You must see Marwencol

[For more information on Marwencol, seehttp://www.marwencol.com/ ]

Like all accomplished war photographers, Mark Hogancamp puts himself at risk.

He shoots fugitive moments of violence, anguish, and bravery. But Hogancamp’s work differs from others’ in one key respect: The combat zones he enters don’t entirely exist in the real world. It’s the battlefield of his emotions that he’s trying to capture on film.

Marwencol is a remarkable documentary about this peculiar man and the fictitious, painstakingly-detailed, 1/6-scale town he built in his yard. Set in Belgium during World War II and populated with dozens of buildings, military vehicles, and more than 100 foot-high, poseable action figures, Hogancamp’s simulacrum is called Marwencol.

“Everything’s real,’’ Hogancamp gushes at one point in the film, demonstrating how a tiny pistol in one soldier’s hands has a working hammer and replaceable clip. “That all adds to my ferocity of getting into the story. I know what’s inside every satchel,’’ he says.

Those contents include a stamp-size deed proving that Captain “Hogie’’ Hogancamp, the real man’s 12-inch alter ego, owns the doll-house-size, make-believe bar in this make-believe realm.

The fine line separating real from imagined is the focus of this poignant and provocative documentary, winner of the Jury Award for best documentary at the SXSW Film Festival. [Marwencol opens at selected theaters in more than 40 cities nationwide, starting in November and continuing into December and January. More info on theater dates here:http://www.marwencol.com/theaters/]

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Violent Video Games Are Good for You

[upcoming events with Ethan Gilsdorf: NYC/Brooklyn 11/22 (panel "Of Wizards and Wookiees" with Tony Pacitti, author of My Best Friend is a Wookiee); Providence, RI: 12/2 (also with Pacitti); and Boston (Newtonville 11/21 and Burlington 12/11) More info ...]

 


Violent Video Games Are Good for You

Rock and roll music? Bad for you. Comic books? They promote deviant behavior. Rap music? Dangerous.

Ditto for the Internet, heavy metal and role-playing games. All were feared when they first arrived. Each in its own way was supposed to corrupt the youth of America.

It’s hard to believe today, but way back in the late 19th century, even the widespread use of the telephone was deemed a social threat. The telephone would encourage unhealthy gossip, critics said. It would disrupt and distract us. In one of the more inventive fears, the telephone would burst our private bubbles of happiness by bringing bad news.

Suffice it to say, a cloud of mistrust tends to hang over any new and misunderstood cultural phenomena. We often demonize that which the younger generation embraces, especially if it’s gory or sexual, or seems to glorify violence.

The cycle has repeated again with video games. A five-year legal battle over whether violent video games are protected as “free speech” reached the Supreme Court earlier this month, when the justices heard arguments in Schwarzenegger v. Entertainment Merchants.

Back in 2005, the state of California passed a law that forbade the sale of violent video games to those younger than 18. In particular, the law objected to games “in which the range of options available to a player includes killing, maiming, dismembering or sexually assaulting an image of a human being” in a “patently offensive way” — as opposed to games that depict death or violence more abstractly.

But that law was deemed unconstitutional, and now arguments pro and con have made their way to the biggest, baddest court in the land.

In addition to the First Amendment free speech question, the justices are considering whether the state must prove “a direct causal link between violent video games and physical and psychological harm to minors” before it prohibits their sale to those under 18.

So now we get the amusing scene of Justice Samuel Alito wondering “what James Madison [would have] thought about video games,” and Chief Justice John Roberts describing the nitty-gritty of Postal 2, one of the more extreme first-person shooter games. Among other depravities, Postal 2 allows the player to “go postal” and kill and humiliate in-game characters in a variety of creative ways: by setting them on fire, by urinating on them once they’ve been immobilized by a stun gun, or by using their heads to play “fetch” with dogs. You get the idea.

This is undoubtedly a gross-out experience. The game is offensive to many. I’m not particularly inclined to play it. But it is, after all, only a game.

