How can one grasp the present? Especially a present as fast and fleeting as our own, where new digital media technologies transform our modes of perception, awareness, and experience in dizzying ways? This book grows out of a desire to understand our present age of digital media, even as that era continues to metamorphose at a pace that stuns the imagination; there is something appropriate affectively, however misleading historically, in calling the digital era the age of “new media.”1
My particular pathway into “new” (digital) media is through an “old” (analog) media form that clings to the present with remarkable tenacity: cinema. Whether we turn to Blu-ray discs or streaming video, fan-constructed movie websites or YouTube channels, the Internet Movie Database or film-oriented cell phone applications, digital 3-D or movie-based video games, evidence abounds that here in the age of digital media, we still find ourselves dreaming of cinema—what cinema is, what cinema was, what cinema may become.2 So simply dividing the media landscape into neatly periodized or technologized categories belonging to “old” media or “new” media clearly will not do. Is it possible, then, given cinema’s ability to straddle old and new media, to consult the cinematic past in order to reckon with the digital present? I believe it is, and my own wish to think about the intersections between cinema and digital media led me back to an earlier generation of cinematic dreamers: the surrealists. Of course, surrealism is not the only possible bridge between the cinematic past and the digital present, but it strikes me as an especially rich and promising resource for several reasons.3
First of all, the surrealists’ enthusiasm for cinema derived partially from their own excitement, beginning in the 1920s, with film as a new, quintessentially modern media form. The hopes and dreams of the surrealists for cinema’s future, some prescient and others outlandish, can often remind us of today’s sometimes wildly careening discourses surrounding digital media—the utopian or dystopian ways it has changed and will change our lives, its potential to make obsolete, superfluous, or barely recognizable so much that has gone before while it opens new horizons of information, expression, and communication. Surrealist fascination with cinema, like our own fascination with digital media, pivots on the technologically and culturally new. Cinema was new media for the surrealists just as surely as today’s digital technologies are new media for us.
Second, a commonly perceived crisis for cinema in the age of digital media involves something the surrealists were also very attuned to (and suspicious of): cinema’s nature as a realist medium. Today, many observers believe that cinema’s foundational characteristics (based in analog technologies) as an “indexical” medium, with a privileged capacity to record and represent the real, are disappearing or altering fundamentally under the influence of new digital technologies.4 So the specter of cinema’s decline or even extinction in the digital era arrives as a crisis of realism—a crisis that surrealism is ideally equipped to engage because it never assumed cinema was a realist medium but rather a surrealist one. In this way, returning to surrealist conceptions of cinema enables us to move beyond the mirage of a digitally induced crisis of realism. Seeing through this mirage means rethinking cinema’s relation to the real but not because digital media has changed everything. On the contrary, the ascent of digital media invites us to recognize that cinema always was and continues to be a deeply surrealist medium rather than an inherently realist one. Coming to terms with this recognition drives this book’s research, as it is one of the most pressing tasks of contemporary film theory.
Third, surrealism and digital media intersect at a point that also touches the heart of film theory, both classical and current: spectatorship, or the interaction that takes place between viewers and films. The surrealists were committed to ideas and practices focused on spectators doing things with films that were not anticipated or intended by the filmmakers, while today’s digital media are often touted as changing passive viewers into active producers (or at least “prosumers”) of the media they once could only consume. Despite pronounced political differences between surrealism’s radical aims and digital media’s often fervently capitalist guises and uses (differences I will return to later), I use this shared fascination with a “liberated” spectator to generate a surrealist-inspired critique of digital media’s widely embraced progressive potential. This critique questions the common narrative of spectatorship in the digital era as one that moves from passivity to activity, from powerless viewer to powerful user.5 That said, digital media is not the villain, and surrealism is not the hero, of this book; instead, I endeavor to place them in conversation, to seek out new ways to imagine spectatorship that unmoor and redistribute the conventional attributions of passivity and activity.
Fourth, the surrealists found in the cinema a dream machine, a vital collaborator for their explorations of the irrational, the hallucinatory, the unconscious. If Sigmund Freud and the surrealists ultimately parted ways over their respective desires to demystify and remystify the meaning of dreams, then my own attraction to surrealism for the purposes of this project is closer to Walter Benjamin’s sense that surrealism offers a “dialectical optic that perceives the everyday as impenetrable, the impenetrable as everyday.”6 Benjamin’s dialectical optic lends a politics of temporality to André Breton’s belief in “the future resolution of these two states, dream and reality, which are seemingly so contradictory, into a kind of absolute reality, a surreality, if one may so speak.”7 Surreality, for Benjamin, carries the potential to awaken us from the false political and technological promises of present-day reality by juxtaposing them with the outmoded dreams of the past—a potential that this book attempts to foster and activate in its organization and selection of materials.
