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B-Sides: George Eliot’s “The Spanish Gypsy”

— June 22nd 2023 at 15:00

If George Eliot was interested in religious coexistence, she was also interested in unbelief.

The post B-Sides: George Eliot’s “The Spanish Gypsy” appeared first on Public Books.

☐ ☆ ✇ Boing Boing

Barcelona the first major European city to suspend ties with Israel over Palestinian abuses

By: Elías Villoro — February 22nd 2023 at 16:44

As reported by AJ+ in a short video post, the mayor of Barcelona, the Catalan capital, has made a bold political statement, cutting "ties with Israel over systemic violations of Palestinian human rights."

First proposed in early February, the mayor of Barcelona, Ada Colau, explained:

"I have decided to temporarily suspend relations with the state of Israel and with the official institutions of that state—including the twinning agreements with the Tel Aviv City Council—until the Israeli authorities put an end to the system of violations of the Palestinian people and fully comply with the obligations imposed on them by international law and the various United Nations resolutions.

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☐ ☆ ✇ Political Violence at a Glance

That’s Not Really A Thing Anymore: Why Calls for Secession Come and Go

By: Kevin Gatter — February 7th 2023 at 13:00

Guest post by Kevin Gatter

On the night of October 30, 1995, Canadians held their collective breath as the votes in Quebec’s independence referendum were counted. In the end, the pro-independence camp lost the referendum by a figurative eyelash: 49.42 percent of voters supported independence, while 50.58 percent voted to remain part of Canada. Quebec’s political status continued to be a delicate issue in the years following the referendum.

In March 2022, I was in Quebec City, a hotbed of Québécois nationalism in the 1990s. But apart from the omnipresent blue-and-white Fleurdelisé (flag of Quebec), I saw little evidence that this had been the center of a passionate pro-independence movement just a few decades prior. On the train to Montreal, I asked my seatmate, a student in their 20s, about Quebec independence. The response was a confused “Quoi?” and then a timid, “Oh, that’s not really a thing anymore.”

The case of Quebec illustrates a challenge facing many secessionist movements, which seek to detach a region from a country and make a new country out of that region. These movements often ebb and flow: they go through periods where they are more active and others where they recede into the background. The secessionist movements in the headlines have varied quite a bit over the past few decades: it was the Basques in the 1980s, Quebec in the 1990s, and Scotland in the 2010s. 

Some of these movements are currently on the downswing, like in Quebec. The Parti Québécois—the main party advocating independence—currently holds 3 out of 125 seats in Quebec’s National Assembly. In Catalonia, a region in eastern Spain, the independence movement has held massive rallies since 2010. But while the pro-independence Estelada flag is still a common sight on the balconies of Barcelona, opinion polls have shown a decline in support for independence since 2018.

In other regions, secessionist movements are gaining momentum. The pro-independence Scottish National Party has had the majority in Scotland’s parliament since 2011. Since 2014, when 45 percent of voters backed independence in a referendum, support for independence has climbed to 54 percent. And in nearby Wales, 10,000 people marched in Cardiff in support of independence in October 2022.

Why do these movements go through periods of higher and lower activity? There are a variety of reasons that can account for these swings. Sometimes a violent government response to calls for secession intimidates would-be supporters. In Catalonia, the Spanish government’s jailing of pro-independence leaders and violence against participants in the 2017 referendum created a sense of apprehension. Catalan nationalist organizations have since complained of government surveillance and harassment. In other cases, would-be supporters feel they have received satisfactory concessions. In Quebec, the younger generation has come of age in a time in which French speakers can manage companies, there are laws strengthening the public use of French, and immigrants are required to enroll their children in French-speaking schools. The French language in Quebec is in a more secure position than it was a few decades ago, alleviating a major concern of independence supporters.

But government actions can also fuel secessionism. The Brexit vote played a major role in strengthening the independence movement in Scotland and, to a lesser degree, in Wales. Many people in both regions believe that independence would allow them to rejoin the EU. For many people in Scotland in particular, the Brexit vote was taken as evidence of the difference in values between Scotland and the rest of the UK. Recently, the UK government has indicated that it will block Scotland’s Gender Recognition Reform Bill, further contributing to the deadlock between Scotland and Westminster.

Even the COVID-19 pandemic has played a role in secessionism. In Wales and Scotland, there is a sense that the governments of these regions handled the pandemic better than the UK government in London did. This has given people a sense of confidence in the ability of the Scottish and Welsh to manage their own affairs, leading to a reevaluation of these regions’ ability to govern themselves as independent nations.

