This semester I am revamping my Intro to Global Animation syllabus. I decided to reduce the reading load because I want students to have more time in practice-based activities. This is also the first time I will try to use a professional stop motion animation software, Dragonframe, for their animation project. Hopefully it will go smoothly.
I also would like to credit Mihaela Mihailova’s “An Anti-Racist Animation Syllabus” for listing animated features and shorts with protagonists of color and/or directed by PoC. Many of the films I use in my course are selected from her list.
Below is my updated syllabus. Leave comments if you have any suggestions as I may still be able to change some of the contents of the course schedule.
This video is from a podcast interview that I did for The Conversation Indonesia podcast show, SuarAkademia, in 2021. I was invited by Luthfi Dzulfikar, the producer of the podcast program, to discuss about the discourse of “fatwa haram” on video games like PUBG in Indonesia, which I personally think is ridiculous and historically clueless.
I gave my two cents about the long history of moral panic about video games, which usually revolves around the rising popularity of a new genre, or a new mechanic system (e.g. battle royale), and also briefly touched upon my current research on the early history of Indonesian video games culture. You can watch the full interview (in Indonesian) below, or listen to it here.
This one here is a video from the Conversations Across Screen Cultures event that’s part of the Finger Lakes Environmental Film Festival (FLEFF) in 2021. I am very humbled and honored to be invited by the organizers of this event to talk about my personal trajectory as a scholar in global digital humanities. Big thanks again to the organizers of the event: Patty Zimmermann, Leah Shafer, Enrique González-Conty, and Jiangtao “Harry” Gu, as well as everyone who came to the event.
This one is a video from the Global Digital Humanities event in February 2021 that I moderated. Our guest speaker was Moya Bailey, co-author of the #HashtagActivism: Networks of Race and Gender Justice (MIT Press, 2020). I really enjoyed moderating this event. Among other things, Moya and I discussed about the position of hashtag activism as a new form of digital activism, especially for people of color and people with disability, and the accusation of hashtag activism as a lazy form of activism, or what they called “slacktivism.” The video is “unlisted,” so it can only be watched directly on YouTube.
I just realized that I have several videos scattered on YouTube. So in the hope of archiving them, I am going to post them here.
This one here is from the keynote session of the Punk Scholars Network Indonesia 2020. I had a good experience in this session. Thanks William Anthony Yanko for moderating and Muhammad Fakhran Al Ramadhan for organizing the event!
After taking a long hiatus, I decided to update this personal website with another student appreciation post. This one is an animation work by one of my students at HWS, Jack Harris. He made this work for his independent study in animation aesthetics. It was a bittersweet one for me (and perhaps for Jack as well) since he made this project during my last semester at HWS and also his senior year. The title says it all. Enjoy!
So last summer I was invited by a dear friend of mine, Puji Astuti Kasprabowo, to give a keynote talk at her institution, Universitas Negeri Semarang (UNNES). I was honored and excited to give this talk since this is my first proper talk about video game cultures at an Indonesian institution. Plus there is the University of Rochester connection.
However, I was also aware that academic/critical studies of video games are still in its nascent stage in my home country. So I had to make sure that my talk was as accessible as possible to those who are not familiar with video game studies, while still having enough substance for those already familiar with it. So below is my attempt to do so.
So, I would like to start this talk with a statement, that video games are a cultural artifact in the same way as literature, film, and any other expressive forms are. And as a cultural artifact, video games are a medium worthy of rigorous study beyond the influence of mainstream marketing and entertainment discourse. As Clara Fernandez-Vara states, “there is so much more that game analysis can talk about beyond the quality of the graphics or the difficulty curve.”
With this statement in mind, today I will be talking about the concept of global video game cultures. I envision this talk as one of many ways to discuss video games critically. And here, instead of discussing about global video game cultures from the perspective of conventional centers for the production and consumption of games, this talk will focus mainly on what Phillip Penix-Tadsen refers to as game cultures in the global south. The reason of this focus is because often times video game scholarship makes universal claims about global gaming cultures when in fact they talk mostly about Anglo-American, or to a certain extent, Japanese gaming practices. These biases leave the global south regions such as Southeast Asia or Latin America as “the Other” of global gaming culture, while in reality they are integral parts of it. So here a more heterogeneous and nuanced model of global gaming culture is needed.
To discuss about global gaming cultures, I will be dividing my talk into two parts. The first part will examine three main elements of video games, namely game development, in-game worlds, and play experience, to illustrate how culture is incorporated in these elements as well as how it can dynamically emerge from their interconnections. The second part of the talk will discuss about my experience teaching an undergraduate seminar on global video games at Hobart and William Smith Colleges, highlighting several assignments that are designed to develop students’ ability to recognize and situate the cultural impacts of video games globally, and to contextualize how video games can shape our perception, conception, and interaction with our contemporary cultures both at local and global scales. My hope is with this talk we could have a discussion that would enrich and expand our understanding about video games as a medium and as a culture.
And before I go further, I would like to clarify that in the title of this talk I included the phrase interactive fiction. In this case, I will use it interchangeably with video games because I would argue that any narrative-based video game is essentially interactive fiction, even though some scholars may argue differently.
I have to confess that my three categorizations of video game elements are a bit of oversimplification. Elements of video games are much more complex than just these three.
Ian Bogost and Nick Monfort, for instance, distinguish five elements that form a flat ontology of video games.
Meanwhile, Fernandez-Vara in her proposition for textual analysis of video games offers a model of nested building blocks that can be dynamically modified and deconstructed. In my case, my rationale for organizing the elements of video games into three is because I think it will be easy to follow and fits nicely with the triad of production, text, and consumption of video games.
And I also would like to clarify that these three elements are not mutually exclusive. Instead, most of the time they are interconnected with each other. So here we go.
In examining about how game development is inflected with cultural factors, I am going to first introduce a theoretical concept formulated by Bogost called “procedural rhetoric.” In brief, this concept explains how a video game can uniquely express an argument/meaning not through visual or verbal rhetoric, but through the game’s system of rules and mechanics. And this is where game developers/designers can incorporate certain cultural argument/belief into game design/development practices. Let me give you two game examples on how this works in terms of global video game cultures.
