐called  wormhole.  Hawking  describes  this  as  "a  thin   tube  of  space-­‐time  which  can  connect  nearly  flat  regions  far  apart",  which,  he  argues  "like  any  other   possible  form  of  travel  faster  than  light,  would  allow  one  to  travel  into  the  past"  (179).  It  is  not   currently  possible  for  humanity  to  create  such  a  wormhole  due  to  the  limitations  of  the  

contemporary  space-­‐time.  Hawking  argues  that  mankind  has  witnessed  the  past  and  has  thus  far   seen  no  proof  of  its  universe  allowing  anyone  to  travel  back  from  the  future  due  to  the  laws  of   physics.  Because  of  this,  Hawking  states  that  “any  time  travel  would  be  confined  to  the  future”,  as  a   future  society  might  be  able  to  break  the  laws  of  physics  in  order  to  create  a  wormhole  with  which   humanity  could  travel  through  time  (182).      

Furthermore,  the  ability  to  travel  to  the  past  would  lead  to  certain  contradictions  as  the   ability  to  change  the  past  could  effectively  alter  the  present.  Hawking  argues  that  there  are  

"problems  [that]  would  arise  if  one  were  able  to  go  back  and  change  history.  Suppose,  for  example,   you  went  back  in  time  and  killed  your  great  great  grandfather  while  he  was  still  a  child.  There  are   many  versions  of  this  paradox  but  they  are  essentially  equivalent:  one  would  get  contradictions  if   one  were  free  to  change  the  past"  (182).  As  killing  one’s  great  great  grandfather  results  in  the  time   traveller  never  being  born,  this  means  that  the  great  great  grandfather  could  not  have  gotten  killed   in  the  past,  which  in  turns  allows  the  time  traveller  to  be  born.  In  "The  Paradoxes  of  Time  Travel",  

David  Lewis  describes  these  contradictions  by  using  the  example  of  the  character  of  Tim  traveling  

back  into  the  past  in  order  to  kill  his  grandfather  by  stating:    

Tim  cannot  kill  Grandfather.  Grandfather  lived,  so  to  kill  him  would  be  to  change  the   past.  But  the  events  of  a  past  moment  are  not  sub-­‐divisible  into  temporal  parts  and  

(9)

therefore  cannot  change.  Either  the  events  of  1921  timelessly  do  include  Tim's  killing   of  Grandfather,  or  else  they  timelessly  don't.  We  may  be  tempted  to  speak  of  the   "original"  1921  that  lies  in  Tim's  personal  past,  many  years  before  his  birth,  in  which   Grandfather  lived;  and  of  the  "new"  1921  in  which  Tim  now  finds  himself  waiting  in   ambush  to  kill  Grandfather.  But  if  we  do  speak  so,  we  merely  confer  two  names  on   one  thing.  (...)  It  is  logically  impossible  that  Tim  should  change  the  past  by  killing   Grandfather.  (150)  

After  all,  through  the  act  of  killing  his  own  grandfather,  Tim  effectively  removes  himself  from  history,   which  is  impossible  without  causing  contradictions  that  are  logically  impossible.  Seeing  as  time  travel   in  humanity's  contemporary  world  would  only  be  possible  if  the  curvature  of  space-­‐time  allowed  for   the  creation  of  a  stable  wormhole,  traveling  to  the  past  would  only  be  possible  for  humanity  if  it  did   not  travel  back  to  its  own  history  but  to  an  alternative  branch  of  history  that  is  separate  from  its  own.   Hawking  calls  this  the  “alternate  histories  hypothesis”,  as  he  states  that  "the  idea  here  is  that  when   time  travellers  go  back  to  the  past,  they  enter  alternative  histories  which  differ  from  recorded   history.  Thus  they  can  act  freely,  without  the  constraint  of  consistency  with  their  previous  history"   (183).  Instead  of  traveling  to  humanity's  current  history,  a  hypothetical  time  traveller  would  then   travel  to  a  different  possible  history  in  which  his  own  decision  to  travel  back  in  time  has  been  fully   incorporated.  Lewis  explains  this  by  stating:  

Suppose  that  at  the  possible  world  of  Tim's  story  the  space-­‐time  manifold  branches;   the  branches  are  separated  not  in  time,  and  not  in  space,  but  in  some  other  way.  Tim   travels  not  only  in  time  but  also  from  one  branch  to  another.  In  one  branch  Tim  is   absent  from  the  events  of  1921;  Grandfather  lives;  Tim  is  born,  grows  up,  and   vanishes  in  his  time  machine.  The  other  branch  diverges  from  the  first  when  Tim   turns  up  in  1920:  there  Tim  kills  Grandfather  and  Grandfather  leaves  no  descendants   and  no  fortune;  the  events  of  the  two  branches  differ  more  and  more  from  that  time   on.  (152)  