Like with comic books, like with rap music, 99.9 percent of kids — and adults, for that matter — understand what is real violence and what is a representation of violence. According to a report issued by the Minister of Public Works and Government Services in Canada, by the time kids reach elementary school they can recognize motivations and consequences of characters’ actions. Kids aren’t going around chucking pitchforks at babies just because we see this in a realistic game.

And a strong argument can be made that watching, playing and participating in activities that depict cruelty or bloodshed are therapeutic. We see the violence on the page or screen and this helps us understand death. We can face what it might mean to do evil deeds. But we don’t become evil ourselves. As Gerard Jones, author of “Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence,” writes, “Through immersion in imaginary combat and identification with a violent protagonist, children engage the rage they’ve stifled . . . and become more capable of utilizing it against life’s challenges.”

Sadly, this doesn’t prevent lazy journalists from often including in their news reports the detail that suspected killers played a game like Grand Theft Auto. Because the graphic violence of some games is objectionable to many, it’s easy to imagine a cause and effect. As it turns out, a U.S. Secret Service study found that only one in eight of Columbine/Virginia Tech-type school shooters showed any interest in violent video games. And a U.S. surgeon general’s report found that mental stability and the quality of home life — not media exposure — were the relevant factors in violent acts committed by kids.

Besides, so-called dangerous influences have always been with us. As Justice Antonin Scalia rightly noted during the debate, Grimm’s Fairy Tales are extremely graphic in their depiction of brutality. How many huntsmen cut out the hearts of boars or princes, which were then eaten by wicked queens? How many children were nearly burned alive? Disney whitewashed Grimm, but take a read of the original, nastier stories. They pulled no punches.

Because gamers take an active role in the carnage — they hold the gun, so to speak —some might argue that video games might be more affecting or disturbing than literature (or music or television). Yet, told around the fire, gruesome folk tales probably had the same imaginative impact on the minds of innocent 18th century German kiddies as today’s youth playing gore-fests like “Left 4 Dead.” Which is to say, stories were exciting, scary and got the adrenaline flowing.

Another reason to doubt the gaming industry’s power to corrupt: More than one generation, mine included, has now been raised on violent video games. But there’s no credible proof that a higher proportion of sociopaths or snipers roams the streets than at any previous time in modern history. In fact, according to Lawrence Kutner and Cheryl K. Olson, founders of the Center for Mental Health and Media (a division of the Massachusetts General Hospital Department of Psychiatry), and members of the psychiatry faculty at Harvard Medical School, as video game usage has skyrocketed in the past two decades, the rate of juvenile crime has actually fallen.

Children have always been drawn to the disgusting. Even if the ban on violent games is eventually deemed lawful and enforced in California, the games will still find their way into the hot little hands of minors. So do online porn, and cigarettes and beer. But these vices haven’t toppled Western civilization.

Not yet, anyway — although a zombie invasion or hurtling meteor might. Luckily, if you’re a good enough gamer, you’ll probably save the day.

 

Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now in paperback.

 

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Picking up steam: Why is Boston the hub of steampunk?

Picking up steam

Mashing modern days with the Victorian age excites role players, artists, and other fans of steampunk

When Bruce and Melanie Rosenbaum bought a 1901 home in Sharon, they wanted to restore it top to bottom. And rather than force a modern interior design, they remodeled it with a Victorian twist.

In the kitchen, an antique cash register holds dog treats. A cast iron stove is retrofitted with a Miele cooktop and electric ovens. In the family room, a wooden mantle frames a sleek flat-screen TV, and hidden behind an enameled fireplace insert, salvaged from a Kansas City train station, glow LED lights from the home-entertainment system.

Unknowingly, the Rosenbaums had “steampunked’’ their home, that is, added anachronistic (and sometimes nonfunctioning) machinery like old gears, gauges, and other accoutrements that evoke the design principles of Victorian England and the Industrial Revolution.

“When we started this three years ago, we didn’t even know what steampunk was,’’ said Bruce, 48. “An acquaintance came through the house and said ‘You guys are steampunkers.’ I thought, ‘Wow, there’s a whole group out there that enjoys blending the old and new.’’

It’s not just the Rosenbaums cobbling together computer workstations from vintage cameras and manual typewriters. Local enthusiasts are mounting steampunk exhibits, writing books, creating objets d’art, and dressing up in steampunk garb for live-action role playing games.