The first one is September 12th: A Toy World, a game created in 2003 by Gonzalo Frasca, an Uruguayan video game designer and scholar. The game lets the player control and target a missile strike with your mouse to kill terrorist in a bustling town in the Middle East. The objective seems simple enough. Yet, the rules and mechanism of the game make it so that for every terrorist the player kills, many more rise to fill their place. The player will notice that the targeting circle is relatively large. And unlike many war or military games, there is a significant delay from when the player clicks the mouse to the launch of the missile itself. So the likelihood of missing the player’s target and killing civilians are really high. And when the player kills the civilians, others will mourn their deaths and morph into new figures of terrorist. So soon enough, the player’s game screen will be full of terrorists and there is nothing that they can do about it.
Frasca’s September 12th is a game that cannot be won. The only winning scenario is to not play it in the first place. And here the rhetorical argument of the game is quite clear, that the US-lead war on terror campaign after the September 11 tragic event is not working, that violence will only beget violence. And this argument is conveyed mainly through the procedural mechanism of the game that is simple yet elegant. Instead of telling the players its message outright, it allows them to simulate the process and come to their conclusion, perhaps through frustration.
Frasca’s game is part of his life-long project of creating “video games of the oppressed,” using the medium as a tool for education, socio-political awareness, and consciousness-raising. To quote Phillip Penix-Tadsen’s observation about Frasca’s project, “Frasca advocated for the appropriation of the means of game production by actors in the global south, and the repurposing of these technologies in ways that would benefit the region’s inhabitants.” And we can definitely see this in the case of the September 12th game.
My second game example is Thunderbird Strike, a game designed in 2017 by Elizabeth LaPensée, an Anishinaabe and Métis game designer, as part of her activism against the construction of the Dakota Access Pipeline that threatens the environmental ecology of Indigenous land in North America. (*Update: I will most likely never be using this game again for a certain reason) In the game, the player controls an Anishinaabe thunderbird that protects the Great Lakes of North America waterways from the oil pipeline. The game is strongly imbued with Anishinaabe’s visual aesthetics, but here I would like to discuss on elements of its procedural rhetoric.
As the thunderbird, the player uses lightning energy from the clouds to either destroy pipeline materials, or to energize the fossilized animals and humans. The game mechanic is interesting here because it both describes the act of the thunderbird as an act of destruction and restoration. And this is reflected in the scoring system at the end of each level.
Furthermore, if September 12th is a game that you can’t win, then Thunderbird Strike is the opposite. There is no really losing state in this game, i.e. the player always wins. But winning in this game is not similar to winning in a game like say Fortnite or PUBG. There is not really a reward system for destroying the pipelines materials, or for bringing the fossilized animals to life. And there is not really a punishment system as well. In fact, the player can perhaps let the thunderbird flies without doing anything and they will still complete the level. So winning and losing are not really part of the procedural point of the game here. Instead, the gameplay highlights that the thunderbird’s journey focuses as much on cultural and ecological resurgence within a polluted ecosystem as it does about destroying the oil pipeline. The game here, as Stina Attebery argues, promotes a type of Indigenous posthumanism, which incorporates technologically hybrid posthumans alongside the toxic nonhuman kin that intermingle living and dead matter in our moment of late capitalism and environmental degradation.
With both September 12th and Thunderbird Strike we can see how culture is inflected through the procedural design of video games. And before I move on to the second element, I want to clarify that procedural rhetoric is not only the domain of the so-called “serious games” like the two I just described here. All video games arguably have their own procedural rhetoric through their rule-based representation and manipulation. In fact, Bogost argues that procedural rhetoric can also be applied to other “play” like environment such as board games or traditional games.
In-game worlds, or the fictional worlds of video games, are probably one of the obvious ways to see how a certain culture is represented in games. And in the context of the global south, it is also where we can see a shared history of reductive and stereotypical representations of the cultures of the region by the developers in the global north. Most audiences in the global south grew accustomed to seeing their cultures depicted in games from outsiders’ perspective, one that shows in many instances the legacy of colonialism, orientalism, and imperialism. See for instance this screenshot from Tom Clancy’s Splinter Cell: Conviction (2010) game.
The two bilingual road signs that you see in this image highlights a kind of ignorance in depicting the Middle East as a region, or in this case Iraq. The sign on the right is written proper Arabic, while what\’s supposed to be Arabic on the left sign is just squiggly pseudo-Arabic doodle with no meaning. And you see other instances like this in many games such as Call of Duty franchise, where countries in the global south are depicted merely as a location for the use of the western outsider, and not as sovereign nations with agency of their own.
Because of this shared history, many games developed in the global south, particularly those that deal with national or regional history, try to challenge the global north’s hegemonic and stereotypical portrayal of their nations/regions. Or, to borrow Souvik Mukherjee’s words, to “play back” to the discourses of empire.
One such game that I would like to discuss today is Nusantara Online, a now-defunct Indonesian massively multiplayer online role-playing game/MMORPG. The game was developed by Sangkuriang Internasional and Telegraph Studio in 2006, and was playable until 2013. Nusantara Online/Nusol used the history of three kingdoms in the Indonesian archipelago—Majapahit, Pajajaran, and Sriwijaya—as material for its in-game stories. In the game, players engage in a series of quests and missions drawn from the history of the three represented kingdoms.
Nusol’s use of Indonesian pre-colonial history as its narrative background is what I depicted elsewhere as “playable nationalism,” a ludic construction of digital nationalism that considers the “worlding” of Nusantara as idealized, yet playable environment. And it also highlights the principle of digital collaboration.
In building its nationalistic game, Nusol developers aimed to provide “authentic” illustration of the Indonesian archipelago’s pre-colonial past in visual and narrative forms. They did meticulous research to offer realistic modeling of its game-world and provide an immersive setting in which players can experience. (The game developers actually went to several archaeological sites such as Trowulan for the purpose of this realistic modeling, something that is actually quite rare for a local game development at the time) In the game, players also had a chance to encounter historical figures—both real and fictional—as non-playable characters (NPCs).
Situating the game within the larger framework of Southeast Asian gaming culture, Nusol was also part of the developing trend of networked localism that global blockbuster game developers rarely explore when they produce games that include Southeast Asia. There are other games in the region that adopt narratives of national identity building similar to Nusol, such as KingNaresuan Online and 400 Online from Thailand.