(10)

One  genre  of  literature  in  which  the  limits  and  aspects  of  time  as  a  graspable  concept  are     (re-­‐)defined  and  (re-­‐)examined  is  the  genre  of  science  fiction.  Through  the  use  of  so-­‐called  'time   travel  narratives'  the  very  functions  and  natural  laws  pertaining  the  concept  of  time  are  questioned   and  examined  in  order  to  allow  for  the  protagonists  of  such  narratives  to  control  time  and  take  over   these  qualities  that  were  originally  deemed  divine.  In  these  narratives,  time  can  truly  be  altered  in   order  for  its  protagonists  to  relive  past  experiences,  change  undesirable  events  that  transpired  in  the   past  or  merely  escape  the  limits  of  time  that  cause  humanity's  mortality.  Examples  of  this  range  from   works  of  literature  such  as  H.G.  Wells’  The  Time  Machine  or  Mark  Twain’s  A  Connecticut  Yankee  in  

King  Arthur’s  Court  to  more  contemporary  examples  in  popular  culture  such  as  Robert  Zemeckis’  film   Back  to  the  Future  or  James  Cameron’s  The  Terminator.  Such  time  travel  narratives  often  focus  on  

the  past  whilst  at  the  same  time  forestalling  putting  emphasis  on  the  future.  In  fact,  the  future  as   shown  in  time  travel  narratives  can  often  be  divided  into  either  the  realm  of  the  Dystopia  or  Utopia,   depending  on  whether  they  portray  the  unknown  dangers  of  technology  or  are  based  on  the   idealized  memory  of  the  past  that  is  often  glorified  in  time  travel  narratives.  If  time  travel  narratives   then  primarily  focus  on  the  past  and  continuously  put  emphasis  on  reliving  (the  same)  past  

experiences  in  order  to  escape  the  future  and  mankind's  mortality,  the  connection  between  the   elements  of  the  'monomyth'  as  proposed  by  Joseph  Campbell  and  the  functions  of  time  travel  as  a   narrative  device  that  serve  the  same  purpose  are  emphasized.  The  concept  of  time  travel  allows  for   the  protagonists  of  a  narrative  to  relive  experiences  from  the  past.  The  portrayal  of  the  past  in  such   narratives  is  idealized  and  can  arguably  be  considered  ’safe'.  The  recurring  themes  that  are  known   and  'safe'  regarding  the  monomyth  as  a  narrative  device  serve  the  same  purpose  as  the  continuous   representation  of  the  past,  namely  as  a  literary  means  for  humanity  to  escape  its  own  mortality   through  re-­‐experiencing  the  past  instead  of  focusing  on  the  future.      

The  narratival  portrayal  of  humanity  is  generally  considered  to  be  grounded  in  reality,  as   humanity’s  fictional  counterpart  often  shares  a  similar  history  with  the  non-­‐fictional  world.  Humanity   is  often  portrayed  as  having  earned  its  place  at  the  top  of  the  natural  food  chain  through  its  control  

(11)

over  the  planet,  its  natural  resources  and  its  natural  wildlife.  Furthermore,  due  to  mankind's  efforts   to  continue  to  exercise  this  power,  it  has  been  able  to  remain  at  this  position.  Arguably,  literary  texts   pertaining  the  portrayal  of  the  human  in  relation  to  its  history  portray  humanity’s  literary  desire  to   remain  at  this  position  of  power,  as  well  as  its  fear  of  having  to  relinquish  this  power.  These  

elements,  as  well  as  humanity’s  wish  to  avoid  imagining  a  future  in  which  this  power  is  unfortunately   no  longer  in  human  control,  could  possibly  explain  the  popularity  of  the  literary  themes  as  presented   through  Campbell's  concept  of  the  monomyth.  The  common  elements  of  the  monomyth  in  the   literary  tradition  have  pointed  at  a  reluctance  toward  imagining  the  dangers  of  the  future.  Because  of   this,  mankind  has  decided  in  its  literary  tradition  to  instead  focus  on  these  recurring  elements  found   throughout  narrative.  Humanity’s  own  mortality,  which  is  made  abundant  by  the  mechanical  (and   biological)  clock  that  is  slowly  ticking  away,  is  portrayed  in  literature  as  perhaps  its  greatest   antagonist.  Through  time  travel  narratives,  as  well  as  the  elements  of  the  monomyth  story   introduced  by  Campbell,  literature  continuously  focuses  on  the  past  by  glorifying  humanity’s  past   successful  narratives.  Instead  of  focusing  on  a  possible  future  in  which  mankind  will  no  longer  be  in   control  of  its  natural  world  or  its  own  mortality,  humanity’s  past  is  idealized.  Understandably,  this  is   why  futuristic  scenarios  in  the  realm  of  science  fiction  often  focus  on  displaying  the  future  as  a   dystopia,  as  in  such  a  dystopia  an  advanced  technological  invention  becomes  humanity’s  master.  This   effectively  undermines  the  notion  that  mankind  is  in  control  of  the  planet  (as  it  has  been  for  a  

considerable  amount  of  time),  and  instead  focuses  (too)  evidently  on  its  own  mortality.        

