{"title":"Play and Playfulness in Lynda Barry’s What It Is","authors":"K. Brown","doi":"10.7557/23.6366","DOIUrl":null,"url":null,"abstract":"This article discusses play and playfulness in Lynda Barry’s autobiographical comics/instructional work What It Is (2008). The term ‘playfulness’ is commonly used in two primary but distinct ways, namely in a phenomenological sense concerning a free attitude accompanying a given play activity, and referring to a frame-breaking form of disruption. I refer to the former as play/playing, and reserve the term ‘playfulness’ for the latter, while also suggesting that playfulness implies a form of disruptive attitude or intent. Playing is a central concept in Barry’s work, one on which the author draws in terms of formulating the creative process. Barry’s insistence on the phenomenological or experiential aspects of playing both reinforces and is reinforced by the stylistic aspects of What It Is. Thus, assertions of playfulness based on elements of Barry’s work that subvert convention, often via a form of ambiguity, are consistently countered by Barry’s emphasis on process. It is therefore argued that, if What It Is displays a form of playfulness, it is primarily in terms of the way that it occupies the border between immediacy and authenticity, on the one hand, and constructedness, on the other. The article first establishes the approach to playing adopted by Barry throughout What It Is, based on the work of D. W. Winnicott, and links it to other conceptualizations of play/playing, before drawing a distinction between playing and playfulness. Following this, it examines how Barry’s delineation of the creative process as play, as well as the author’s approach to style, achieves a perceived form of immediacy and authenticity. After this, following consideration of the playfulness of Barry’s collage pages, the article considers how What It Is occupies the border between immediacy and constructedness.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"227 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6366","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This article discusses play and playfulness in Lynda Barry’s autobiographical comics/instructional work What It Is (2008). The term ‘playfulness’ is commonly used in two primary but distinct ways, namely in a phenomenological sense concerning a free attitude accompanying a given play activity, and referring to a frame-breaking form of disruption. I refer to the former as play/playing, and reserve the term ‘playfulness’ for the latter, while also suggesting that playfulness implies a form of disruptive attitude or intent. Playing is a central concept in Barry’s work, one on which the author draws in terms of formulating the creative process. Barry’s insistence on the phenomenological or experiential aspects of playing both reinforces and is reinforced by the stylistic aspects of What It Is. Thus, assertions of playfulness based on elements of Barry’s work that subvert convention, often via a form of ambiguity, are consistently countered by Barry’s emphasis on process. It is therefore argued that, if What It Is displays a form of playfulness, it is primarily in terms of the way that it occupies the border between immediacy and authenticity, on the one hand, and constructedness, on the other. The article first establishes the approach to playing adopted by Barry throughout What It Is, based on the work of D. W. Winnicott, and links it to other conceptualizations of play/playing, before drawing a distinction between playing and playfulness. Following this, it examines how Barry’s delineation of the creative process as play, as well as the author’s approach to style, achieves a perceived form of immediacy and authenticity. After this, following consideration of the playfulness of Barry’s collage pages, the article considers how What It Is occupies the border between immediacy and constructedness.
本文讨论了琳达·巴里的自传体漫画/教学作品《What It Is》(2008)中的游戏和游戏性。“可玩性”一词通常以两种主要但不同的方式使用,即在现象学意义上,指的是伴随特定游戏活动的自由态度,以及指的是破坏的框架打破形式。我将前者称为玩/玩,将“可玩性”一词保留给后者,同时也暗示可玩性意味着一种破坏性的态度或意图。在Barry的作品中,游戏是一个核心概念,作者将其作为创作过程的组成部分。Barry对游戏的现象学或经验层面的坚持,既强化了《What It is》的风格层面,又被其强化。因此,基于Barry作品中颠覆传统元素(通常是通过一种模棱两可的形式)的游戏性主张,总是被Barry对过程的强调所反驳。因此,有人认为,如果《它是什么》表现出一种游戏性的形式,那主要是因为它占据了直接性和真实性与建构性之间的边界。本文首先基于D. W. Winnicott的作品阐述了Barry在《What It Is》中所采用的游戏方法,并将其与游戏/玩的其他概念联系起来,然后区分了游戏和可玩性。在此之后,本文将探讨Barry如何将创造过程描述为游戏,以及作者的风格方法,从而实现一种可感知的即时性和真实性。在此之后,考虑到巴里拼贴页面的游戏性,文章考虑了它是如何在即时性和建构性之间占据边界的。