The Vytorin Double: You Are What You Eat and You Eat What You Are
by Michael Arnzen ~ September 7th, 2009Vytorin is a single pill — a drug that combines two different medicines (Zetia and Zocor) to combat the two kinds of cholesterol (generally called “good” and “bad” cholesterol”) which they identify as coming from two different sources (“food & family”). As Time magazine reports, there may be truth in these claims, and also problems with it — but the effectiveness of the drug is not my interest. Instead, I want to focus on how all these “dualities” — of medicine, cholesterol, and its origin — are overdetermined in the advertising, repeating some strangely familiar structures of the Uncanny that we often find in consumer culture. Similar to products like Wrigley’s “Doublemint” Gum, Vytorin lends itself to a marketing campaign that actively employs the figure of the double (der doppelganger) to draw the attention of the consumer. As I argue in The Popular Uncanny, in mass marketing and advertising the structures of the Uncanny often become ambiguously attractive and repulsive representations, reflecting our ambivalent anxieties about consumer culture. Here, the idea that “you are what you eat” is taken quite literally. It’s kind of cute, the first time you see it, but in the endless stream of associative pairings between people and food, one becomes progressively convinced that there is something universal about these claims, and that, perhaps, all food mirrors people (and vice-versa). While this ad — like most pharmaceutical advertising — projects a wish for a miracle cure, the use of doubling is so overdetermined that is also uncannily disturbing, if only because these matings feel predestined and beyond our control.
In the YouTube video above — from Vytorin’s infamously clever television campaign a few years ago — the ad showed a series of screens in which a diversity of overtly costumed actors are associated (first by “dissolves” into a single universal plate, then in panels, side by side on screen) with tasty foods and fancy dishes. The overt correspondences between body morphology, fashion choices, and food dishes is quite striking; the symmetry in design and the patterned replication of color schemes across the frame is orchestrated in a way that one simply cannot overlook the “double” message: people are food. Physical traits as well as personality are “naturally” reflected by our choice in food products. We are what we eat; and in the case of cholesterol, it can kill us, because we can’t help ourselves, and the inheritance of our family lines only affirms this.
This visual personification of ice cream and waffles and hot dogs is more than just clever ad design. Here we have an example of uncanny doubling, but it is different than the traditional “doppelganger” in that we are presented with a live human being whose “alter ego” is the food product — an inanimate (or in the case of meat, dead) object on a plate…a double which the living implicitly consume.
There is a subtle cannibalism at work in the dreamlike psychology here. If you see a scrumptious pile of pancakes in one shot, you probably don’t want to eat the person they associate with it, but the implied message is that these people consume these projections of themselves (and perhaps more subtly, vice-versa). Vytorin is suggesting that some people are “naturally” attracted to foods, no matter how artificial or prepared they might be — and by showing these associations in a lengthy series, subtly argues that this compulsory food choice can be generalized as a “compulsion to repeat” that is, simply, human nature.
The double is the “harbinger of death” and Vytorin presents itself as a cure not for cholesterol, per se, but for our anxiety about our predestined fate. If it is “natural,” moreover, then it is “healthy,” and a manufactured pharmaceutical company obviously benefits from framing itself as a “natural” cure or preventative medicine. Commercial pill brand names often pun on our desire for infinite life and health (as I have argued elsewhere about the pain reliever, Aleve). The name “Vytorin” even sounds life-giving in its prefix (“Vyt-”, implying “vital,” as in “vitamin”), before it battles choles-”tor”-al with its “statIN”-based formula. But beyond that, in the ad, the focus on the communion of “food” and “family” transforms the scary point it makes about the origin of cholesterol into a story of “organic” harmony and healthy wish-fulfillment. All these implicit health claims drive home the subtle message that Vytorin is a healthy choice, enabling you to go ahead and eat whatever you like, because it is your destiny, your nature, and the pill fits into this schema as natural law.
Of course, no matter how healthy and uplifting the product might sound, or even be, the ad benefits, too, from fear, as all advertising does — and with most medical advertising, the fear being alluded to here is the fear of death. If you look like a egg salad, and you compulsively eat egg salad, you are only one step away from becoming the equivalent of egg salad. The blurring of boundaries between signifier and signified is an ambivalence that is both cutely humorous and darkly scary. The harbinger of death is the uncanny double.