Now, Nusol may be a reaction to the global north games’ stereotypical representation of the global south. Yet, I want to argue that it is perhaps too hasty to portray Nusol as a decolonial game project since there are elements in the game that complicate its postcolonial expression. There was a clear sign of idealization in the portrayal of Nusantara as the once-glorious past of Indonesia as a nation, as if the geopolitical concept of Indonesia itself was already there during the historical time period. And if you juxtapose Nusol’s in-game worlding with its procedural elements you find even more contradictions. The game’s racial classification based-on skin color, for instance, reveals a problematic classification. It can be said that there is a discrepancy between Nusol’s representation of its historical in-game world with the procedural elements of the game.
The second game that I will discuss here offers a much more successful combination of in-game world representation and procedural elements compared to Nusol. It is also the subject of my current research. The game is Never Alone/Kisima Inŋitchuŋa, a side-scrolling adventure-puzzle game developed by Upper One Games and first released in 2014.
The game came out of a collaboration between the iñupiat’s Cook Inlet Tribal Council in Alaska and E-Line Media, a New York-based video game education company. It is dubbed as belonging to a new genre of “world games” that intends to empower indigenous community around the world to share their stories in an authentic and engaging way.
The in-game narrative world of Never Alone tells a story about Nuna, a young Iñupiat girl, and an arctic fox, as they embark in an adventure to solve the mystery of the destruction of Nuna’s village. This game narrative is based on the popular traditional Iñupiat tale, “Kunuuksaayuka.”
The focus on the narrative world-building perhaps makes Never Alone less explicitly political as LaPensee’s Thunderbird Strike, the other indigenous video games that I discussed previously. Yet, it does not mean that it follows the same narrative and representational approach as mainstream AAA games produced in the global north.
Never Alone actually represents a distinct view of non-western approach in portraying culture in in-game world. The game’s heavy focus on storytelling is intentional, since storytelling is a medium of cultural transmission and a critical part of Iñupiat culture and many other Indigenous peoples. So the in-game story-building here is not merely a simple act of refashioning the Iñupiat traditional story for the postmodern age. Instead, it functions as an act of survivance, a critical concept in Native American studies. Referring to the works of indigenous scholars such as Anishinaabe’s cultural theorist Gerard Vizenor and LaPensee herself, survivance can be described as Indigenous self-expression in any medium that tells a story about their active presence in the contemporary world and that challenges the discourse of Indigenous victimry or tragedy.
Here, the element of survivance can be identified in how Never Alone focuses its story theme on the communal and collaborative aspect between human, nature, and spiritual being. Throughout the development of the game’s plot, the player will learn how the game is about developing respectful relations with non-human entities such as animals, the Aurora Borealis spirits, the Blizzard man, in short it is about developing respectful relations with nature. The English title itself suggests the theme of the game, that human beings are intimately enmeshed in webs of relationship with each other and with the other entities that inhabit the world.
And this narrative theme is also neatly incorporated in the procedural elements of the game. In the game, the player both plays as Nuna and the fox and work together to solve puzzles. The game mechanic also makes the player aware that they are part of a network of relations within the game environment. For instance, they learn that the blizzard wind can knock them over, but also can be used to aid their jump. They also learn that the bear can kill them but it is also an important part in completing the player’s final adventure quests. So here, the procedural elements of the game suggest that we humans should not fight against or try to conquer nature but instead respectfully engaging with it for our own survival. In this way, as Kateryna Barnes suggests, the game becomes a pedagogy of relationality with the environment or land through an indigenous lens, as opposed to a western colonial perspective which sees nature as a threat to be harnessed.
So, with the examples of Nusol and Never Alone, we can see how culture can be represented in in-game worlds of video games from the global south’s perspective with plurality of approaches and varying success.
Okay, now we have come to the last part of my first section, which is about locating cultures in play experience. Play experience here is having to do with the agency of the player in video games. As scholars such as Alex Galloway and Fernandez-Vara assert, the figure of the player is a necessary and integral part of video games. Without player input, video games are not complete, and this is what makes it unique as an expressive medium. Often times in their interaction with system of rules in games, players also try to break these rules and create goals for themselves. Players can also communicate and relate to each other through the game, and this is what turns the activity of game-playing into social activities. So here you can see how, as Fernandez-Vara argues, by necessity video games are a medium that establishes a dialogue between the game and the players, and amongst players.
I would also like to point out that scholars who are more interested in player experience, or who adopt a play-centric approach in examining video games, have frequently criticized the procedural rhetoric approach that I discussed in the first part of this section. According to the play-centric scholars such as Miguel Sicart, proceduralism marginalizes the ways in which people play by stipulating that meaning largely precedes the act of play and that proceduralism grants power and influence, perhaps too much, to the game designer and developer.
For the play-centric scholars, thus, actions and meanings cannot prefigure play. Different players may have distinct experiences in playing games, and thus making sense of them differently as well. It is the unfolding of meaningful experience through the process of play that is the emphasis of the play-centric game scholarship. Now, I myself think that the play-centric criticism towards procedural rhetoric is quite valid in many ways. Yet, I think a rigorous study of video games should pay equal attention towards the three elements that I discuss here.
And in terms of locating cultures in play experience, I would like to focus on one phenomenon in the context of the global south gaming cultures. That phenomenon is modding.
Modding is an umbrella term that encompasses a large number of practices of customizing, tailoring, or remixing games or game contents by players, in order to suit their desires and interests. It is perhaps the type of play practice that challenges the concept of procedural rhetoric the most, because it demonstrates how players can have the control to significantly alter the systems of rule of a game beyond what the game designers have programmed it to do. That is why in some cases modding practice is actually heavily regulated and sometimes even forbidden. Nonetheless, there are games like Minecraft or Europa Universalis series that are deliberately designed to be modified by their players.
Modding can also be utilized by players, particularly from the global south, to represent their own cultures. For instance, a group of Indonesian players developed a mod of a historical real-time strategy game Rome: Total War-Barbarian Invasion, which they call Nusantara: Total War.