Joseph  Campbell's  notions  of  the  monomyth  are  not  only  present  in  literature  and  films,  but   also  in  other  narratives  such  as  videogames.  Players  of  such  games  are  often  initially  introduced  to   the  world's  'safe'  environment  which  is  used  to  train  the  protagonist's  (and  thus  its  player's)  basic   skills,  after  which  the  player  is  invited  to  accept  several  challenges  in  order  to  learn  a  valuable  lesson,   defeat  its  main  antagonist,  and  finally  return  home.  Through  this  recurrence  of  the  same  elements  in   videogames,  players  -­‐  similarly  to  other  narratives  -­‐  experience  the  same  elements  repeatedly  within   a  different  setting.  One  such  example  of  a  series  of  videogames  that  extensively  deals  with  the  

(12)

monomyth  is  The  Legend  of  Zelda.  In  this  series  of  videogames,  a  hero's  spirit  (the  character  of  Link)   as  well  as  the  spirit  of  a  princess  (the  titular  Zelda)  are  continuously  reincarnated  to  battle  the  same   evil  force  (Ganondorf).  This  continuous  battle  between  good  and  evil  takes  place  during  different   eras  but  its  essence  (and  the  themes  that  make  up  its  narrative)  remains  the  same.  In  "'Link'ing   Monomyth  and  Video  Games:  How  The  Legend  of  Zelda  Connects  Myth  to  Modern  Media",  Carli   Wrisinger  argues  that    

Due  to  the  consistently  elevated  nature  of  the  heroic  task  as  set  up  by  The  Legend  of  

Zelda’s  narrative,  and  its  continued  resonance  for  players  in  the  real  world,  using  a  

mythic  lens  to  analyse  The  Legend  of  Zelda  is  an  effective  mode  of  analysis  for  this   series  of  artifacts.  The  hero’s  journey  has  been  a  part  of  our  cultural  identity  for  ages.   Exploring  how  the  mythic  structure  manifests  itself  in  the  modern  era  helps  to   illustrate  that,  even  with  all  our  progress,  the  hero  and  myth  still  has  a  continued   presence  in  our  culture,  although  the  means  by  which  we  come  to  understand  that   may  be  different.  (3)  

Furthermore,  Wrisinger  argues  that  "Cultural  myths  are  used  to  create  connections  to   emotions  that  are  commonly  held  throughout  humanity  and  reflect  on  the  human  experience"  (4),   which  arguably  explains  the  recurrence  of  the  same  elements  within  narratives,  as  this  shows   mankind's  propensity  toward  observing  and  interacting  backwards  with  the  familiar  past  instead  of   toward  an  unknown  (and  perhaps  dangerous)  future.  However,  the  difference  between  a  more   common  'observable'  narrative  like  a  film  and  a  videogame  lies  in  the  interactive  role  of  its  audience,   as  Wrisinger  argues  that  instead  of  only  being  able  to  identify  with  the  myth  on  an  emotional  level  as   is  the  case  with  the  monomyth  in  films  and  works  of  literature,  the  video  game  "allows  a  player  to   emotionally  participate"  as  "the  myth  structure  only  really  becomes  'lived'  in  an  interactive  medium.   The  world  and  its  events  may  be  virtual,  but  the  impacts,  emotions  and  reactions  are  still  direct,   authentic,  and  very  real"  (5).  This  difference  between  the  emotional  connection  to  the  monomyth  in   narrative  and  the  agency  with  which  these  emotions  could  be  experienced  through  a  videogame  

(13)

arguably  offers  another  insight  into  the  popularity  of  the  time  travel  narrative.  The  ability  of  the   protagonist  to  directly  interact  with  and  alter  the  past  allows  for  its  reader  to  experience  the   emotions  associated  with  the  monomyth  on  a  more  immersive  level.  