Dreaming of Cinema conjoins the surrealist past and the digital present, not to build a chronological narrative of cause-effect or even hidden influence but to underline the need for figurative juxtapositions of past and present in order to challenge commonplace rationalizations of what technological change means. To rationalize the transitions from celluloid to TV to VHS to DVD to Blu-ray to streaming video, for example, as a technological evolution that leaves the cinematic experience essentially unchanged provides only a certain kind of history about how and why cinema works. In this sort of history theatrical cinema remains safely detached from its home-delivery variants and those variants themselves cleanly separated from each other through a false sense of “more of the same”—the notion that their differences in form do not add up to differences in function when it comes to watching films. But how do such changes mold our imagination of cinema, our desire for cinema, our dreams about what cinema once was or might become? Dreaming of Cinema investigates technological change from within these questions of spectator-centered fantasy rather than outside them, relying on sparks of figurative possibility thrown off by the historically impossible collision of a surrealist past and a digital present to light the way.
Cinema, like dreams, blends the past and present, the impenetrable and the everyday, in ways that can freight the experience of spectatorship with perceptual and political awakening. Whether this awakening occurs, or how to measure it if and when it does, are questions impossible to settle with quantified answers. I do not interpret this fact as an excuse to abandon this line of inquiry but as the impetus to press on. Dreaming of Cinema takes seriously one of the primary missions of humanistic film studies scholarship, which is to provide theoretical accounts for acts of spectatorship that must be carefully historicized and contextualized but must also, ultimately, remain hypothetical. This is the spirit that animates this book—a spirit shared with much previous scholarship on film spectatorship. Labels that subdivide this work into categories like “feminist,” “psychoanalytic,” “cognitivist,” “phenomenological,” and so forth have their significance, of course, but the spirit of what I have called humanistic film studies scholarship cuts across these subdivisions despite (and often prior to) their differences.8 I have certainly drawn inspiration from a vast array of these theoretical approaches to film spectatorship, and my hope for this book is that it can speak, in some way, to as many of these approaches as possible without subscribing to any one of them entirely. Dreaming of cinema in the age of digital media, when cinema is never film alone or located only in movie theaters, makes theorizing cinematic spectatorship more paradoxical, but also more urgent, than ever before.9
Each chapter that follows investigates a different theoretical model of cinematic spectatorship in the digital era. These models incorporate key discourses and technologies belonging to the age of digital media in order to highlight their connections with and disconnections from surrealist theories and practices surrounding cinematic spectatorship. My goal is to stage strategic confrontations between surrealism and digital media organized by cinematic spectatorship, to generate new vantage points on spectatorship that invite us to wrestle with the digital present by returning to the surrealist past. Strategic is an important term to remember here, as this book does not provide comprehensive overviews of surrealism, digital media, or film theory on spectatorship but instead works selectively in the spaces between them so that we learn something new about cinematic spectatorship in the digital age. Another aspect of my strategy for engaging the present is to think history dialectically, in Benjamin’s sense, by simultaneously looking “forward” (surrealism encounters digital media) as well as “backward” (digital media encounters surrealism). In the process I hope to give the conjunctures between surrealism/digital media, cinema/digital media, and cinema/surrealism a different sort of attention than they have previously received. This is not to say that my central terms have eluded scholarly analysis; indeed, surrealism, digital media, and cinematic spectatorship have each accrued mountains of scholarship that continue to grow steadily. But that scholarship tends to focus on one or two of the terms in isolation, very rarely considering all three together. That is precisely what this book sets out to do. I am dreaming of the present, of cinema in the age of digital media, by repositioning the cinematic dreams of the surrealist past. To what end? To catch a glimpse of an alternate future, one in which the irresistible but also irresolvable questions about cinema’s identity in a digital or even postdigital age can be approached with different eyes, new dreams.