In this mod, they strive to accurately represent the history of military invasions in Nusantara region from the time of the first Portuguese invasion of Malacca in 16th century, to the conclusion the Dutch-Portuguese wars in 17th century. What is also interesting about this mod is that the modder group promotes a pan-Southeast Asian perspective rather than a strictly nationalist Indonesian one like we see in Nusantara Online game. They are aware that the geopolitical concept of Nusantara is not limited to just Indonesia only, but also covers region such as Malaysia, Singapore, and Thailand. That is also the reason why they were actively seeking modders from other Southeast Asian countries to collaborate. This type of modding practice can be seen as a response to the hegemonic and Eurocentric perspective of historical games made in the global north, which as I mentioned before usually place non-western peoples and cultures outside of history.
However, here I would still be cautious in characterizing modding as a wholly progressive approach to play back against the hegemonic discourse of the global north in terms of play experience. As Rhett Loban and Thomas Apperley discover in their study of Europa Universalis IV modding practice by Indigenous player from Oceania, portraying the perspective of Indigenous people, or in other words marginalized communities, through modding is difficult. Particularly because of the centrality of very Eurocentric elements that are embedded in the game software. Thus, unless these communities of players create entirely new games, they still have to deal with the hegemonic procedural elements of these games in their modding practices.
Okay, so after learning about global video game cultures, comes a question for an educator like me: how can you teach it in a college setting? In this section, I am going to tell a little a bit of story about my experience teaching a global video games seminar at my current institution.
I have the opportunity to teach a seminar course called Global Video Games: Cultures, Aesthetics, Politics. In this course we mainly discuss the things that I just described throughout my talk today. And here I would also like to share with you that most of my students are either only familiar with mainstream and US-centered AAA games such as Call of Duty, NFL Madden, or Mario Kart, or they are interested in video games but would not really call themselves gamers. Very few of them are familiar with indie gaming, let alone global gaming cultures. So for most of them, the course was their first experience in learning about video games seriously and critically.
So the first thing I did was to tell them the same statement that I made at the beginning of this talk, that video games are cultural artifact and I want them to treat it as such. And I also assured them that it’s okay if they are not familiar with global gaming cultures because that is actually what we’re going to learn in the course. There’s actually no requirement that you have to be a gamer in taking this course. And I also made them aware from the very beginning, especially to those who are familiar with mainstream AAA games, that the games we’re going to play and study in this seminar are probably the ones they have never heard of/played before. And that’s intentional, because again I want them to expand their knowledge about video games from a global perspective.
To engage my students with the material, I organized my course so that in our twice a week meeting we first discuss about video game theories and general concepts such as procedural rhetoric and play-centric approach. And then in the second meeting, we would focus on a specific game or a case study. This way they would be familiar in the way scholars talk about video games and examine them critically, and also have the opportunity to apply the theoretical concepts they have learned from the first meeting.
I also asked my students to play the games we discussed every week. In this case, we normally play one or two games a week. This game session is a crucial part in my course because just like a close-reading is necessary in analyzing literature, close-playing a game will also give students a chance to explore elements in a video game that would help them in expanding their interpretation and analysis of it.
And to enhance my students’ understanding about global gaming cultures, I designed several assignments that would help them develop nuanced perspectives on video games. And I am going to briefly talk about two of them.
So, one of the assignments that I asked my students to do is a video essay assignment. This assignment is designed as a substitute for a formal term paper. Here, I encouraged my students to provide a critical analysis of a video game in the style that is already popular in global gaming cultures, a video format. I also let them adopt a fictional persona in making their video essay if they were comfortable with it. With this assignment, I wanted my students to practice their medium-specific analysis of video games and applying critical theories and methods that we had covered throughout the course.
The other assignment that I developed in my course is a collaborative game project. Here, I asked my students to work in a small group to develop a simple game that creatively demonstrates their engagement with the course material that they have explored throughout the semester. This hands-on experience is an integral part of my pedagogical approach in all the courses that I teach, because I believe that students would gain a much better understanding about media cultures when they shift their position from being passive media interpreters into engaged participant-observers.
Since my course is not a technical game development course, I emphasized to my students that I did not expect them to create a technically-sophisticated game. Especially since most, if not all of them did not have any game design/development experience before taking the course. Rather, I challenged them to engage in a process called “theory by design” developed by Walter Holland, Henry Jenkins, and Kurt Squire, where instead of working through ideas in an expository fashion, they would do so through creative development, putting themselves in game developers’ shoes.
It’s also because of this reason that I chose two simple platforms, Scratch and Twine, for students to utilize. Scratch is a simple programming platform developed by MIT for the purpose of teaching kids how to code. While Twine is a free and open source tool to create interactive fiction developed by Chris Klimas. So I asked my students to explore these two platforms in a workshop and pick the one they are most comfortable with for their project. As a side note, I highly recommend Twine here for those of you who study literature and want to delve into interactive fiction. It is a simple yet robust platform for making text-based games or interactive fiction, with a relatively low barrier of learning curve.
So, throughout my talk today, I have tried to illustrate how video games can be a medium that offers people ways to understand the world, as well as how the ways people understand the world can shape the production, circulation, and consumption of video games. I approach this through the framework of global gaming cultures with the emphasis from the global south perspective, because I believe that this perspective can enrich our viewpoints about the role of video games in culture, and provide a more nuanced understanding of games as a truly global phenomenon. I have to admit that there are still many elements that I neglected in my exploration of global gaming cultures here. But I hope that it can be a starting point in thinking about what and how video games can mean to our society.
Throughout the pandemic teaching classes has been especially hard and exhausting. I have experienced a variety of challenges and setbacks in teaching my courses that sometimes drained my soul and put me at the edge of frustration.
Thankfully, I always have several students who can make my day, and make me feel better about myself as a teacher. In this post I am going to feature several of the works by my students in Intro to Global Animation course at HWS.
These students have really made it easy for me to teach the materials with their intelligence, passion, critical insights, and creativity.
I have gotten permission to share their work here, so I am going to also share their identities. Do please share this post as widely as possible if you\’d like, because I would like their works to be acknowledged by the public.