This  chapter  has  argued  that  the  introduction  of  time  as  a  malleable  device,  as  well  as  the   narrative  device  of  time  travel,  have  created  both  an  awareness  of  mankind's  own  mortality  as  well   as  the  desire  to  escape  this  reality  by  focusing  on  the  past  instead  of  on  the  future.  As  the  

chronological  concept  of  a  narrative  can  be  compared  to  the  different  chronological  stages  of  life,  the   concept  of  a  narrative  in  which  time  travel  is  used  as  a  narrative  device  can  be  used  to  restore  the   sense  of  control  over  time  within  humanity.  As  through  the  literary  concept  of  time  travel  humanity   is  able  to  take  control  of  the  aspects  of  life  that  -­‐  in  reality  -­‐  are  uncontrollable,  mankind's  desire  to   focus  on  what  is  known  and  comfortable  is  made  explicit.  Furthermore,  the  use  of  time  travel  as  a   narrative  device  allows  for  its  protagonist  (and  indirectly  its  reader)  to  literally  travel  back  in  time  and   experience  the  same  events  over  and  over  again.  In  doing  so,  the  actual  experience  of  'losing  time'   that  was  introduced  when  the  mechanical  clock  was  first  invented  can  be  reversed  through  narrative.   Moreover,  the  elements  that  constitute  Joseph  Campbell's  concept  of  the  monomyth  in  which  the   same  themes  continuously  return  throughout  various  narratives  could  arguably  be  seen  as  a  further   indication  of  mankind's  desire  to  relive  the  same  experiences  from  the  past  whilst  concurrently   forestalling  imagining  a  version  of  the  future  in  which  mankind  is  no  longer  in  control  of  its  own  life  -­‐   and  death.  

 

 

 

 

 

 

(14)

Chapter  Two:  On  Nostalgia  and  (Re)lived  Experiences  

This  chapter  will  discuss  the  concept  of  nostalgia  and  the  ways  in  which  it  is  used  as  a   narrative  device  that  explores  the  human  desire  to  relive  the  past.  This  desire  to  relive  past  

experiences  is  used  in  literature  in  order  to  avoid  thinking  about  the  unknown  future.  Whereas  the   past  is  known  and  can  be  considered  to  be  safe,  the  future  is  uncertain  and  could  be  deemed  

dangerous.  Nostalgia  is  typically  described  as  a  feeling  of  longing  for  a  time  gone  by,  a  time  that  is  no   longer  accessible  to  the  human  and,  as  the  Oxford  English  Dictionary  defines  it,  a  "1.  sentimental   yearning  for  a  period  in  the  past.  2.  regretful  or  wistful  memory  of  an  earlier  time.  3.  severe   homesickness"  (Oxford  English  Dictionary).  This  chapter  will  discuss  the  introduction  of  the  term   nostalgia  as  well  as  the  ways  in  which  it  is  applied  to  popular  culture,  and  particularly  the  medium  of   film.  It  will  do  so  in  order  to  take  a  closer  look  at  the  concept  of  nostalgia  and  the  possibilities  for  the   implementation  of  nostalgia  within  a  universe  in  which  time  travel  exists.  In  order  to  examine  the  use   of  the  concept  of  nostalgia  in  film,  this  chapter  will  analyse  Robert  Zemeckis'  1985  film  Back  to  the  

Future  as  well  as  Gary  Ross'  1998  film  Pleasantville.  These  films  have  different  approaches  to  the  

representation  of  nostalgia  and  show  alternative  ways  in  which  nostalgia  can  affect  plot,  character   and  narrative.  This  chapter  will  highlight  how  nostalgia  affects  these  aspects  of  film,  as  well  as   attempt  to  answer  the  following  questions:  To  what  extent  can  the  concept  of  nostalgia  be  

considered  to  strengthen  man's  desire  to  change  the  notion  of  time  through  time  travel,  and  in  what   ways  does  the  representation  of  nostalgia  in  Back  to  the  Future  and  Pleasantville  create  a  nostalgic   longing  for  the  past  and  fear  of  the  unknown  future?  It  will  be  shown  that  time  travel  narratives   often  evoke  (both  in  its  protagonists  as  in  its  viewers)  a  nostalgic  longing  for  the  past,  as  the  version   of  the  past  that  is  re-­‐imagined  in  such  narratives  is  often  glorified  compared  to  mankind's  

contemporary  point  of  view  of  the  present.  The  fact  that  time  travel  is  a  reality  in  such  narratives,   allows  for  the  protagonist  to  directly  interact  with  and  alter  the  past  in  order  to  suit  his/her  own   needs.        