Late Night with Wax Figures in the Men’s Room
by Michael Arnzen ~ June 17th, 2009There was a particularly uncanny moment last night on The Tonight Show with Conan O’Brien. Wait for it:
The Tonight Show with Conan O’Brien – Wax Figures, Redux
The wax/flesh boundaries are blurred in unexpected ways in that video that leave even Conan himself speechless about the “horrifying” result. Wax figures may be inherently uncanny on their own, but the status of these figures as pop celebrities — on a pop celebrity show — placed in a men’s room, shifts the ground of the moment enough to render things even more unstable than they otherwise might be.
While searching for this skit online, I came across a classic Conan video featuring “The VentriloChoir in Budapest” that also was quite funny, with hilarious mockery of the human/puppet divide. The band is great, but something about the “mass” of ventriloquists, singing in harmony, generates an unusual response — felt as uncanny, but perhaps touchingly beautiful, in its own way. Another instance of popular folk art turning the uncanny toward alternative ends:
The Addams Family Returns…Online
by Michael Arnzen ~ April 17th, 2009A public service announcement: The Addams Family is now streaming for FREE on YouTube, from MGM. A pastiche of horror fiction iconography — and also an indictment of the 50’s nuclear family, the conventions of the sitcom, and all things domestic — this show is perhaps one of the most interesting and clear-cut manifestations of the uncanny in popular culture. And it is still a riot.
Mock Band: The Simulation of Artistic Processes
by Michael Arnzen ~ February 5th, 2009Rob Horning’s recent essay in PopMatters — called “Doomed to Dilettantism” — performs an alarming and fantastic excoriation of the trend toward substituting “professionalism” in the arts with “amateurism” by consumers. Ingeniously, Horning connects the proliferation of faux-artisan strip mall stores like Michael’s (the chain craft store “Where Creativity Happens”) to the consumerist propensity for instant art without work found in such manufactured-but-ultimately-empty products for purchase like Paint-by-Numbers kits and Guitar Hero. These are simulacra that pre-package the artistic process, transforming it into a consumer item, slowly depreciating the cultural value of art in the process.
Horning’s essay is important, I think, especially in the way he ties all of this in to the economy. His article is not so much a snubbing of folk art or a call for a return to the great divide between high art and lowbrow, as it is a lament about the erasure of meaningful production altogether under capitalism. He’s captured what is so pathetic about games like Guitar Hero and Rock Band — whose karaoke appeal (as I discovered over the holidays personally) is really quite fun, but whose faux instruments are irrationally consumerist and whose existence would seem unfathomable a decade ago. As Horning points out: for the same price of the kit needed for Rock Band, you can buy real musical equipment! Instead of creating art what happens is that players are trained to play along, buying more and more accessories (available in an infinite shopping mall that opens up via online access, with its downloadable songs and pricey plastic “instruments” and much, much more). While a game like Rock Band does involve players in a team and there is a joissance to be experienced that is not unlike group dance, the truth is that even the relationships between players is a faux social relationship. The players’ attentions are mediated by the TV screen which must be studied and followed like a script, rather than performing as a harmonious ensemble, riffing off the sounds created by one another. Indeed, you often have to ignore your fellow players’ mistakes if you hope to survive, and the only impromptu action you can take is lifting your guitar into the air to pretend that you’re doing a solo. Yet the pleasure of the game comes when everyone is working in uncanny synchronicity, timed with the pulsing lights — we win when become the stars on the screen by rote repetition of the programmed score, keeping the machine streaming prefab sounds in a steady and uninterrupted stream. Mechanical reproduction is the objective. It is, ultimately, the very antithesis of artistic production.
Horning argues that such an activity deifies consumption and that this sort of artistic paradigm transforms how we relate to artwork. We see it as a collectible, rather than an experience. The “aura” of the artist dissipates, replaced by the commodity fetish. We begin to value quantity over quality, in order to display and advertise our pop culture status, rather than genuinely appreciating what it is we’re collecting, or attempting to create anything of use or cultural value on our own. In the case of paint-by-numbers art, we have no time to develop the skills required to refine our talents; we have no desire to work for pleasure. In the process, the arts become a deskilled industry — just like the handcraft of furniture making is replaced by push-button factory labor — and we subsequently become bored and alienated by the arts, driven only to fill the void with more and more stuff as we throw away one thing (or momentarily give tribute to it in the collection) and move on to the next one. The result is ultimately ennui and a quest to stave it off with more consumer goods that ultimately leave us dissatisfied all over again.