Hamburger (Max Harris, H \’20)
Collaborative Animation Scene (Max Harris, H \’20)
Pixilation Exercise (Max Harris, H \’20)
Cutout Animation Exercise (Max Harris, H \’20)
Clay Animation Exercise (Max Harris, H \’20)
Pasta Con Le Sarde (Jack Harris, H\’21)
Collaborative Animation Scene (Jack Harris, H \’21)
Pixilation Exercise (Jack Harris, H \’21)
Cutout Animation Exercise (Jack Harris, H \’21)
Clay Animation Exercise (Jack Harris, H \’21)
It\’s Crunch Time (Maggie Bonomo, WS \’21)
Collaborative Animation Scene (Maggie Bonomo, WS \’21)
So last fall I was invited to give a talk about punk in Indonesia for Punk Scholars Network Indonesian branch. It\’s part of the Network\’s annual international conference and symposium.
I was excited but also nervous to give a talk at this conference. It\’s been a long while since I wrote anything about punk (14 years to be exact). And I also felt humbled since the other keynote speakers were punk scholars whose work about Indonesian punk/underground communities I really admire. I almost said no actually, but after some thought I agreed to be one of the speakers since I wanted to start writing about punk again.
So below is the text of my talk. It’s sort of an update to my last writing about Indonesian punk. It’s far from a smart take, but it did make me want to write about Indonesian punk again. And I also want to give a shout out to Muhammad Fakhran al Ramadhan for giving me the opportunity to give this talk.
Dancing Pogo with the Culture Industry Revisited: A Distant Reading of Indonesian Punk Cultures
Let me start with this statement: Although I grew up with punk during the new order regime and wrote a couple of papers about punk in Indonesia that I presented more than a decade ago, I have not been in direct contact with the Indonesian punk scene for more than 10 years ever since I left Indonesia to study and now teach here in the States. So today I am going to update my thoughts about contemporary Indonesian punk cultures as a distant reader. I am going to do it through revisiting the last paper I wrote and presented about Indonesian punk, titled, “Dancing Pogo with the Culture Industry”; hence the addition of the word “revisited” in my presentation title for today. I hope it makes sense in the context of the theme of today’s conference, “doing local, doing global” and is worthy of discussion. I truly appreciate any kind of feedback from the audience here.
In the old version of this paper, I used the framework of the culture industry formulated by Frankfurt School theorists, Theodor Adorno and Max Horkheimer, to examine the emergence of punk in Indonesia as a counterculture movement and I am going to do that again. For those not familiar with Adorno’s and Horkheimer’s formulation of the culture industry, for them it is a concept that refers to the commercialization of culture and how it perpetuates the dominant ideology. Back then, I argued that the emergence of punk as a counterculture movement in Indonesia, in the words of Horkheimer’s and Adorno’s, was “made to pass through the filter of the culture industry.”[1]
Punk was initially exported to Indonesia in the 1990s as a commercial package of “anti-establishment” music via major label distribution of commercially hyped groups such as Green Day and the Offspring. At the time, the Indonesian youth (I was one of them) were classified, organized, and labeled as the target market by the culture industry in their global expansion. Although as my fellow keynote speaker, Jeremy Wallach, points out, “the Indonesian punks’ tastes quickly turned to less hyped but indisputably seminal bands from the 1970s and early 1980s, particularly the Ramones, the Exploited, and the Sex Pistols.”[2] This kind of incorporation, I argued then and now, significantly marks the development of the Indonesian punk movement up to the present.
In the old version of this paper, I described how initially, the culture industry presented the Indonesian youth with naturalized forms of punk. In this case, punk had already been predesigned as, to quote Horkheimer and Adorno again, “feeble resistance which that very industry has inculcated in it.”[3] The culture industry had already understood that one of the characteristics of the global youth culture is its spirit for resistance. As Dylan Clark states in his chapter, “[t]he image of rebellion has become one of the most dominant narratives of the corporate capitalist landscape: the ‘bad boy’ has been reconfigured as prototypical consumer [original italics].”[4] Therefore, when the culture industry brought punk to Indonesia, it promoted punk’s rebellious ideology in order to capture the youth as consumer. Through such apparatuses as commercial magazines and radio stations, the culture industry encourages Indonesian youth to buy its cultural package. To quote Leslie Haynsworth, “by promoting [the] artists’ countercultural stances, the corporate music industry and the mainstream music press are disseminating—and more importantly, endorsing—subcultural values, practices, and iconographies [original italics].”[5] One such instance in my memory was when Hai magazine published a special “HaiKlip” issue on punk in 1996, featuring Green Day, the Offspring, and Rancid.
In my previous examination, I also connected my framework of the culture industry in the development of punk in Indonesia in the 1990s with the context of Soeharto’s new order regime. The new order state, with its repressive and ideological apparatuses, tried to control the lives of the people including the youth. One of the state’s tools to control the youth is through family institution.
In his study of Indonesian “street kids” (anak jalanan) as a form of subculture, Kirik Ertanto argues that according to the new order’s State Law “family decision-making is used as a tool to achieve national development…. The youth is perceived as valuable national asset. Therefore, efforts to produce improved human capital should be executed as early as possible.”[6] This condition prompted the repression of youth by their parents as the extension of the state’s apparatuses. This is one of the reasons why some Indonesian youth were absorbed by punk as a cultural product. They were more than eager to accept punk’s ideas of anarchism in order to resist the parent/state repressive culture.