(15)

In  "Nostalgia  and  Its  Discontents",  Svetlana  Boym  explains  that  the  word  nostalgia  “comes   from  two  Greek  roots,  nostos  meaning  'return  home'  and  algia  'longing'".  Furthermore,  Boym  defines   it  as  “a  longing  for  a  home  that  no  longer  exists  or  has  never  existed"  and  as  a  "sentiment  of  loss  and   displacement"  (Boym  7).  The  word  was  originally  coined  as  a  medical  term  by  the  Swiss  student   Johannes  Hofer  in  1688,  as  nostalgia  was  first  considered  to  be  a  medical  disease  suffered  by  

"various  displaced  people  of  the  seventeenth  century:  freedom-­‐loving  students  from  the  Republic  of   Berne  studying  in  Basel,  domestic  help  and  servants  working  in  France  and  Germany,  and  Swiss   soldiers  fighting  abroad"  (Boym  8).  Contemporary  scholars  no  longer  consider  nostalgia  a  disease  but   instead  as  a  human  (and  historical)  remembrance  and  glorification  of  the  past  as  opposed  to  the   present.  By  remembering  the  past  as  a  historical  utopia,  the  events  that  transpired  before  the   present  are  favoured  over  the  current  state  of  affairs.  As  Boym  states,  "in  a  broader  sense,  nostalgia   is  a  rebellion  against  the  modern  idea  of  time,  the  time  of  history  and  progress",  as  nostalgia  actively   rebels  against  contemporary  notions  of  the  present  being  favourable  over  the  past  and  seeks  to   restore  some  sense  of  'pastness'  that  was  taken  from  mankind  by  the  introduction  of  the  present  (8).   However,  Boym  also  emphasizes  the  dangers  of  such  favouritism  towards  the  past,  as  "the  danger  of   nostalgia  is  that  it  tends  to  confuse  the  actual  home  and  the  imaginary  one.  In  extreme  cases  it  can   create  a  phantom  homeland,  for  the  sake  of  which  one  is  ready  to  die  or  kill.  Unreflective  nostalgia   can  breed  monsters"  (10).  In  On  Longing:  Narratives  of  the  Miniature,  the  Gigantic,  the  Souvenir,  the  

Collection,  Susan  Stewart  argues  for  this  concept  of  nostalgia  as  an  imaginary  glorification  of  the  past  

instead  of  a  focus  on  an  actual  account  of  the  events  that  transpired  during  the  past,  as  she  states   that    

Nostalgia  is  a  sadness  without  an  object,  a  sadness  which  creates  a  longing  that  of   necessity  is  inauthentic  because  it  does  not  take  part  in  lived  experience.  Rather,  it   remains  behind  and  before  that  experience.  Nostalgia,  like  any  form  of  narrative,  is   always  ideological:  the  past  it  seeks  has  never  existed  except  as  narrative,  and  hence,   always  absent,  that  past  continually  threatens  to  reproduce  itself  as  a  felt  lack.  

(16)

Hostile  to  history  and  its  invisible  origins,  and  yet  longing  for  an  impossibly  pure   context  of  lived  experience  at  a  place  of  origin,  nostalgia  wears  a  distinctly  utopian   face,  a  face  that  turns  toward  a  future-­‐past,  a  past  which  has  only  ideological  reality.   This  point  of  desire  which  the  nostalgic  seeks  is  in  fact  the  absence  that  is  the  very   generating  mechanism  of  desire.  [...]  The  realization  of  re-­‐union  imagined  by  the   nostalgic  is  a  narrative  utopia  that  works  only  by  virtue  of  its  partiality,  its  lack  of   fixity  and  closure:  nostalgia  is  the  desire  for  desire.  (23)  

However,  as  the  concept  of  nostalgia  is  often  used  in  film,  its  status  as  merely  the  'desire  for  desire'  is   questioned  as  film  is  an  excellent  medium  to  portray  the  returned  image  and  through  film  "the  image   returns  not  as  a  representational  of  the  natural  real,  but  as  simulacral,  as  a  copy  of  copies  whose   original  has  been  lost"  ("Recycled  Culture  in  Contemporary  Art  and  Film:  The  Uses  of  Nostalgia",  Vera   Dika  3).  As  the  image  can  be  recreated  to  a  certain  extent  but  remains  to  be  considered  as  a  copy,   the  image  is  "highly  coded  with  pastness"  (Dika  3).  Dika  discusses  Fredric  Jameson's  work  with  regard   to  what  he  calls  the  "Nostalgia  film",  and  Dika  states  that  "for  Jameson,  however,  nostalgia  in  

postmodern  film  is  not  so  much  a  re-­‐presentation  of  a  particular  historical  period  as  it  is  a  re-­‐creation   of  its  historical  artifacts"  (Jameson  qtd  in  Dika  10).  Through  nostalgia,  a  copy  of  the  past  is  

constituted  with  which  historical  artifacts  are  re-­‐created  instead  of  portrayed  as  they  actually  were.   This  arguably  explains  its  idealized  nature,  as  the  idealized  (and  glorified)  version  of  the  past  that  is   represented  through  the  visual  medium  of  the  nostalgia  film  does  not  have  to  follow  the  same   prescriptive  rules  of  the  historical  basis  of  which  they  are  a  copy.  Furthermore,  this  allows  for  the  use   of  nostalgia  in  so-­‐called  nostalgia  films  in  order  to  create  such  an  idealized  version  of  the  past.  