In games like Rock Band and Guitar hero, we don’t create the music: the music creates us, and we recognize this in the uncanny avatars that refract back to us, screaming and pounding the skins on our TV screens.
A cheeky November 2008 webisode on TrendHunterTv.com reveals just how strange American’s fascination with such things has become in “Faux Rockstar”:
The Uncanny Valley of Advertising
by Michael Arnzen ~ January 23rd, 2009Russell Davies describes the invasiveness of advertising as approaching its own “uncanny valley” in a Nov 2007 post on his blog, advertising practitioner:
It seems like we’re about to enter a period where our digital lives will be full of the online equivalents of those messages you find on your television when you check into a hotel; always welcoming someone who’s got a name a bit like yours. Never actually your name. And you wish they just hadn’t bothered, you wish they’d just issued a general, warm welcome and not tried to connect at a level they just didn’t really feel (because if they’d have really felt it they’d have made sure they’d have gotten your name right.)
This online marketing revolution is going to generate quite a lot of these creepy feelings. We’re going to be wondering how companies know so much about us, why they’re talking to us in such a familiar way and how come they get everything just slightly wrong. At this point we might find ourselves responding more favourably to those brands and advertisers that can master the compelling generalisation and the universal truth. We might remember that great communicators can connect with millions by knowing only one thing about us, that we’re all people.
The loss of boundaries between private and public is often felt as an uncanny threat to the ego. Here the paranoid sense that secrets have been uncovered by monolithic, nameless marketers — lurking behind the anonymous slush of daily messaging like ghosts — is described in a progressive way. I hope advertisers listen to this truth, while remaining sensitive to the dangers of overgeneralization (or “compelling generalisation and the universal truth”). Advertisers will still be seeking the transcendent signifier, the godlike omnipotence, that lends them supernatural power and psychic presence where they otherwise have none. Advertising cannot survive without the magic system in the 21st century, even when it is “on demand.”
Gel Remote: Object Empathy and The Tactile Uncanny
by Michael Arnzen ~ December 12th, 2008Adbusters # 78 asks “What if design stood up for itself? What if instead of bowing immediately to our demands, design gently pushed back?” In the “Psychodesign” slideshow (by Sarah Nardi), products like Panasonic Design Company’s experimental ”Gel Remote” (above) are framed as a political use of the uncanny, animating the inanimate icons of everyday life in order to challenge and subvert the objects that enable our sense of mastery and dominance over the environment:
Inert and lifeless, design is animated only through human use. It exists only by virtue of its functionality, possessing no reality independent of its purpose in our world. Would we think of it differently if it were alive?
What products designs like these are asking us to do is empathize with objects, which in my opinion (following Susan Verducci) can be a progressive and moral outcome of an imaginative representation of the uncanny in the arts.
But the “gel remote” got me thinking about the sensation of touch. The gel remote — and other forms of haptic technology/art/design — are inanimate objects that “touch back” when we touch them. So much of the theoretical work on the uncanny has been about the visual realm and other forms of representation; haptic technology and art is a new media form that projects a sort of tactile sensation of the uncanny, which in some ways is like a “return of the gaze” in the plane of the visual.
A little web research reveals the artistic history behind the remote and other objects of this ilk. It stems from Kenya Hara’s attempt to assemble a group of Japanese artists to design an object from everyday life that animated tactile perception. Japan Society cites him on the concept:
“The concept of ‘haptic,’…leads to the idea that we not only design form by creating a shape or an object, we also design how it feels. A human being is a bundle of delicate senses. Science doesn’t only help the evolution of materials and media, it also helps us understand the senses, where there may be hidden a whole new, undiscovered territory. . . ‘Haptic’ means another design attempt to expand the world atlas of senses.”