Then, I also made a note about the class dynamic in the introduction of punk to Indonesia. I argued that the Indonesian upper middle class youth had a mediatory role in bringing punk and its anti-establishment, anti-consumerism, and anti-authoritarian ideologies to Indonesia, since for a non-English-speaking country like Indonesia it was almost impossible for the working class youth to be able to directly access punk products from countries such as the US and the UK.[7] Through the mediation of the middle class youth as both “the prestige seeker and the connoisseur,”[8] punk products were disseminated to other youth who do not have direct access to them via bootlegged records and xeroxed copies of zines, such as Profane Existence, Maximum RockNRoll, and EqualizingxDistort. I argued here that this “illegitimate” chain of distribution had in many ways disrupted the position of the culture industry as a hegemonic commercial practice. Reflecting on this, the mediation of the Indonesian middle class youth perhaps also explains why certain punk groups got popular among Indonesian punks compared to their contemporaneous compatriots, something that mystified Wallach at the time of his study of Jakarta punks.[9]
Hardcore fans explode into a mosh pit in a community center in Malang
This was also where I pointed out how through the “unwilling” incorporation with the culture industry, which I frame as a kind of pogo dancing, Indonesian punk developed their utopian goals as a counterculture movement. In this case, I questioned Horkheimer’s and Adorno’s argument that the culture industry “not for a moment … [allows its consumers] any suspicion that resistance is possible.”[10] At the time, I argued that it was through their “dance” with the culture industry, that punk in Indonesia was able to posit themselves as, in Stacy Thompson’s words, “the placeholder for the possibility of a cultural form that resists its own commodification.”[11]
In order to support my argument at the time, I described several phases in Indonesian punk’s dance with the culture industry. First, I looked at the mimicry phase of Indonesian punk where they started to imitate “conventional” punk fashion (studded leather jackets, doc martens boots, mohawk hairstyle), form their own bands—first performing covers of seminal punk bands and then writing their own songs—and also produced domestic version of punk zines. I argued that although this phase might confirm Horkheimer’s and Adorno’s assertion that “[i]n the culture industry…imitation finally becomes absolute,”[12] it was not a simple and immediate reaction.
To prove my point, I chronicled how the imitation of punk fashion by Indonesian youth at this mimicry phase was at first, following Dick Hebdige’s formulation, a semiotically rootless and perhaps a costly one. I asserted that studded leather jacket and doc marten boots do not semiotically signify “working-classness” in Indonesia.[13] Yet, I also pointed out that the shock value of that kind of punk fashion can still be regarded as “a symbolic violation of the social order,”[14] at least initially. I also pointed out the nuance in the local punk bands’ preference for using English lyrics despite their lacking language skills. The use of English lyrics, I argued then, could also be perceived as a subcultural reaction against Indonesian major label companies who generally restricted its use.
Then I moved to discuss the next phase when the figure of punks gradually became widely recognized in the Indonesian popular culture landscape. Here I focused on how the culture industry started to see local punk groups as a marketable product, which happened around the same time when pop punk bands such as Blink 182 and Sum 41 dominated international rock charts in the early 21st century, and when MTV broadcast its programs in Indonesia through syndication with a national private station. I mentioned how, similar to what has happened in the US or the UK, major record labels started to seek potential local punk bands to market them to the public, such was the case with Superman is Dead (SID) from Bali and Burgerkill from Bandung.
Yet, I also argued then that in this post-mimicry phase many Indonesian punks have now become familiar with the philosophy of DIY, anarcho-punk, and anti-fascism. I asserted that just like some of the Indonesian punk bands went “mainstream,” some others grew more political and took a harder stance towards the culture industry. Here, I mentioned the emergence of countercultural collectives such as Forum Anti Fasis, Kontra Kultura, Utopian, and Akar Jelata in Indonesia as examples of the progressive movement within Indonesian punks.
I ended my argument back then with kind of a naïve assertion that despite their inability to break away from the culture industry’s master discourse, Indonesian punks were realizing their utopian goals as a counterculture movement in the post-Soeharto era with their progressive, anti-hierarchical, and self-reflexive mindset. Here, I cited a portion of song “Suatu saat nanti” (Someday) from the seminal anarcho-punk band from Jakarta, Bunga Hitam to prove my point.
Now looking back on my argument, I actually find it somewhat too optimistic and lacking depth. Not only did I trap myself into the monolithic thinking of the culture industry, I neglected to attend to the richness and diversity of Indonesian punks themselves. For one, I did not necessarily consider the role of built environment and social contours of major cities and regions such as Jakarta, Bandung, Denpasar, and Kuta in shaping Indonesian punk scenes and cultures and how these places and spaces are simultaneously shaped by the existence and development of their local punk scenes. At the time, I was not yet aware of the work by another of my fellow keynote speakers for today, Emma Baulch, who has examined the complexity of localization or hybridization of global media forms, such as punk, within the local cultural logics of “Balinese-ness” in Bali underground scene.[15] I was also not yet aware of Sean Martin-Iverson’s work that looks into the dialectic of “territorialization” and “deterritorialization” in the development of the Bandung hardcore punk scene and their orientation as part of global hardcore punk scene.[16] To put it simply, I failed to consider the messiness in Indonesia punks’ pogo dancing with the culture industry as I treated it more like line dancing.
A crowd goes crazy for Straight Answer in Jakarta
In addition, things have drastically changed in Indonesia and in Indonesian punk scenes themselves since the last time I wrote my essay. For example, now Indonesia has a self-described “metalhead” as president (for better or worse), social media platforms such as Facebook, Youtube, Twitter, and Instagram have also become so popular in the country, and there is also a worrying phenomenon of socio-political polarization in the country, mostly based on religious identity and populist nationalism. All of which I believe have affected local and global expressions of Indonesian punks.
So today I would like to attend to some of the messy entanglements that I have recently observed in the pogo dance between Indonesian punks and the culture industry, or more accurately culture industries, since the singular term assumes a monolithic domination while the plural forms better reflect the complexity and contradictions within its operations. I am going to start with the phenomenon of the “religious turn” of Indonesian punks, something that my fellow keynote speakers Hikmawan Saefullah, or “Papap,” examines in his article, “Nevermind the jahiliyyah, here’s the hijrahs,”[17] and will also most likely be discussed in detail by him today. Examining the emergence of religious underground collectives and hijrah groups that undertake Islamic proselytization in the scene, such as the One Finger Movement, the Ghuraba Militant Tauhid, and The Hijrah Youth Movement, Saefullah suggests that this religious turn within the Indonesian underground scene is “a result of the absence of a coherent political Left within the subculture and the high financial and social cost of maintaining underground culture and ideology.”[18]
I could not agree more with his analysis. However, I would also like to add that this religious conservative turn can also be understood through a larger picture in the landscapes of the cultural industries in Indonesia. Just as punk productions got commodified by the force of the cultural industries, which demoralized some of the participants in the Indonesian punk scene according to Saefullah, the country has also witnessed the marketing and commodification of piety in Islamic teachings in the post-Soeharto era. As discussed by scholars such as James B. Hoesterey and Marshall Clark, in the post-new order era there is a boom in the so-called “pop Islam,” which incorporates genres such as sastra Islami (Islamic literature), film Islami (Islamic film), and sinetron Islami (Islamic soap operas), along with other products that “breathe Islam” and the popularity of pop preachers like AA Gym or the late Jefri Al Buchori.[19]
The introduction and rapid popularity of social media platforms have also contributed to this growth of popular branding of Islam, especially among the middle class, in the form of microcelebrities and influencers. Emma and Alila Pramiyanti, for instance, discuss about one phenomenon related to this: the hijabers of Instagram.[20] I believe the phenomenon of the religious turn in Indonesian punk scenes cannot be wholly detached from this broad context. Perhaps, the Indonesian punk scene has become the latest pop culture victim of this “brand Islam.”