Chapter 1: “Enlarged Spectatorship.” This chapter analyzes surrealism’s influence on two figures central to realist film theory, André Bazin and Roland Barthes, to argue that their shared commitment to photographic realism is more accurately described as an investment in surrealism. This revised take on Bazin and Barthes is established through an intellectual genealogy that connects them with surrealist “pope” André Breton, surrealist “apostate” Georges Bataille, and philosopher Jean-Paul Sartre (particularly his early work in phenomenology). This revised take is then tested against notions of cinema in the age of digital media by examining The Sweet Hereafter within an “intermediated” context: as a text that exists for spectators between the media forms of Russell Banks’s 1991 source novel, Atom Egoyan’s 1997 film adaptation, and New Line Home Video’s 1998 DVD. My contention is not that The Sweet Hereafter is a surrealist novel or film but that the digital technologies of the DVD (loaded with a number of special features unavailable in the text’s literary or cinematic incarnations) open up possibilities for spectatorship practices once considered surrealist. As a result the DVD “enlarges” (in the surrealist sense of expanded spectator interaction with the artwork beyond the bounds of the artwork itself) the film and novel by remapping relations between the literary and the cinematic.
Chapter 2: “Interactive Spectatorship.” Much recent scholarship on video games insists that the “gamic action” provided by these games differs fundamentally from any sort of “interactivity” offered by older media forms like literature or cinema. Consequently, the “user” of new media stands very much apart from the “reader” or “spectator” of old media. But what is gained or lost by using “gamic action” to separate one kind of interactivity from another? This chapter argues that cinema, although not interactive in the same sense as video games, still offers a valuable model for theorizing interactivity as embodied stimulation—a model that helps us chart more specifically the kinds of interactivity that unite and divide new and old media. By examining David Cronenberg’s eXistenZ (1999), a film explicitly engaged with questions of cinema and/ as digital gaming, I show how cinema still demonstrates the potential for embodied exchange and collaboration between artist and audience explored earlier by the surrealists through their use of games. The surrealist commitment to games involving embodiment emerges particularly clearly in Luis Buñuel and Salvador Dalí’s landmark Un chien andalou (1929), with its famous images/enactments of assault on spectator vision. It can also be detected in the writings of the surrealist turned sociologist of games Roger Caillois, whose investigations of mimicry early and late in his career suggest how games can fuse surrealist theory and practice.
Chapter 3: “Globalized Spectatorship.” Media theorist Marshall McLuhan’s concept of a “global village” enabled by “electric media” has, after many years of disparagement as technological determinism, returned for reconsideration in certain discourses of digital media.10 This chapter explores the possibilities and impossibilities of globalized spectatorship by investigating the complex media flows connecting recent extremely successful Japanese horror films and their U.S. remakes, all of which feature prominent displays of digital media technologies and surrealist aesthetics as central to their sources of horror. For example, in Nakata Hideo’s Ring (1998) and Gore Verbinski’s remake The Ring (2002), digital media’s haunted aspects come forward through “cursed” videotapes that act like lethal computer viruses, while surrealism emerges in striking visual quotations of Un chien andalou. But surrealism’s influence takes shape even more dramatically when consulting the fan-produced websites devoted to Ring in both its Japanese and U.S. versions, where snippets of footage in the American film are isolated for analysis in ways that invite comparison to surrealist artist Man Ray’s “rayograph” experiments in photography, as well as atomic imagery from World War II. Tracing surrealism’s role in these global “flows” and “contra-flows”11 between Japan and the United States that characterize the digital era means studying the history of Japanese surrealism, with its vexed relation to both exposing and concealing the nation’s wartime experience. From artists like Okamoto Tarō to Murakami Takashi the legacy of Japanese surrealism constitutes a sort of mediated unconscious that organizes the possibilities for globalized spectatorship across Ring and The Ring. In this way surrealism provides the aesthetic and historical underpinnings for the treatment of digital media as a haunted form of globalization between past and present, remembering and forgetting, Japan and the United States.
