In [Post-Cinematic Affect], STEVEN SHAVIRO map the flows of affect in four dimensions, there are Control, Flows, Media Ecologies, Gaming. Let’s focus on gaming. Gamer posits a social space in which the ubiquity of gaming has become nearly absolute.” It’s a trend that life and media become like a game. (Shaviro, 2016)
Today I will discuss a post-cinema as game – EXISTENZ. “This film described a story A game designer on the run from assassins must play her latest virtual reality creation with a marketing trainee to determine if the game has been damaged.” (IMDB, 1999, p. 1).
David Cronenberg is a very famous director in Canada who is good at shooting thriller. Post-cinema is a good way to described his film, non- liner structures, the plots are unexpected. Cronenberg’s film are not telling technology can lead people to a better world, but destroy the law of nature. It is negative but rational. TXISTENZ is also talk about people are dependent on technology, lost in the game and can not distinguish reality and virtuality. Just like media can destroy people’s judgement, you can’t use your brain to think.
Existenz is reflecting the new technologies of post modernity using the structure of game. It is positive critics of internet culture, and taking cyber culture with virtual reality and biotechnology.
Written by: Chengxi Li
Steven Shaviro, “Post-Cinematic Affect,” in Denson and Leyda (eds), Post-Cinema: Theorizing 21st-Century Film (Falmer: REFRAME Books, 2016). Web. <http://reframe.sussex.ac.uk/post-cinema/2-2-shaviro/>. ISBN 978-0-9931996-2-2 (online)
IMDB, 1999, eXistenZ, http://www.imdb.com/title/tt0120907/?ref_=nv_sr_1.
Youtube, 2016, eXistenZ 1999 1080p https://www.youtube.com/watch?v=a_kHXnPk0X0&t=920s