Another thing that I have also observed from afar is the incorporation of nationalistic themes in punk productions, especially in the so-called “mainstream” punk groups. Consider for instance this lyrics from Superman is Dead (SID)’s song, “Jadilah legenda” (Be a legend):
Listening to the lyrics, I cannot help but wonder if this song were released during the new order era, perhaps the Soeharto regime would be pleased with Indonesian punk’s patriotism, even if there is an interpretation that this song is dedicated to the working class. SID is not the only group which incorporates nationalistic theme into their songs, I have also observed similar adoption in the songs from such groups as pop punk Pee Wee Gaskins’ “Dari mata sang garuda” (From the eye of garuda)[22], the seminal alternative punk band Netral’s “Garuda Di Dadaku” (Garuda on my chest),[23] and many other bands as well.
Perhaps this “nationalistic turn” is one of the impacts of the shift in using the Indonesian language as the preferred lyrical language among Indonesian punk groups, something that Wallach argues as enabling punk bands to more successfully position themselves as the voice of local youth and develops a sense of the underground as a national scene.[24] Perhaps this is also another consequence of the absence of the coherent political left in the subculture that Saefullah mentioned in the case of the “religious turn” in punk. But again, I would like to look at this nationalistic punk phenomenon as a part of a larger trend in the Indonesian cultural landscape in post-Reformasi era. Indonesian punks’ incorporation of nationalism develops around the same time when nationalism, or expressions of “banal nationalism” to borrow Michael Billig’s formulation, re-emerges as a marketable product for the youth.[25] I am somewhat familiar with this because I have done research on the phenomenon of digital nationalism in post-Soeharto era. From nationalistic-themed movies such as Merah Putih (Yadi Sugandi, 2009), to nationalistic video games like Nusantara Online (Sangkuriang/Telegraph, 2010-2013), to patriotic social media events like “upacara bendera digital” (digital flag-hoisting ceremony), the concept of banal nationalism has been re-branded into an appealing and marketable product for the Indonesian youth. And Indonesian punks have experienced this as well.
Of course there are oppositional voices against this nationalistic turn in Indonesian punk scenes as can be seen in the song from Bandung’s legendary hardcore punk band Turtles Jr., “Bakar bendera” (“Burn your flag”),[26] or a more blatant one from Bandung’s anarchopunk band, Milisi Kecoa, “Ganyang nasionalisme” (“Down with nationalism”).[27]
Yet, things get complicated when you also have punk groups that adopt a nationalistic attitude while simultaneously embracing the spirit of anarchism. I find this tendency in groups such as Rebellion Rose from Yogyakarta that claims “nasionalisme adalah harga mati” (“nationalism is non-negotiable”) to emphasize its absoluteness, while also promoting anarchist values.[28] Even the public face of anarcho-punk in Indonesia, Marjinal, recently released a single titled, “Indonesia Memanggil” (“Indonesia Calling”), which has lyrics like this:
Perhaps the marriage between nationalism and anarchism in Indonesian punk has not necessarily turned into the adoption of national-anarchism as a rebranding of totalitarian fascism yet, but it does not mean that it will not turn into a dangerous territory given the global history of fascist cooptation of punk as seen in the skinhead/bonehead phenomenon, and the recent embrace of populist nationalism in Indonesia.
There is also a phenomenon of folk culture revival in the Indonesian punk scene, which I think of it as a kind of offshoot of this nationalistic turn. One example of this is Punklung, who combines underground style with traditional Sundanese bamboo percussion instrument such as calung and angklung. I believe one of the presenters in this conference is going to discuss this in detail and I am looking forward to it.
The last thing that I would like to discuss in regard to the complexity of the Indonesian punk’s pogo dance with the culture industries is something that I am myself also complicit in, which is the adoption of popular social media and streaming platforms such as Youtube and Spotify in the local and global circulation of Indonesian punk’ productions. This is of course not unique to Indonesia only since these platforms are popular globally. However, it adds another layer of messiness in the adoption of principles like DIY, or anarcho-punk by the Indonesian punks.
Let’s use Youtube for example. This digital platform has grown from amateur video-sharing platform to become one of the world’s most powerful digital platforms covering not only music but also things like make-up tutorials, how-to videos, and other stuff. It is also my go-to platform to get my fix of Indonesian underground scene. On Youtube, I can watch music videos from some of my favorite bands like Turtles Jr., Jeruji, Sendal Jepit, and many more. The platform also enables me to discover newer bands like Joey the Gangster and Saturday Night Karaoke. In a way, Youtube has become one of the principal media for many Indonesian punk groups to participate in the global underground marketplace.
However, Youtube is also a for-profit platform. In fact, Youtube and other popular digital platforms have been categorized by several media scholars as the representative of “platform imperialism,” or “platform capitalism.”[29] Youtube is also not neutral in its technological design. With its algorithmic architecture that creates a particular participation framework that calculates how many times a video is watched/clicked, how many people like/dislike it, how many people share it on another platform, etc., Youtube has encouraged a certain mode of usage over another.[30] And this can create interesting circumstances for Indonesian punk groups, especially those who espouse DIY ethics.
For example, Marjinal’s music video “Luka Kita” (Our Pain) from their official Youtube channel has garnered more than nine hundred thousand views on Youtube, liked by 9.6k people, and disliked by 224, and have 609 comments. What does this mean for the anarcho-punk band? Do they care about this transparent data of those who like and dislike their video? Do they monetize from the views? Do they read the comments? Perhaps they do, perhaps they don’t. Yet, these algorithmic metrics are the principal logic of Youtube platform, and it is hard not to notice them, or not care about them when we use the platform.