Chapter 4: “Posthuman Spectatorship.” An important discourse linked to the age of digital media is that of the “posthuman”: a set of views that interpret humankind’s increasingly embedded relationship with machines as having reached a point where, in N. Katherine Hayles’s influential formulation, “there are no essential differences or absolute demarcations between bodily existence and computer simulation, cybernetic mechanism and biological organism, robot teleology and human goals.”12 Digital media offer the human body at least the promise of certain prostheses, such as those associated with “virtual reality” technologies, that propel us toward the posthuman. But doesn’t the prospect of posthuman spectatorship also inevitably raise questions concerning the significance of the apparently transcended “prehuman”—the animal? To trace the shadow of the animal in the posthuman is to refigure issues of embodiment described by Hayles through common imaginings of the posthuman as a disembodied, machine-enabled escape from the all-too-embodied human condition. What the surrealists pointed the way toward so profoundly is exactly what might complicate this dichotomy between the disembodied posthuman and the embodied human: restoring our sense of the human to its often repressed, hyperembodied animal origins. For the surrealists, seeing humanity truthfully often meant reckoning with its physical, material animality in ways others were loath to consider. Important aspects of this surrealist project can be detected in the writings of Bazin and Bataille, as well as in Buñuel’s Las Hurdes (also known as Land Without Bread, 1933) and Los olvidados (1950), while its inversion can be found in contemporary digital phenomena such as the YouTube sensation surrounding Christian the lion (a lion who “remembers” his former human owners and greets them lovingly in the wild). I draw on the growing body of scholarship in animal studies to juxtapose the surrealist and new media accounts of human-animal relations, so that posthuman spectatorship rests on cinema’s role in remapping the human within the frames of machine and animal, embodiment and disembodiment.
Chapter 5: “Collaborative Spectatorship.” This chapter investigates the ramifications of digital technologies on the phenomenon of spectator fantasy concerning the film star, specifically as it overlaps with surrealist imaginings of the movie star. My primary cases are the American surrealist Joseph Cornell’s meditation on the minor star Rose Hobart in his 1936 film of the same name, and a YouTube channel devoted to 1950s and 1960s film icon Rock Hudson. I focus particularly on those aspects of the Hudson channel that correspond to Cornell’s ability to lift Hobart from her textual context and into the realm of spectator reappropriation, recalling also how Mark Rappaport’s documentary Rock Hudson’s Home Movies (1992) repurposed footage from Hudson’s films to build a political commentary on Hudson’s fate in the public sphere during and after his death from AIDS in 1985. But whereas Rappaport assembles a pointed critique of how Hudson’s star image disavows queerness, the Hudson YouTube channel attempts to conceal or ignore any meaningful reckoning with Hudson’s homosexuality (although the channel simultaneously invites us to revisit Hudson’s strangest and most retrospectively “confessional” film, Seconds [John Frankenheimer, 1966]). Cornell shows us a third way to imagine exchanges between audience and star, one I call “collaborative spectatorship,” by revising surrealist conceptions of enlarged spectatorship and the misogyny and homophobia often typical of surrealism. Cornell’s cinematic fantasy of Hobart, when placed alongside the digital fantasies of a Hudson YouTube channel, illuminates both the strengths and weaknesses of surrealism as a theoretical model for understanding cinematic spectatorship in the age of digital media.
Dreaming of Cinema concludes with a brief reflection on how questions of marking time characterize surrealism, digital media, and this book as a whole. Buñuel and Dalí’s L’âge d’or (1930), once the acid sarcasm of its title becomes apparent, rails against the propensity to understand time through a series of linear, sequential events reducible to histories of dark or golden ages. This sentiment also pervades one of surrealism’s most iconic images: Dalí’s melting watches, found most famously in his painting The Persistence of Memory (1931). Christian Marclay’s The Clock (2010), a twenty-four-hour film designed as an art installation, deploys digital assemblage to return cinematic time to us in ways both familiar and strange. By collating digital snippets of films that show or mention a specific minute in time and then matching that minute to the viewer’s real-time experience of the film, Marclay offers cinematic spectatorship a decidedly digital sheen. What unites L’âge d’or and The Clock is a shared commitment to denaturalizing our experience of time. L’âge d’or uses the tools of cinema to explode time (disjunctive editing mocks time-space continuity), while The Clock uses the tools of digital media to memorialize cinematic time (digital compilation transforms the marking of time in cinema into an artwork in its own right). In L’âge d’or the spectator’s conventional ideas about the “reality” of time wither under the onslaught of surrealism. In The Clock the “unreality” of cinematic time becomes the “reality” of lived time for the spectator. Despite pronounced differences in tone and politics regarding the address of the spectator, both films turn to cinematic spectatorship to unbalance (however harshly or gently) our experience of time. Taken together, they demonstrate how in 1930, as well as today, it is cinema that can teach us to question how “old” or “new” media lend meaning to the time in our lives.