CMU School of Drama


Wednesday, September 14, 2011

In Defense of Geekery: Why Society Needs SF/F

The Mary Sue: Looking at our problems head-on is uncomfortable. It either makes us angry, or it makes us retreat. Neither of those options are enjoyable. This is where SF/F has an advantage over other genres. Very few folks would opt to spend their Friday night watching a movie about, say, apartheid. But a movie with aliens and spaceships and giant arm cannons? Yeah, we’re all for that. Which is, of course, why we all went to see District 9, a movie about aliens and spaceships and giant arm cannons – and, y’know, apartheid.

3 comments:

Matt said...

Society needs changing? "SHAZAM!" Oh . . . things still suck.

If I follow her logic, her argument goes something like the following. Geek culture and interests make those individuals happy creating an ideal environment for positive thinking and progress. Attitudes like this can change society. SF/F also establishes allegory which can be used to strengthen the individual person and at times inspire change in society (Gene Rodeburry's influence to young African America.) And on a simpler level the allegory can inspire individuals, we can see what we want and don't want and act accordingly to change the future.
I think that's right.

I agree that SF/F as an allegory for individual motivation can be extremely powerful. My favorite superhero, Captain Marvel, is actually a little boy given magical powers. When the need arises to use them he becomes Earth's Mightiest mortal. Who hasn't felt small, overwhelmed, and childish? And hopefully who has realized they can overcome such obstacles? They are both Billy Batson and Captain Marvel. I'd hesitate to describe geekdom as a force to change society. Again I'll use myself as an example. When DC announced the new 52 comics of their relaunch they did not include a Captain Marvel book. I was very upset and wanted to write a letter to the editor saying how upset I was. And how their decision to leave my favorite character out of the relaunch might pursuade me to stop buying their books. But I didn't write that letter because it made me realize I've never once written a letter to a congressman or senator about things that matter to society (geek me and others.) Why such strong feelings to write a letter about a superhero and not single-payer healthcare? I think because while geekdom does create joy it also creates complacency and a dependence on what makes you comfortable (if her words anti-depression.)
She dismisses the bad eggs of geek cultur, "the sexless misfits devoid of social graces," but they are just embracing complacency as much as anyone else. When we focus on the things that are important to us as individuals (building replica TARDISes, cosplay, MMOs, television, etc) we are ignoring the things that have created discontent in our lives.
As theater artists we too need to be wary not to fall into the same kind of thinking. Theater, for the most part, rarely ignites social change, revolution, or insurrection. The types of performance art the author is describing are very specific styles which are normally used to compliment something, a strike or protest for example. But she's right theater about an inhumane subject is not an affective tool to directly combat the injustice itself. Far too often we fall into the trap of patting ourselves on the back when we tackle an issue in our art. Designing, dramaturging, or directing, "Waiting for Lefty" does not do anything to help Labor in this country. In additional to a bolder resume addition it simply make us feel content and happy about our progressive thinking, the same feeling geekdom creates.
I would be apprehensive to say Society Needs Geekdom. Individuals as part of an injust and depressing society, yes. But sheltering yourself from that society does little to change the society much like an umbrella in a rainstorm only keeps you from getting wet, it doesn't stop the rain.

Anonymous said...

My immediate reaction to this article was, how do we as a society make sure that the horrible events in fantasy and sci-fi films don't happen and that the awesome, innovative ideas from sci-fi become a reality? I definitely agree that the positive messages and warnings from these genres can be inspiring. But I wonder how much they really spur people into action. I think the most important point here is the fact that children are inspired by the fantasy and sci-fi genres. This is probably the way that these genres have the most lasting effect and therefore create the most change in the world. I also found the gaming affect intriguing. I think the rush experienced from gaming is due in part to the participatory nature of gameplay. I don't see anyone getting that same rush from watching a movie or a play. Maybe we should make more games about saving the world and inventing the future? I believe that plays and movies make people think, I'm just skeptical about how much they really do to spring people into action.

Brian Rangell said...

Jane McGonigal would be about one of the only people to quote about these types of things - her alternate reality games attempt to make serious change in the world through engagement and real world problem-solving. The top gamers on the leaderboard for the game Project EVOKE (urgentevoke.com) were flown together for a conference to talk about problems in Africa and try to come up with real solutions to present to policy makers.

I totally agree with Matt's evaluation of that theatre folks who do "hot-button theatre" may get satisfaction from being socially engaged in "the issues", but not necessarily make a real impact on the problem from simply putting on the production. There has to be another step, whether that's post-show talkbacks or counselors to help talk audience members through issues (like Lookingglass's Trust) or collecting donations, directing letters to policymakers or organizing days of service. If you have higher hopes of audience engagement and solving the problem, you have to lay out the problems in the play and provide some suggested solutions to bridge the gap.