To be sure, steampunk has been part of the cultural conversation for the past several years, as DIY-ers embraced the hand-wrought, Steam Age aesthetic over high-tech gloss. But recently, it seems to be gaining a wider appeal, especially here.

“Boston lends itself to steampunk,’’ said Kimberly Burk, who researched steampunk as a graduate student at Brandeis. “You have the MIT tinkerers, the co-ops in JP, the eco-minded folks.’’

Both a pop culture genre and an artistic movement, steampunk has its roots in 19th- and early-20th-century science fiction like Jules Verne’s “20,000 Leagues Under the Sea’’ and H.G. Wells’s “The Time Machine.’’ Its fans reimagine the Industrial Revolution mashed-up with modern technologies, such as the computer, as Victorians might have made them. Dressing the part calls for corsets and lace-up boots for women, top hats and frock coats for men. Accessories include goggles, leather aviator caps, and the occasional ray gun. And there’s a hint of Sid Vicious and Mad Max in there, too.

Still, steampunk defies easy categorization. It can be something to watch, listen to, wear, build, or read, but it’s also a set of loose principles. Steampunk attracts not only those who dream of alternative history, but those who would revive the craft and manners of a material culture that was built to last.

“The acceleration of the present leaves many of us uncertain about the future and curious [about] a past that has informed our lives, but is little taught,’’ said Martha Swetzoff, an independent filmmaker on the faculty of the Rhode Island School of Design who is directing a documentary on the subject. “Steampunk converses between past and present.’’

It also represents a “push back’’ against throw-away technologies, Swetzoff said, and a “culture hijacked by corporate interests.’’

For Burk, steampunk is more akin to the open source software movement than a retro-futuristic world to escape into. “Steampunk isn’t about how shiny your goggles are,’’ she said. “It’s about how cleverly you create something.’’

The urge to rescue and repurpose forgotten things led the Rosenbaums to spread the steampunk gospel. They’ve founded two companies: Steampuffin and ModVic, which infuse and rework 19th-century objects and homes with modern technology. They’re working on a book about the history of steampunk design. And, hoping some steampunker might want to live in a pimped-out Victorian crib, they purchased a second home in North Attleboro, restored it using their “back home to the future’’ philosophy, and put it on the market.

Bruce is also curating two steampunk exhibits. One will be displayed at Patriot Place’s new “20,000 Leagues’’ attraction, an “hourlong, walk-though steampunk adventure,’’ scheduled to open in December, according to creator Matt DuPlessie.

Meanwhile, “Steampunk: Form and Function, an Exhibition of Innovation, Invention and Gadgetry’’ recently opened at the Charles River Museum of Industry and Innovation in Waltham, a former textile mill already filled with steam engines and belt-driven machines.

“Form and Function’’ includes a juried show of steampunked objects (many by local artists) like a steam-electric hybrid motorcycle called “the Whirlygig,’’ an electric mixer powered by a miniature steam engine, and a flash drive made with brass, copper, and glass. Perhaps the most impressive piece is a rehabbed pinball machine whose guts look like Frankenstein’s lab — down to the colored fluids bubbling through vintage glass tubes.

“I like giving things a new life,’’ said Charlotte McFarland of Allston, exhibiting her first-ever steampunk creation, “Spinning Wheel Generator.’’

Such functional art objects tap into a nostalgia for a mechanical, not electronic, age. Unlike the wireless signals, microwaves, and motherboards of today, the 19th century’s gears, pistons, and tubes were visible and visceral. While the workings of a laptop can seem impenetrable, we can fathom the reality of moving parts.

“As the world becomes more digital, the world less and less appreciates machines, which will be lost,’’ said Elln Hagney, the museum’s acting director. “We are trying to train a new generation to appreciate this and keep these machines running.’’

Some of the most committed local steampunkers dress up in period garb and take part in live-action role playing games. Most “LARPs’’ (think Dungeons & Dragons but in costume) are swords and sorcery-based, but Boston’s Steam & Cinders is one of only a couple of steampunk-themed LARPs anywhere.