The Lighthouse art museum of Glasgow hosted this “haptic art” exhibition earlier this year, showing the Gel Remote along with a few other designs that I’d place in this category of the tactile uncanny, like Naoto Fukasawa’s “Juice Skin”:
These examples of the repackaging of nature (a la Next Nature) are at once novel and attractive. A review by The Scotsman of the Haptic exhibition celebrates the mission in our audio-visual centered world to reawaken the senses of touch, but laments that samples of these art objects were rubbed smooth by passers-by.
We are both attracted to and repulsed by such objects.
A good starting point for explaining the feelings aroused by actually touching — rather than seeing — this sort of object might be this example from Jentsch’s essay on the Uncanny, which describes the “intellectual uncertainty” one has when one can’t tell what causes a “perceived movement”:
One can read now and then in old accounts of journeys that someone sat down in an ancient forest on a tree trunk and that, to the horror of the traveler, this trunk suddenly began to move and showed itself to be a giant snake…. As long as the doubt as to the nature of the perceived movement lasts, and with it the obscurity of its cause, a feeling of terror persists in the person concerned.
The terror he describes is triggered by sitting on an object that shows itself to actually be a subject. More than just the striking surprise of a statue that suddenly lights up with life, there is a moment of abjection on top of the terror caught up in touching what one assumed was “dead” material that surprisingly touches back with a “life” all its own. This sensation of touch literally “pushes our buttons” perhaps more forcefully than any other form of the uncanny. Haptic art/tech does not merely reawaken the sense of touch; it triggers a reflexive response that inherently asks us to rethink our assumptions about the environment.
Parade Floats and the Uncanny
by Michael Arnzen ~ November 27th, 2008Here in the USA, it’s Thanksgiving morning. The annual Macy’s Thanksgiving Day Parade in NYC is just getting started, and while I’ve never been a fan of parades, one can’t deny their significance in both small town culture and in big city holiday fests, alike. The news media treat them like spectator sports. For the event in NYC, millions attend – and millions more watch on television.
The spectacle of the parade “float” has always amused me. There are many variations and technologies put into practice for these objects, from novelty floats to “balloonicles” — and many of them are fictional characters from animation history, appealing to children; chief among them are animal figures, simulacra of the actual animals which used to be carted down the street (ala circus parade). The aesthetic of “balloon animals” sends us back to our childhood, here returned larger than life and, often, animistically empowered.
Which is another way of saying that these moving platforms and inflated creatures don’t merely “parade” down the street: they spectrally float, seemingly on their own accord, and their creators do all they can to hide the mechanics that move them. Parade floats and balloons glide down main street, like stages built upon magic carpets or gigantic ghosts. The spectrality of the parade float is what lurks behind the laughable logic of the possessed Stay Puft Marshmallow Man (pictured above) who attacks Dan Ackroyd and crew in the horror-comedy, Ghostbusters (1984). Parades command attention because of the communal fascination with public spectacles, and the human feats of greatness (from celebrities to heroes to marching bands) compete against spectacles of technological wonder and art. Parade floats are in every way an exhibition of the popular uncanny.
I first began thinking seriously about this notion during an ad I witnessed at the movie theater last week: a rerun of the following Coca Cola Ad aired during the 2008 Super Bowl:
In this advertisement, cartoon characters (Stewie Griffin and Underdog) virtually fistfight over a Coke bottle, careening against buildings and bouncing off one another in ways that look “realistic” — yet also impossibly conscious of what they are doing. It is a neat trick of camera work and choreography (even if one assumes CGI is involved, the trickery is pretty savvy), lending the floats a sense of autonomy in their motivated quest to beat each other to the prize: a bottle of coke. A more peaceful and happy Charlie Brown comes almost out of nowhere to steal the bottle away from the distracted pair, his permanent grin expressing his glee. In the final frame, the Charlie “has a Coke and a smile.”
There’s a lot more going on here than first meets the eye. For instance, the ad uses a lot of “reaction shots” of human beings looking up to the sky or out of their skyscraper windows, which makes the constructed scene appear to be “really happening” in the city. One might even miss, in all of these reaction shots, the inside joke to fans of the Peanuts comic: right before Charlie Brown wins the day, a little brown-haired girl walks in the city park, looking up to the sky while holding a football, as if she was Lucy (known for pulling the ball away from Charlie just as he kicked at it — sending him flying in the air and landing flat on his back. This joke doesn’t just give give Charlie his wings — it elides the difference between human and non-human, real and imaginary, in the few seconds it appears on air. Film, of course, does this anyway: actors are not “really” there before us, but trace images, recorded in light and rendered larger than life.