One  such  example  of  a  nostalgia  film  is  Robert  Zemeckis'  film  Back  to  the  Future,  which  was   released  in  1985.  Seeing  as  Back  to  the  Future  is  a  time  travel  narrative,  it  functions  differently  from   'ordinary'  nostalgia  films  in  that  it  does  not  merely  recreate  a  version  of  the  past  that  is  accessible  to   its  viewer  but  instead  allows  for  its  protagonist  to  directly  interact  with  and  alter  this  idealized  past.   Unlike  Stewart's  concept  of  nostalgia  as  being  removed  from  "lived  experience"  (23),  the  time  travel  

(17)

narrative  allows  for  its  protagonists  to  literally  transport  themselves  to  the  past  and  reward   themselves  by  fully  experiencing  the  re-­‐creation  of  such  an  idealized  past.  The  film's  protagonist,  a   17-­‐year  old  boy  named  Marty  McFly,  inadvertently  travels  back  in  time  from  his  present  (1985)  to   1955.  During  the  film,  the  differences  between  1985  and  1955  are  continuously  emphasized  through   its  setting,  the  motivations  of  its  characters  and  the  cultural  and  historical  background  of  its  past   setting.  The  world  of  1955  is  portrayed  as  a  peaceful  and  conservative  society  in  which  both  the   viewer  as  well  as  its  protagonist  are  continuously  presented  with  its  seemingly  superior  status  as   opposed  to  Marty's  present.  Social  issues  that  were  prominent  during  the  1950s  in  reality,  such  as   racial  segregation  and  the  lack  of  women’s  rights,  are  removed  from  this  idealized  version  of  the  past   in  order  to  create  a  peaceful  and  utopian  society.  Several  aspects  of  Marty's  contemporary  world  are   juxtaposed  with  their  past  counterparts  in  order  to  show  this  superior  status  of  the  past;  even  just  on   an  aesthetic  level,  the  past  is  portrayed  as  sunny  and  clean  whilst  the  present  is  portrayed  as  

consisting  of  buildings  overrun  by  nature  and  a  clock-­‐tower  that  no  longer  functions.  Furthermore,   whereas  Marty's  inadvertent  time  travel  at  the  start  of  the  movie  is  caused  by  the  undesirable  status   of  the  present  (in  the  form  of  a  gang  of  terrorists  who  are  attempting  to  retrieve  stolen  plutonium),   the  past  is  portrayed  as  a  peaceful  place  in  which  such  events  would  -­‐  due  to  the  safe  and  

conservative  nature  of  its  environment  –  be  considered  to  be  impossible.  In  this  manner,  Marty's   escape  into  the  past  could  arguably  be  seen  as  a  direct  way  in  which  Marty  is  able  to  escape  the   dangers  from  the  present  by  finding  a  safe  haven  in  the  past.  

Due  to  the  visual  re-­‐creation  of  the  past  through  the  medium  of  film,  the  nostalgic  

experience  that  is  evoked  is  not  limited  to  only  being  experienced  by  its  protagonist  but  is  arguably   intended  to  being  experienced  by  the  film’s  viewer  as  well.  One  example  of  the  nostalgia  film's  ability   to  evoke  such  emotions  of  nostalgic  longing  is  through  the  use  of  product  placement.  In  the  film's   audio  commentary,  the  film's  director,  Robert  Zemeckis,  and  one  of  its  producers,  Bob  Gale,  explain   the  decisions  of  the  film's  producers  to  include  certain  items  of  product  placement  into  the  film  in   order  to  make  the  film  more  realistic.  During  the  creation  of  the  film,  the  producers  specifically  chose  

(18)