Once a month, some 100 players gather for a weekend at a 4-H camp in Ashby. The game’s premise? A crashed dirigible has stranded folks at a frontier town called Iron City, next to a mysterious mine. Engineers, grenadiers, and aristocrats vie for supremacy. There are plenty of robots to fight (players dressed in cardboard costumes sprayed with metallic paint), and potions to mix (appealing to the mad scientist in us all). Players stay in character for 36 hours straight.

“Yes, it’s a fantasy world and it’s not England,’’ said Steam & Cinders founder Andrea DiPaolo of Saugus. “But getting to dress in British garb and speak in a British accent is something I enjoy.’’

Meanwhile, publishers are striking while the steampunk iron is hot.

“We can tap into the enthusiasm of a reader who can imagine an alternative version of the 19th century,’’ said Cambridge resident Ben H. Winters, author of this summer’s mash-up book “Android Karenina.’’

Winters steampunked Tolstoy’s novel by re-envisioning Anna Karenina in a 19th-century Russia with robotic butlers, mechanical wolves, and moon-bound rocket ships. Sample line: “When Anna emerged, her stylish feathered hat bent to fit inside the dome of the helmet, her pale and lovely hand holding the handle of her dainty ladies’-size oxygen tank . . .’’

“Hopefully,’’ explained Winters, who also wrote 2009’s “Sense and Sensibility and Sea Monsters,’’ “we’ll be adding to the fandom of the mash-up novel by introducing a new fan base: the sci-fi crowd.’’

Climb to Bruce Rosenbaum’s third-floor study and you feel as if you’ve entered one of those mash-ups. The attic space feels like a submersible, packed with portholes, nautical compasses, and a bank vault door. His desk is ornate and phantasmagorical, ringed with pipes from a pipe organ. It’s a place where you can imagine Captain Nemo banging out an ominous dirge.

“There’s freedom with steampunk,’’ Melanie added. “Almost anything goes.’’

+++++++

A Steampunk Primer

Not sure who or what put the punk into steam? Here’s a quick-and-dirty intro to some of the culture’s roots and most influential works, plus ways to connect to the steampunk community.

 

Books

Jules Verne: “From the Earth to the Moon” (1865), “Twenty Thousand Leagues Under the Sea” (1869)

H.G. Wells: “The Time Machine” (1895), “The War of the Worlds” (1898), “The First Men in the Moon” (1901)

K.W. Jeter : “Morlock Night” (1979)

William Gibson and Bruce Sterling: “The Difference Engine” (1990)

Paul Di Filippo: “Steampunk Trilogy” (1995)

Philip Pullman: “His Dark Materials” trilogy (1995-2000)

Alan Moore and Kevin O'Neill: “The League of Extraordinary Gentlemen” (comic book series, 1999)

Ann and Jeff VanderMeer, editors: “Steampunk” (2008)

Dexter Palmer : The Dream of Perpetual Motion (2010)

 

Movies and TV

“20,000 Leagues Under the Sea” (1954)

“The Wild Wild West” (TV series: 1965–1969); “Wild Wild West” (movie: 1999)

“The League of Extraordinary Gentlemen” (2003)

“Steamboy”  (anime film: 2004)

“Sherlock Holmes” (2009)

“Warehouse 13” (TV series: 2009-)

 

Steampunk info/community on the web:

The Steampunk Empire: The Crossroads of the Aether, thesteampunkempire.com

Steampunk magazine, steampunkmagazine.com

“Steampunk fortnight” blog, tor.com/blogs/2010/10/steampunk-fortnight-on-torcom

The Steampunk Workshop, steampunkworkshop.com

 

Other resources:

computer/console games: Myst (1993); BioShock (2007)

Templecon convention (Feb 4-6, 2011; Warwick, RI), templecon.org

Steam & Cinders live-action role-playing game (Boston), be-epic.com

Charles River Museum of Industry and Innovation (Waltham, MA), crmi.org (“Steampunk: Form and Function” exhibit through May 10; Steampunkers “meet up” Dec. 19; steampunk course March, 2011; New England Steampunk Festival April 30-May 1, 2011)