Even more puzzling: the Coke bottle itself, a float, a commodity as big as the characters who seek it. Clearly it is far too much to consume in reality — yet they are driven to drink it. Unlike the other balloon creatures, it does not act in human ways, but instead seems to function more like a symbol that is preordained to magically find its way to Charlie’s hands. That is, it is a transcendent signifier for the commodity itself that they all represent.
This is all fantasy, framed to pitch a product by processing cultural icons that include not only the floats, but also the “larger than life” setting of the city itself. There may be an uncanny echo of the Sept. 11th terrorist attacks operating in the political unconscious beneath this Coke advertisement. The “soft” bounce of these objects from childhood against skyscrapers may reflect a repressed fear of air attack on the city, here returned to the television screen as something akin to a childhood memory, a flight of animated fancy. The only people “threatened” by the horror of the giant balloons are those who aren’t paying attention to the spectacle in the streets, caught off guard. Perhaps I’m reading too much into the simple ad, but the imagery is striking.
The above image — appearing only for a second on the screen — seems to align Coke with the majesty of the city’s greatest icons. But it also implies so much more than that, especially given the context of “fighting” that it is embedded within. And in the image above, what are we to make of the clouds — the two lines like tracers of exhaust from two airplanes — arcing behind (or toward?) the Chrysler Building, while the shot as a whole is uncannily framed by two other “twin tower”-like buildings? I think it is patently obvious that this image is about fear as much as it is about fantasy.
One must wonder what the narrative of this ad might be saying about consumerism in relation to such cultural anxieties as global terrorism. Does it suggest something about competition, world trade, and terrorism? Is America the Charlie Brown, fooled by so many Lucies, so many wars? I’m not sure what it means, exactly, but I think there is some bottled up anxiety in this advertisement, felt as uncanny when it is uncapped and released.
30 Rock Popularizes the Uncanny Valley
by Michael Arnzen ~ October 13th, 2008There’s a lot of talk lately about how uncanny Tina Fey’s impression of VP hopeful Sarah Palin really is, and with the next season of her Emmy-award winning TV show, 30 Rock, getting ready to launch at the end of the month, I thought the timing was right to post a considerationabout this very self-conscious — and hilarious — program, which directly referred to “uncanny valley” theory last season, helping bring the issue to light in the popular imagination.
Masahiro Mori’s “uncanny valley” theory is gaining notoriety in popular culture already, generally. Mori argued that as non-human entities (monsters, robots, androids, etc.) evolve to appear and move more and more like actual human beings, the more repulsive we find them. The “valley” refers to the negative emotional response we feel in response to an encounter with these entities, as represented in this chart (c/o Karl F. MacDorman and Takashi Minato at the journal, Android Science):
Conversations about the “uncanny valley” have been taking place in numerous communities recently, from researchers in android science to digital animators to performance artists. Artists and designers have been chatting, for example, about the differences between the success of Pixar’s Incredibles or Wall-E and the failure of shows like The Polar Express, suggesting that the latter comes too close to the valley while the former avoids it altogether. (Ward Jenkins elaborates in depth). Gamers especially are getting into the concept; fans of PS3’s upcoming game, Heavy Rain are talking about its uncanny realism, and fans of the Wii are talking about how the design of the games on that platform avoid the valley altogether. But these conversations and experiments have been on the margins of media culture for the most part… until a popular television sitcom this year employed the theory in an overt and hilarious way.
On April 24, 2008, the NBC television comedy 30 Rock aired its 13th episode of its second season, called “Succession.” The theory is actually debated overtly during the show when the two most radically off-kilter characters, variety show headliner Tracy Jordan (Tracy Morgan) and staff writer Frank (Judah Friedlander), become obsessed with designing “Grand Theft Pornography” — the “world’s greatest pornographic video game” — and this ludicrous plot arc unfolds with wacky and surprising results as the characters become more and more obsessed with perfecting their game.