Yet, I also believe that this is a much more complex situation than the discourse of “sell-out,” or simple commercialization. Because there are some Indonesian punk groups who have visible presence on Youtube, but still circulate their music independently.[31]
In addition, those who resist participating on Youtube can still have a “phantom” presence on the platform. For instance, Jakarta anarcho-punk band Bunga Hitam is well-known for their stance against any type of non-DIY media. Yet, you can still feel their presence on Youtube in the form of videos posted by their “fans,” who sometimes also request their audience to like and subscribe to their videos.
This entangled situation happens because digital platforms like Youtube operate within a dual logic of commercialism and community that relies on the existence of network(s). To paraphrase Ulises A. Mejias, while networked platforms are responsible for privatizing and commodifying social relations, they also have made sociality more vibrant and interconnected, making it easier (not harder) to express oneself, exercise one’s rights, organize against injustice, give voice to minorities, democratize knowledge and cultural production, and so on.[32] Thus, in the case of the Indonesian punk’s adoption of digital networked platforms, perhaps it is because their benefits outweigh the costs.
So, to end my presentation, I would like to offer a kind of reflection about this updated pogo dance between the Indonesian punk and the culture industries. First, it surely creates a much messier and entangled landscape of Indonesian punks and their politics. But if you think about it, pogo dancing or moshing is always messy and can be chaotic. There can be antagonism. Even fights sometimes break during pogo dancing. So perhaps this messiness is always expected from punk. Second, while it seems that the Indonesian punk may lose their oppositional and progressive valence considering the religious and nationalistic turn within their scene, as well as their adoption of various digital platforms that privatize and commodify social relations, I am still cautiously optimistic with their persistent potential as resistant alternative community that can disrupt and challenge the contemporary forces of the culture industries. Lastly, perhaps with its ambivalent characteristics as “both resistant and [commodified][33]” the Indonesian punk scene is not striving to accomplish a utopia as I initially suggested. But it is more for developing a heterotopia, a counter-site “in which the real sites, all the other real sites that can be found within the culture, are simultaneously represented, contested, and inverted.”[34] Thank you.
Notes
[1] Horkheimer, Marx and Theodor W. Adorno. “From Dialectic of Enlightenment,” in The Norton Anthology of Theory and Criticism, 1st Edition. Vincent B. Leitch, et al. (Eds.), New York: W W Norton & Company, 2001: 1226
[2] Wallach, Jeremy, “Living the Punk Lifestyle in Jakarta,” Ethnomusicology 52.1, 2008: 99.
[4] Clark, Dylan, “The Death and Life of Punk, the Last Subculture,” in The Post-Subcultures Reader, David Muggleton and Rupert Weinzierl (Eds.), New York: Berg, 2003: 223.
[5] Haynsworth, Leslie, “‘Alternative’ Music and the Oppositional Potential of Generation X Culture,” in GenXegesis: Essays on “Alternative” Youth (Sub)Culture, John M. Ulrich and Andrea L. Harris, Madison: The University of Wisconsin Press, 2003: 55.
[6] Ertanto, Kirik, “Anak Jalanan dan Subkultur: Sebuah Pemikiran Awal,” KUNCI Cultural Studies Center, Esai dan Teori, 2000, http://kunci.or.id/esai/misc/kirik_anak.htm, accessed November 27, 2006
[7] My use of the word “products” here follows Stacy Thompson’s materialist theory of punk economics that situates punk’s material productions and social relations within the broader fields of music industry, the commodity form, and contemporary capitalism. See, Thompson, Stacy, Punk Productions: Unfinished Business, New York: SUNY Press, 2004.
[15] Baulch, Emma, Making Scenes: Reggae, Punk, and Death Metal in 1990s Bali, Durham and London: Duke University Press, 2007.
[16] Martin-Iverson, “Bandung Lautan Hardcore: Territorialisation and deterritorialisation in an Indonesian hardcore punk scene,” Inter-Asia Cultural Studies, Vol. 15: 4, 2014: 532-52.
[17] Saefullah, Hikmawan, “Nevermind the jahiliyyahs, here’s the hijrahs: Punk and the religious turn in the contemporary Indonesian underground scene,” Punk & Post-Punk, V. 6:2, 2017: 263-289.
[19] Hoesterey, James B. and Marshall Clark, “Film Islami: Gender, Piety, and Pop Culture in Post-Authoritarian Indonesia,” Asian Studies Review, V. 36, 2012: 207-26.
[20] Baulch, Emma, and Alila Pramiyanti, “Hijabers on Instagram: Using Visual Social Media to Construct the Ideal Muslim Woman,” Social Media + Society, October-December 2018: 1-15.
[21] Superman is Dead, “Jadilah Legenda,” Sunset di Tanah Anarki, 2013, Sony Music Indonesia.
[22] Pee Wee Gaskins, Ad Astra Per Aspera, 2010, Alfa Records.
[29] See, Jin, Dal Yong, Digital Platforms, Imperialism, and Political Culture, NY and London: Routledge, 2015; and Srnicek, Nick, Platform Capitalism, London: Polity, 2016.
[30] Although this does not necessarily mean that this mode of usage is absolute.
[31] I can categorize Turtles Jr. in this category for instance.
[32] Mejias, Ulises A., Off the Network: Disrupting the Digital World, Minneapolis: U. Minnesota Press, 2013.
The pandemic has been hard for me, both physically and mentally. That is why I took a long hiatus from posting here (not that I was diligent in posting before the pandemic).
Now that it seems likely we have to live with Covid-19 forever, I have to start posting again in this site, mainly to keep my sanity. So my plan is to revisit things that I have done since the beginning of pandemic in a linear fashion and post it here perhaps once or twice a week.
I want to start by featuring an animated work by one of my students who recently graduated. She is a highly talented student who is full of creativity and intelligence. She always tries to push her limits in everything that she does and I really miss having her in my classes.
The work below is from her independent study with me on the aesthetics of animation. She made a short and moving animation about living in isolation titled Anna. I think her film fittingly reflects the mood of many us living under the pandemic.