It is hard to predict what the future will hold for secessionist movements. Movements that seem unstoppable at one point can suddenly go stagnant, as in Quebec. Independence might have the upper hand in Scotland, but the movement risks becoming divided over disagreements on how to react to the UK government’s refusal to sanction a second independence referendum. In Wales, traditionally anything but a hotbed of secessionist activity, support for independence is rapidly growing. As we continue to grapple with a pandemic, the war in Ukraine, challenges to democracy around the world, and the climate crisis, we will have to see how secessionist movements adapt to these new realities.

Kevin Gatter is a Ph.D. candidate at UC Los Angeles’ Department of Political Science. He is also a dissertation fellow at the UC Institute on Global Conflict and Cooperation.

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☐ ☆ ✇ Latest – The Baffler

Summer Freeze

By: Eileen G’Sell — February 1st 2023 at 13:59
Fertility tourism could mean that countries like Spain prioritize foreign women over their own citizens.
☐ ☆ ✇ @samplereality

The Maze and the Other in Interactive FictionOn Labyrinths, the Infinite, and the Compass

By: Mark Sample — July 17th 2018 at 19:27

I’m spending July in Cádiz, Spain, with my family and a bunch of students from Davidson College. The other weekend we visited Granada, home of the Alhambra. Built by the last Arabic dynasty on the Iberian peninsula in the 13th century, the Alhambra is a stunning palace overlooking the city below. The city of Granada itself—like several other cities in Spain—is a palimpsest of Islamic, Jewish, and Christian art, culture, and architecture.

Take the streets of Granada. In the Albayzín neighborhood the cobblestone streets are winding, narrow alleys, branching off from each other at odd angles. Even though I’ve wandered Granada several times over the past decade, it’s easy to get lost in these serpentine streets. The photograph above (Flickr source) of the Albayzín, shot from the Alhambra, can barely reveal the maze that these medieval Muslim streets form. The Albayzín is a marked contrast to the layout of historically Christian cities in Spain. Influenced by Roman design, a typical Spanish city features a central square—the Plaza Mayor—from which streets extend out at right angles toward the cardinal points of the compass. Whereas the Muslim streets are winding and organic, the Christian streets are neat and angular. It’s the difference between a labyrinth and a grid.

It just so happened that on our long bus ride to Granada I finished playing Anchorhead, Michael Gentry’s monumental work of interactive fiction (IF) from 1998. Even if you’ve never played IF, you likely recognize it when you see it, thanks to the ongoing hybridization of geek culture with pop culture. Entirely text-based, these story-games present puzzles and narrative situations that you traverse through typed commands, like GO NORTH, GET LAMP, OPEN JEWELED BOX, etc. As for Anchorhead, it’s a Lovecraftian horror with cosmic entities, incestual families, and the requisite insane asylum. Anchorhead also includes a mainstay of early interactive fiction: a maze.

Two of them in fact.

It’s difficult to overstate the role of mazes in interactive fiction. Will Crowther and Don Woods’ Adventure (or Colossal Cave) was the first work of IF in the mid-seventies. It also had the first maze, a “maze of twisty little passages, all alike.” Later on Zork would have a maze, and so would many other games, including Anchorhead. Mazes are so emblematic of interactive fiction that the first scholarly book on the subject references Adventure‘s maze in its title: Nick Montfort’s Twisty Little Passages: An Approach to Interactive Fiction (MIT Press, 2003). Mazes are also singled out in the manual for Inform 7, a high level programming language used to create many contemporary works of interactive fiction. As the official Inform 7 “recipe book” puts it, “Many old-school IF puzzles involve journeys through the map which are confused, randomised or otherwise frustrated.” Mazes are now considered passé in contemporary IF, but only because they were used for years to convey a sense of disorientation and anxiety.

And so, there I was in Granada having just played one of the most acclaimed works of interactive fiction ever. It occurred to me then, among the twisty little passages of Granada, that a relationship exists between the labyrinthine alleys of the Albayzín and the way interactive fiction has used mazes.

See, the usual way of navigating interactive fiction is to use cardinal directions. GO WEST. SOUTHEAST. OPEN THE NORTH DOOR. The eight points of the compass rose is an IF convention that, like mazes, goes all the way back to Colossal Cave. The Inform 7 manual briefly acknowledges this convention in its section on rooms:

In real life, people are seldom conscious of their compass bearing when walking around buildings, but it makes a concise and unconfusing way for the player to say where to go next, so is generally accepted as a convention of the genre.