On Television Without Pity, Michael Neal summarizes the way the theory of the Uncanny Valley is delivered in the show, which employs a parody of the above chart:
Frank is attempting to explain to Tracy why his porn video game idea won’t work. It’s because of something called “the uncanny valley.” As artificial representations of humans become more and more realistic they reach a point where they stop being endearing and become creepy. Frank whips out a chart to prove his theory exists and when Tracy asks him to break it down in Star Wars he does just that: On one side of the scale are R2D2 and C3P0. “Nice,” remarks Tracy. On the other side is a real human like Han Solo. “He acts like he doesn’t care but he does,” again says Tracy stating the obvious to usual comedic perfection. But the lowest point on the scale is “a CGI storm trooper or Tom Hanks in Polar Express.” Paying careful attention I notice that only slightly above that low point is “wax figure of Nicole Kidman.”
(Neal also posts Tracy Jordan’s hilarious “notes” for the video project on his blog at slapclap.com).
What’s funny about this to me is that the theory is employed in such a serious fashion about a ludicrous and juvenile gamer fantasy. Highbrow and lowbrow elements are thereby swapped in a topsy-turvy fashion, transgressing unspoken cultural boundaries and thereby revealing them. The least intellectual characters on the show — empowered by their silly quest for porno perfection — suddenly become studious and drop their slacker routines to engage in more serious work than they ever have on the show before. Naturally, all of this juvenalia “works” so well because it ostensibly shows fans a “new” side of the characters, suggesting that they’ve really just been slacker heroes all along: given incentive, they could be geniuses who create masterpieces…it’s just that the world they live in rarely gives them “incentive” enough on their own terms.
Is 30 Rock mocking Uncanny Valley theory as a geek fetishism, or is something more at play here than just mockery that theories of the uncanny might explain? I’m not entirely sure, but when I consider the progam in terms of uncanny “doubling,” I find its clever allusions to popular culture at work here very interesting. As serious and studious as Tracy and Frank become in their creative act, there worldviews are entirely delimited by references to other forms of popular culture (Star Wars, Polar Express, etc.). One could read these “slacker heroes” as engaged in active “play”, poaching from culture high and low, manipulating its tropes to their own creative ends, breaking out of their passive role as consumers of media. They are, like dedicated fans, “scholars” of their genre, capable of theorizing and applying scholarship to their productive work. But the problem here is that they already ARE media tropes in and of themselves. Thus, everything can only be understood self-reflexively. The comedy becomes a parody not simply of intellectualism, or of game fandom, but also of itself.
Tracy: “My genius has come alive, like toys when your back is turned. I see potential for erotica in everything around me. This cup. This table. Even you Kenneth.”
Kenneth: “Well, I am wearing a cuffed trouser today.”
Kenneth’s deadpan response to Tracy’s crazy mixture of references to the uncanny is apt because it suggests that, just like any given object in the room (cup, table), a character is ultimately always a non-human object, operating as a “stand in” for real human relations that nevertheless is alive and seemingly autonomous…just like Tracy’s “genius” which “comes alive”.
The show constantly turns inward, nods at — and more often mocks — itself, before deflecting back out to the culture at large. And this episode’s treatment of the uncanny raises the status of the show as a work of popular culture itself to the foreground. The metafiction of the whole “uncanny valley” plot arc ruptures the seamless fantasy of the already metafictional sitcom, because 30 Rock is already a show about the making of a show: in the narrative proper, Tracy and Frank are an actor and a writer on a fictional TV show called “TGS” — which is already a sort of “doppelganger” in its own right, since the familiar actors from “SNL” (Tina Fey and Tracy Morgan — and Alec Baldwin, who has appeared on SNL so often he might as well have been a cast member) are playing actors/writers on the fictional set of a fictional variety show very much like SNL, which is run on the same network as SNL, and produced by the same producer as SNL. This chain of intertextuality is difficult to follow because of the parallels that it incessantly solicits, the constant cloning of cultural semes, the textual reproduction of other texts at a rate of near-panic. All of these levels of plot and intertextual references bounce off each other in an echo chamber of meaning that is not unlike a “hall of mirrors” narrative about popular narrative itself.