to  feature  famous  commercial  brands  that  changed  their  logo  in  the  time  period  between  1955  and   1985,  such  as  Pepsi  Cola  and  Texaco.  Coca-­‐Cola  and  Shell  Oil  are  said  to  have  made  bids  to  advertise   in  the  film,  but  were  not  chosen  by  the  producers  as  they  hadn't  changed  their  logo  in  a  considerable   amount  of  time:  “A  Coke  bottle  in  the  50s  and  a  Coke  bottle  in  the  80s  were  the  same"  (Zemeckis   1:30).  Furthermore,  Zemeckis  and  Gale  state  that  "[i]n  terms  of  creating  the  image  of  the  past,  one  of   the  ways  you  create  the  past  is  through  brand  names.  We  made  a  conscious  effort  to  find  products   that  had  a  different  logo  in  the  past.  It  used  to  be,  in  [movies  of]  the  60s  or  the  70s,  a  car  would  pull   into  a  gas  station,  and  there  would  be  no  name  on  the  gas  station.  That's  ridiculous.  Somebody  owns   that  gas  station"  (Zemeckis  1:29).  As  these  brands  can  arguably  be  said  to  be  part  of  the  collective   social  (and  capitalist)  consciousness,  the  protagonist  as  well  as  the  audience  are  confronted  with  the   nostalgic  associations  of  these  former  logos  in  order  to  create  a  more  realistic  portrayal  of  the  past  as   well  as  further  elucidate  the  differences  between  1955  and  1985.  Arguably,  this  realistic  portrayal  of   the  past  further  emphasizes  the  nostalgic  longing  that  can  be  associated  with  this  recreation  of  the   past.  As  the  film  portrays  1955  in  an  extremely  positive  manner  compared  to  1985,  and  it  is  only   Marty's  actions  in  1955  that  seemingly  lead  to  despair  (Marty  accidentally  prevents  his  parents  from   meeting  and  has  little  time  to  reverse  these  effects  before  he  will  disappear  from  existence),  Marty  is   both  able  to  experience  a  glorified  version  of  the  past  as  well  as  directly  interact  with  it.  Moreover,  as   Marty  is  able  to  interact  with  the  past  and  is  able  to  alter  it,  he  is  arguably  able  to  improve  his  own   life  in  the  present  as  he  is  able  to  help  his  father  with  his  self-­‐esteem  before  returning  to  1985   (Marty's  father  George  is  portrayed  as  rather  weak  in  1955  until  Marty  teaches  him  how  to  stand  up   to  the  film's  main  antagonist).  The  fact  that  Marty  is  able  to  improve  the  present  by  interacting  with   the  past  elucidates  the  film's  portrayal  of  the  past  (and  the  possibilities  of  interacting  with  such  a   past)  as  superior  to  the  present  (“Marty  returns  to  a  world  in  which  his  father  is  a  successful  science   fiction  writer,  his  mother  is  thin  and  cheerful,  his  sister  is  popular,  his  brother  has  a  good  job,  and  he   has  unrestricted  access  to  the  family  car.  He  has  achieved  a  familiar  twentieth-­‐century-­‐adolescent   fantasy  to  totally  remake  his  family  according  to  his  own  desires",  Murray  34).  

(19)

Similarly,  the  1998  film  Pleasantville  deals  with  similar  notions  of  the  glorified  nostalgic  past   as  opposed  to  the  present.  However,  whereas  Back  to  the  Future  presents  a  version  of  the  past  to   both  its  protagonist  as  well  as  its  viewer  that  is  grounded  in  reality  within  its  own  historical  context,  

Pleasantville  overtly  communicates  the  awareness  of  the  artificial  nature  of  this  glorification.  The  

world  of  Pleasantville  is  not  presented  as  a  historically  accurate  portrayal  of  the  past,  but  instead  as   the  setting  of  a  1950s  black  and  white  situational  comedy  television  series,  similar  to  I  Love  Lucy  or  

The  Honeymooners.  In  the  film,  David,  a  boy  from  the  contemporary  present  who  is  obsessed  with  

the  television  series  (and  fascinated  by  the  conservative  period  of  time  in  which  the  series  is  set)  and   his  sister  Jennifer,  who  is  much  more  grounded  in  the  present,  are  transported  to  the  fictional  world   of  Pleasantville.  Unlike  Back  to  the  Future,  however,  Pleasantville  has  a  seemingly  more  critical  view   on  the  idealisation  of  the  past,  as  the  conservative  values  that  are  initially  upheld  in  its  suburbs  are   criticized  and  eventually  overturned  by  the  arrival  of  David  and  Jennifer.  In  "Pleasantville?:  The   Suburb  and  Its  Representation  in  American  Movies"  Douglas  Muzzio  and  Thomas  Halper  argue  that   "[t]he  film  is  not  so  much  a  satire  of  the  1950s  as  a  critique  of  Americans’  hunger  for  nostalgia"  (549).   The  satirical  and  conservative  way  the  1950s  suburbs  is  portrayed  is  initially  difficult  for  David  and   Jennifer  to  relate  to,  as  the  restrictions  of  life  in  the  1950s  compared  to  life  in  the  1990s  are  

emphasized.  Furthermore,  Muzzio  and  Halper  underline  the  stark  contrast  that  is  made  between  the   glorified  past  and  the  seemingly  more  realistic  present,  which  becomes  clear  by  their  description  of   one  of  the  film’s  scenes  that  is  infused  with  the  concept  of  nostalgia:  