Let’s dig into this convention a bit. Occasionally, it’s been challenged (Aaron Reed’s Blue Lacuna comes to mind), but for the most part, navigating interactive fiction with cardinal directions is simply what you expect to do. It’s essentially a grid system that helps players mentally map the game’s narrative spaces. Witness my own map of Anchorhead, literally drawn on graph paper as I played the game (okay, I drew it on OneNote on an iPad, but you get the idea):

My partial map of Anchorhead, drawn by hand
My partial map of Anchorhead, drawn by hand

And when IF wants to confuse, frustrate, or disorient players, along comes the maze. Labyrinths, the kind evoked by the streets of the Albayzín, defy the grid system of Western logic. Mazes in interactive fiction are defined by the very breakdown of the compass. Direction don’t work anymore. The maze evokes otherness by defying rationality.

When the grid/maze dichotomy of interactive fiction is mapped onto actual history—say the city of Granada—something interesting happens. You start to see the the narrative trope of the maze as an essentially Orientalist move. I’m using “Orientalist” here in the way Edward Said uses it, a name for discourse about the Middle East that mysticizes yet disempowers the culture and its people. As Said describes it, Orientalism is part of a larger project of dominating that culture and its people. Orientalist tropes of the Middle East include ahistorical images that present an exotic, irrational counterpart to the supposed logic of European modernity. In an article in the European Journal of Cultural Studies about the representation of Arabs in videogames, Vít Ŝisler provides a quick list of such tropes. They include “motifs such as headscarves, turbans, scimitars, tiles and camels, character concepts such as caliphs, Bedouins, djinns, belly dancers and Oriental topoi such as deserts, minarets, bazaars and harems.” In nearly every case, for white American and European audiences these tropes provide a shorthand for an alien other.

My argument is this:

  1. Interactive fiction relies on a Christian-influenced, Western European-centric sense of space. Grid-like, organized, navigable. Mappable. In a word, knowable.
  2. Occasionally, to evoke the irrational, the unmappable, the unknowable, interactive fiction employs mazes. The connection of these textual mazes to the labyrinthine Middle Eastern bazaar that appears in, say Raiders of the Lost Ark, is unacknowledged and usually unintentional.
  3. We cannot truly understand the role that mazes play vis-à-vis the usual Cartesian grid in interactive fiction unless we also understand the interplay between these dissimilar ways of organizing spaces in real life, which are bound up in social, cultural, and historical conflict. In particular, the West has valorized the rigid grid while looking with disdain upon organic irregularity.

Notwithstanding exceptions like Lisa Nakamura and Zeynep Tufekci, scholars of digital media in the U.S. and Europe have done a poor job looking beyond their own doorsteps for understanding digital culture. Case in point: the “Maze” chapter of 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (MIT Press, 2012), where my co-authors and I address the significance of mazes, both in and outside of computing, with nary a mention of non-Western or non-Christian labyrinths. In hindsight, I see the Western-centric perspective of this chapter (and others) as a real flaw of the book.

I don’t know why I didn’t know at the time about Laura Marks’ Enfoldment and Infinity: An Islamic Genealogy of New Media Art (MIT Press, 2010). Marks doesn’t talk about mazes per se, but you can imagine the labyrinths of Albayzín or the endless maze design generated by the 10 PRINT program as living enactments of what Marks calls “enfoldment.” Marks sees enfoldment as a dominant feature of Islamic art and describes it as the way image, information, and the infinite “enfold each other and unfold from one another.” Essentially, image gives way to information which in turn is an index (an impossible one though) to infinity itself. Marks argues that this dynamic of enfoldment is alive and well in algorithmic digital art.

With Marks, Granada, and interactive fiction on my mind, I have a series of questions. What happens when we shift our understanding of mazes from non-Cartesian spaces meant to confound players to transcendental expressions of infinity? What happens when we break the convention in interactive fiction by which grids are privileged over mazes? What happens when we recognize that even with something as non-essential to political power as a text-based game, the underlying procedural system reinscribes a model that values one valid way of seeing the world over another, equally valid way of seeing the world?

Header Image: Anh Dinh, “Albayzin from Alhambra” on Flickr (August 10, 2013). Creative Commons BY-NC license.

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