Thus, when “Succession” depicts these characters creating yet another fictional plot (for the game) inside of an already many-chambered plot, it becomes a metacommentary that threatens to reveal how flat their characterization really is, how constructed the storyline is from the thin tissue of other texts, and therefore shatter our suspension of disbelief. This may very well be why the creation of the video game storyline becomes like a parody of the film Amadeus Amadeus when it mocks Jordan’s lowbrow quest for a “masterpiece.” Often the show will spin plotlines more reminiscent of SNL sketches than they are of genuine charcacter conflicts, since the introduction of yet another “text-in-production” threatens to topple the metafictional coherency of the show. There are moments so hyperreal that the writers are driven to seek an intertextual touchstone elsewhere in pop culture, suggesting that the characters in THOSE shows are the flat ones, that THESE characters know better and are just acting. But it can never quite evade the control of the media. These media characters — who are media consumers themselves — are also, uncannily, autonomously, themselves creations of the consumerist media. Thus, while the “porno video game masterpiece” quest narrative is perhaps the most ludicrous and unbelievable of all the plotlines of 30 Rock, it somehow transcends mere mockery and opens a doorway into intellectual uncertainty that probably hasn’t been as successfully tried since Seinfeld boldly told the imaginary story of it’s own show as a show about “nothing.”
This is the genius of the structure of 30 Rock (and perhaps why it survives while similar shows such as Studio 60 on the Sunset Strip die off) — as an ongoing metafictional series, it can refer to other texts — even those from cultural theory and android science — indefinitely, while at the same time parodying itself. This is not merely self-depricating humor; the show works so well because it is itself a reflection of another text, a “looking glass world” of SNL’s variety show format — while remaining just different enough from that show to avoid any “valley” of repulsion that audiences familiar with Saturday Night Live might feel. It successfully avoids the status of Saturday Night Living Dead by being more than SNL’s other.
Pop Song as Product Placement: Doublemint “Forever”
by Michael Arnzen ~ August 31st, 2008If you watch the latest Doublemint gum TV commercial — featuring Chris Brown dancing in the dark with the product’s new “slim” package — you might be wondering: gee, that song and dance is nice but what happened to the infamously kitschy jingle and the wholesome set of twins?
The ad itself is a twin: it almost directly mimes the dancing silhouettes of those iPod TV commercials in its use of lighting, illuminating the pocket-sized product with its magical tracer lines that string back like earbud lines. I have discussed the uncanniness of the iPod marketing previously on this blog; here the gum is imbued with a sort of magical power in that it seems to dance along with the dancer, spinning on his finger.
But what’s more, it is also a media doppelganger: the song is by Chris Brown, whose “urban” Doublemint jingle was commissioned by Wrigley’s with the full intention of being reproduced as part of a separately-released R&B song (called “Forever”) by Brown for his 2007 album, “Exclusive.” The Wall Street Journal explains:
Other than the “double your pleasure” line, the lyrics to the song and the TV jingle are different. But the melody and the music behind it are nearly indistinguishable. A 60-second radio ad scheduled to air starting Friday further blurs the line between the song and the commercial. It starts with a section of “Forever,” and moves seamlessly into lyrics promoting the gum. “I’ma take you there, so don’t be scared,” Mr. Brown sings. “Double your pleasure; double your fun. It’s the right one, Doublemint gum.”
The campaign was conceived and executed by Mr. Stoute, a former senior executive at Interscope Records who counts rapper Jay-Z as a partner in his business. The idea was to connect the hit song and the jingle in listener’s minds. That way, Mr. Stoute says, “by the time the new jingle came out, it was already seeded properly within popular culture.”
Similar campaigns also took place with jingles for Juicy Fruit and Big Red. Although rap has always engaged in the art of cultural appropriation (referencing consumer goods to comment on mass culture or to appropriate the power of the dominant discourse for their own use on the margins), here the planning and deal-making that goes on behind such crass commercialism gives one pause. The literary form of “allusion” (an intertextual referencing strategy already widely practiced in the hip-hop) is not used to make an artistic statement of any kind, but is instead a prefabricated ruse, calling the integrity of the songwriting (if not the writer and the industry itself) into serious question. At best, the stunt is redeemable as a sort of inside joke: Brown could be winking at us, suggesting that all music is commodity anyway, so what’s the difference? Might as well make a buck, and one might excuse Brown’s selling out as yet another symbolic appropriation of the dominant culture by the marginalized. But at its worst, Brown’s jingle is the music industry’s desperate attempt at something akin to product placement in the movies: a orchestrated attempt to “plant” a cultural reference in the bald interest of breeding brand familiarity and loyalty for a commercial product. Either way, a listener should feel cheated, I think, because it’s clear that there is advertising revenue at play here that cuts across markets which would otherwise be kept separate…unless, that is, one thinks of music as freely available as commercial TV.