In  an  early  scene,  one  of  the  twins  is  watching  the  Pleasantville  shows,  where  the   breadwinning  father,  after  a  “swell”  day  at  work,  is  greeted  with  a  martini  by  the   perfect  homemaking  mother,  whom  he  affectionately  calls  “Pumpkin.”  Mother’s   delicious  meatloaf  is  the  focus  of  their  conversation,  while  their  two  gee-­‐whiz   children  enter  the  scene  to  announce  that  Bud  has  won  first  place  in  a  science  fair.   Meanwhile,  back  in  the  1990s,  the  twins’  mother  argues  over  the  phone  with  her  ex-­‐ husband,  who  reneges  on  his  pledge  to  take  the  kids  on  the  first  weekend  of  the  

(20)

month.  As  she  exasperatingly  resigns  herself  to  forgoing  her  weekend  with  her   boyfriend,  the  TV  mom  exclaims,  “What’s  a  mother  to  do?”.  (549)    

As  they  become  a  part  of  Pleasantville's  narrative,  both  David  and  Jennifer  start  to  see  the  flaws  of   the  idealized  version  of  the  past,  and  are  able  to  educate  the  world  of  Pleasantville  in  order  to  make   it  more  fitting  with  their  own  presentist  views  of  society.  This  leads  to  an  aesthetic  and  behavioural   shift  as  Pleasantville  slowly  transforms  from  black  and  white  into  colour,  which  could  arguably  be   seen  as  a  commentary  on  the  conservative  (and  racist)  elements  of  the  real-­‐life  1950s.  Whereas  the   film  initially  favours  the  idealized  and  nostalgic  aspects  of  the  1950s,  throughout  its  narrative  it   becomes  clear  that  the  influence  David  and  Jennifer  have  on  the  world  of  Pleasantville  mirror  the   developments  that  have  taken  place  in  humanity's  actual  contemporary  history  that  have  positively   influenced  society.  Therefore,  whilst  Pleasantville  can  certainly  be  deemed  a  nostalgia  film,  its  shift  of   focus  from  an  overtly  idealized  (albeit  conservative)  recreation  of  the  past  to  a  more  realistic  and   accurate  portrayal  of  the  present  subtly  subverts  the  genre  of  the  nostalgia  film  to  incorporate  the   events  that  have  transpired  since  the  1950s  that  have  heavily  influenced  the  way  the  1950s  can  now   be  viewed.      

Regarding  the  concept  of  the  nostalgia  film,  in  “Postmodernism  and  Consumer  Society”   Fredric  Jameson  argues  that  "We  must  conceive  of  this  category  in  the  broadest  way:  narrowly,  no   doubt,  it  consists  merely  of  films  about  the  past  and  about  specific  generational  moments  of  that   past"  (4).  As  there  are,  however,  numerous  films  that  fit  this  category  as  they  merely  represent  a   specific  moment  in  the  past,  Jameson  argues  for  more  specific  categories  as  he  states  that:  

[L]et  me  first  add  some  anomalies:  supposing  I  suggested  that  Star  Wars  is  also  a   nostalgia  film.  (...)  I  presume  we  can  agree  that  this  is  not  a  historical  film  about  our   own  intergalactic  past.  (…)  One  of  the  most  important  cultural  experiences  of  the   generations  that  grew  up  during  the  '30s  to  the  '50s  was  the  Saturday  afternoon   serial  of  the  Buck  Rogers  type  -­‐  alien  villains,  true  American  heroes,  heroines  in   distress,  the  death  ray  or  the  doomsday  box,  and  the  cliffhanger  at  the  end  whose  

Referenties

GERELATEERDE DOCUMENTEN

Hierdie taak word geplaas binne die raamwerk van ’n bepaalde definisie van “geletterdheid” wat fokus op die ontwikkeling van ’n kritiese bewussyn van die sosiale

Taken together, this pharmacological evidence does not clarify the role of serotonin in pupil diameter modulation, but given the complicated relation between serotonin

Seven hundred and fifty (750) babies and their mothers (or primary caregiver) will be recruited through the local clinics. All babies will be 6 months old at the start

Science does not seem that important to time travel even though physics and philosophy two very important primary sources of information concerning the

Doel van het onderzoek was het inventariseren en waarderen van eventuele archeologische resten die bedreigd worden door de toekomstige bebouwing van de percelen Een deel van

Deze kan eenvoudig met een universele hoekmeter opgemeten worden. Aan de hand van deze hoek en de hoek onder belasting kan de terugvering bepaald worden. am dit

Wanneer een cliënt er bijvoorbeeld voor kiest om zelf ergens naar toe te lopen, zonder hulp of ondersteuning en met instemming (indien nodig) van zijn netwerk dan is het risico

Doelstelling van dit project was het mogelijk maken van een realistische inschatting van het dagelijkse niveau aan inwaaiende Phytophthora-sporen, ten behoeve van modificatie