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. 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. 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. 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. 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. 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. 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. 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. 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. 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.