iconic and artistic imagination
Dec. 2nd, 2010 12:29 pmLately I've been thinking a lot about what I've been naively calling iconic imagination. By this I mean the ways in which a story or narrative is broken up into bits which are conceptually iconic -- by which I mean they are immediately recognizable, are guaranteed to provoke a specific emotional response, and are meaningful. (My understanding of meaning is probably a bit controversial. There are other kinds of meaning, which I think are more shallow as they relate to the mechanics of language, such as the truth value and reference. I am much more concerned with the intent or reason behind an utterance.)
In the past I would have perhaps called them archetypes, but I think archetypes are special-case instances of iconic imagination. Archetypes are notable multi-faceted icons.
For a thorough education on what I mean by iconic imagination, spend a few hours on the TV Tropes site. Here you can see that a trope, which is an example of what I'm calling an icon, is a pattern that crops up in many different kinds of storytelling. And they vary widely in scope, from major character types to silly throwaway moments.
There's a lot of directions this has been taking me. For example, genre fiction vs. literary fiction. Genre fiction employs a lot of iconic imagination and so it's much easier to read (and to write). There's a sense among critics and academics that genre fiction is "lazy" because of this. Another way of phrasing this question is to ask whether or not the degree to which a work is iconic affects how artistic the work is.
Here I take art to be aesthetic reflection, or in other words a statement of some sort about harmonic proportion or beauty or the lack thereof. So I'll say naively that art does not come from iconic imagination.
Iconic works are "accessible" or "melodramatic." They appeal to our sense of play and fun. Art, on the other hand, moves in the other direction; it is contemplated solemnly or is considered "serious." It is not enjoyed, it is "appreciated."
I came to this by thinking about games, and game design, and child's play, and the question of what makes a game fun. Roger Ebert stepped into the fray not long ago when he wrote that video games will never be art. Insofar as games are necessarily iconic (in reaching for possible exceptions I came up with Nomic) I get what he's saying, though I'm not entirely convinced I agree. The difficulty may be that the human response to something iconic may preclude serious aesthetic reflection on it. So an iconic work which also has what would otherwise be recognized as artistic values is not typically appreciated artistically.
ETA: changing the "vs." in the title to "and," because I think the end result of all this is that iconic and artistic imagination are not necessarily opposites, though we act as if they are.
ETA 2: I tagged this "culture industry" because I do think the culture industry relies on iconic imagination in churning out its products. Products of the culture industry are often criticized as "derivative" which makes me realize that one of the effects of art on culture is the creation of new icons. This is potentially significant.
In the past I would have perhaps called them archetypes, but I think archetypes are special-case instances of iconic imagination. Archetypes are notable multi-faceted icons.
For a thorough education on what I mean by iconic imagination, spend a few hours on the TV Tropes site. Here you can see that a trope, which is an example of what I'm calling an icon, is a pattern that crops up in many different kinds of storytelling. And they vary widely in scope, from major character types to silly throwaway moments.
There's a lot of directions this has been taking me. For example, genre fiction vs. literary fiction. Genre fiction employs a lot of iconic imagination and so it's much easier to read (and to write). There's a sense among critics and academics that genre fiction is "lazy" because of this. Another way of phrasing this question is to ask whether or not the degree to which a work is iconic affects how artistic the work is.
Here I take art to be aesthetic reflection, or in other words a statement of some sort about harmonic proportion or beauty or the lack thereof. So I'll say naively that art does not come from iconic imagination.
Iconic works are "accessible" or "melodramatic." They appeal to our sense of play and fun. Art, on the other hand, moves in the other direction; it is contemplated solemnly or is considered "serious." It is not enjoyed, it is "appreciated."
I came to this by thinking about games, and game design, and child's play, and the question of what makes a game fun. Roger Ebert stepped into the fray not long ago when he wrote that video games will never be art. Insofar as games are necessarily iconic (in reaching for possible exceptions I came up with Nomic) I get what he's saying, though I'm not entirely convinced I agree. The difficulty may be that the human response to something iconic may preclude serious aesthetic reflection on it. So an iconic work which also has what would otherwise be recognized as artistic values is not typically appreciated artistically.
ETA: changing the "vs." in the title to "and," because I think the end result of all this is that iconic and artistic imagination are not necessarily opposites, though we act as if they are.
ETA 2: I tagged this "culture industry" because I do think the culture industry relies on iconic imagination in churning out its products. Products of the culture industry are often criticized as "derivative" which makes me realize that one of the effects of art on culture is the creation of new icons. This is potentially significant.