Final cms 298


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Chapter 8 Simulational selves

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Final cms 298

  1. 1. Chapter 8 Simulational Selves, Simulational Culture in Groundhog Day. Justin Gowen CMS 298
  2. 2. What is a simulation? The text defines a simulation as an experience that is self contained, referring mainly to itself. This basically means that it is an experience that takes place within itself and cannot be taken with us. An example of this is a book. When we read a story we experience it at the time but everything from it stays in the book when we are done. This makes the book a self contained experience.
  3. 3. Cultures that are simulational The text talks about cultures that are industrialized and have capitalist economies are more simulational than their counterparts. The reason is that these cultures depend on electronic media for their entertainment. Simulations are essential to these cultures and affect how texts are understood and the impact that they can have.
  4. 4. Simulational Environments We live in increasingly simulational environments. Amusement parks, movie theaters, Books, malls, plays are all examples of simulational environments. What we experience in these environments has very little effect on life outside of the environment.
  5. 5. Groundhog Day The text spends much of the chapter talking about the film Groundhog Day which is about a man that wakes up every morning reliving the same day. Because he is living the same day over and over and it is resetting he is living in a simulational environment.
  6. 6. Simulational self The text talks about the idea of an increasingly simulational society creating a simulational self in each of us. Being a simulational self creates a life of social disconnection and self absorbtion. The film tells us that until we can get out of this simulation we are repeating the same day everyday like in the film.
  7. 7. Groundhog Day as a simulational environment Because the main character Phil is reliving everyday there are no consequences to any of his actions. Each day resets the same as the last no matter what he does. This is very similar to the books example of a video game as a simulational environment. As soon as you turn off the game it ends and you can reset the game and start all over.
  8. 8. Females in simulational environments In the text the mistreatment of women is seen as very prevalent in simulational environments specifically in the film. The text says “an important part of the rhetoric of this film is to link denigration of women with a simulational environment”. Phil mistreats women in the beginning and throughout the film.
  9. 9. Out of the simulation Phil eventually has an awakening and starts using his simulational environment to help others and to repair fractured relationships of his past. Eventually with all the good and selfless acts he completes he awakes to a different day and a new relationship with the female lead he had been harrassing throughout the movie.
  10. 10. Out of the simulation continued This film can be used as a metaphor for our current society. Through the over indulgence of simulational environments we have isolated ourselves from other humans. Also through getting out of these simulational environments we can improve over all relationships between men and women as was illustrated in the film.
  11. 11. Conclusion In conclusion a simulation as an experience that is self contained, referring mainly to itself. A simulational environment is a place where the simulation occurs. A place like the world of a video game or an amusement park. The mistreatment of women is seen as very prevalent in simulational environments. The film Groundhog Day is an example of a simulational environment on repeat.