I’m not writing this just to damn the campaign, but to show how tropes of the uncanny often function to wow us in order to make a spectacle out of consumerist fantasy. There’s little difference, ultimately, between Chris Brown choosing Wrigley’s Doublemint for his “dance partner” and any athlete who accepts a product endorsement on his uniform. But on a broader, cultural scale the signs become detached from their products and float freely in a quest to saturate the audience’s memory. When the boundaries between art and commerce are erased, tropes of the uncanny often become the method of erasure — and when the click of recognition hits us between the two texts we respond with a sense of deja vu that seems supernaturally predetermined. Clearly, it is not supernatural — it is, simply, a pretty savvy marketing scheme — but what it ultimately does is reify the “power” of the advertising industry as a “magic system” (as Raymond Williams theorizes it). As I show in the first chapter of The Popular Uncanny, Wrigley’s gum campaign has a long history of accomplishing this, with its doppelganger twins and its never-ending quest to get consumers to “remember this (w)rapper.”
The song hit #3 on the Billboard charts. There are direct gum references in the song and also in the music video, such as when Brown pops a stick of gum that almost “magically” launches the fantasy sequence in its opening segment. The ad at the top of this entry uncannily is resurrected in various light tricks in the video, as well, in which Brown “dances forever.” In the video, his partner is a woman; in the ad, a consumer product — are they not therefore fundamentally equated as ‘objects’ of pleasure in this intertextual way?
Weirdness Isolation and Sunnydale Syndrome
by Michael Arnzen ~ August 9th, 2008The TV Tropes Wiki is a useful community-built resource of common plot elements on television shows, which illustrates the high degree of scholarship and close reading that fan culture is capable of producing. It reads like a folklorist’s taxonomy. The majority of the site’s “tropes” — which they define as “devices and conventions that a writer can reasonably rely on as being present in the audience members’ minds and expectations” — are dedicated to science fiction, fantasy and horror television. My favorite section is the Weirdness Isolation category, collecting tropes which are “based around making the world stay close to ours with the sole exception of specific strange things.” Those “strange things” are elements of the uncanny that are often brought to the surface of popular television programs.
Take, for example, the trope they term the “Weirdness Censor” — a story universe where “it seems that with your average person, their attention span is wholly taken up with the gray mundanity of their everyday lives. Literally, they [the minor characters] can’t see anything too strange” and therefore ignore the weirdness that surrounds them…while the main characters in the story are entirely focused on interacting with it. This trope is otherwise known as “Sunnydale Syndrome” — named after the setting of Buffy the Vampire Slayer, where everyone is oblivous to the vampires and other evil creatures who walk around right under their noses (quite literally, the high school is located right on top of a portal to hell, the Hellmouth).
Sunnydale Syndrome is, essentially, a social allegory for what psychoanalysts term “disavowal” on a cultural scale. Like “living in denial,” disavowal is a process where the mind unconsciously refuses to acknowledge something potentially traumatizing to the ego when confronted with it in reality — the very idea is instead “inconceivable” to the mind. This is closely related to the repressive nature of the Uncanny; that is, the “return of the repressed” is at once felt emotionally and yet also disavowed as irrational or impossible.
I find such psychoanalytical approaches interesting because they expand our understanding of horror stories beyond such “reductive” notions as battles between good and evil. Thus, for example, when Buffy and her pals battle the demons of Hellspawn, we are witnessing something symbolically healthy and pragmatic in contradistinction to the culture in which the story is staged, which is treated as unhealthy in its passive, perpetual state of denial. That denial, that passivity on the cultural level, is what contributes to the social problems that the heroes of the story are symbolically grappling with.
This schema allows for some interesting play on the field of the uncanny throughout the Buffy the Vampire TV series. See, for example, Kelly Kromer’s essay, “Silence as Symptom” in Slayage: The International Journal of Buffy Studies (5.3).