Steampuffin appliances and inventions and ModVic Victorian and steampunk home design (Sharon, MA), steampuffin.com, modvic.com

 

 

--- Ethan Gilsdorf

 

 

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We all role-play now

[Note: Ethan Gilsdorf speaks at the Boston Public Library Wed, Oct 20. Other upcoming speaking engagements: Attleboro, MA: Oct. 29th (part of a Creature Double Feature tribute!); Brattleboro, VT: Nov 11th; Somerville, MA: Nov 13th; Cambridge, MA: Nov 15th; Providence, RI: Nov 18th; Burlington, MA: Nov 20th; Brooklyn, NY: Nov 22nd. More book tour info here]

We all role-play now 

Those Dungeons & Dragons skills can come in handy in the world of Facebook

"The Social Network,'' Hollywood's latest box office king, charts Facebook's meteoric rise to near ubiquity. Few have not heard of the world-girdling website or been ensnared by its tendrils. In six years, Facebook has woven its way into the daily lives of some 500 million users.

Whether to check up on friends' exploits or play games like "Mafia Wars,'' we've grown accustomed to its promise of instant intimacy and, some might argue, its voyeuristic pleasures. Many cheer the way Facebook has democratized the flow of information; no longer top-down, news is now horizontally and virally dispersed. Others gripe that it's warped our idea of significance, making what I had for breakfast as important as the latest developments in the Mideast peace process. Facebook's vast and sticky web of connection has caused us all to re-evaluate what we mean by "friend.'' And, I suppose, "enemy'' as well.

Unforeseen social aftershocks such as these have rippled in Facebook's wake. Others have yet to be detected. But there's something else at work with Facebook. It's actually making role-players of us all.

Role-playing? Like that conflict-resolution exercise your sales team endured last year? Or role-playing, as in Dungeons & Dragons - that strange and wondrous game I (and perhaps you) played back in the Reagan administration, rolling dice in a basement and slaying goblins and dragons and snarfing bowls of Doritos?

I'd argue all these experiences - including posting a witty Facebook update - are cut from the same role-playing cloth. We all share that desire to be someone else. To be better, stronger, faster; to appear more handsome, more clever, more attractive than our fleshy selves might ever be. "My, aren't we having fun?'' say our photos, snapped while we're half drunk and posted in a day-after haze. On my Match.com profile, I offer clues that might seduce. I suggest, in a whisper of pixels, "I am your ideal man.''

Not that role-playing is devious. It's a necessary counter to the way we've been civilized. While hidden behind the screen, we give ourselves permission to behave more dauntless or brazen than we'd allow in real life. We get to practice being the best version of the person we can be, or want to be.

That said, some role-playing experiences, especially offline ones, are deemed more acceptable than others. Dressing up as Tom Brady and painting your body blue and red for the big game? That's OK. Dressing as Gandalf and wearing a purple wizard hat for the big game? Not so much. Even as World of Warcraft and D&D and Harry Potter fandom have become passable in many circles, adults raiding Mom's closet for goofy clothes for "make-believe'' still remains verboten.

Except, of course, at Halloween. This odd holdover from pagan times is a socially acceptable way to bust loose. Here, costumes are fine. And playing "bad'' is encouraged. Being Dracula or Nurse Hottie for an evening can be instructive, even liberating.

The irony here is that even in our pre-Facebook existences, we've always engaged in day-to-day role-playing. At a wedding or cocktail party, on a first date or during a job interview, or when home for the holidays, we all dress the part and adopt another character: Brilliant or Well Adjusted, Stockbroker or Salesman, Happy Son or Perfect Mom. If you're not willing to play along and put on a mask, friends (and potential employers) will think, "What's wrong? Come on, get into character.'' Life is a dungeon crawl, full of monsters and opportunities to be on your mettle. Be prepared. Chin up.

So here's the rub. Eventually, we have to live up to these personas we've created. Many a first date has witnessed the crumbling of expectation's towers and spires. And despite my hundreds of Facebook friends, I wonder who I can really count on in times of trouble. When I really do need to be brave and slay that dragon.

Ethan Gilsdorf is author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now in paperback. More info on Gilsdorf and the book here.

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