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 Please read this. 

The Mind-Game Film (pdf) 

It is the first chapter, written by  Thomas Elsaesser,   an international film historian and professor of Film and Television Studies at the University of Amsterdam, of a book entitled “Puzzle Films: Complex Storytelling in Contemporary Cinema”. 

I stumbled across it the other day as I was once again googling ‘unreliable narrators’ and such, as I am wont to do in my ongoing efforts to make film theoretical sense of my True Blood conspiracy theories. (see link in blogroll “Film Studies For Free”) 

To say I was absolutely blown away by Professor Elsaesser’s chapter is a huge understatement. I felt at once validated and like a complete idiot. How had I missed the concept of a ‘mind-game’ or ‘mind-fuck’ film? At the same time, it was like the chapter articulated in film-scholarly language every single thing I have intuited about True Blood and have been blindly stumbling around this blog trying to explain, in my backwoods-Alabama-conspiracy-weirdo kind of way. It even mentions Fight Club and The Cabinet of Dr. Caligari, two films I have at various times and places tried to relate to Mr. Ball’s ‘mind-control experiment’. 

A few snippets (no copywright infringement intended. quoted for educational purposes only): 

 ..one overriding common feature of mind-game films is a delight indisorienting or misleading spectators (besides carefully hidden or altogether withheld information, there are the frequent plot twists and trick endings). Another feature is that spectators on the whole do not mind being “played with”: on the contrary, they rise to the challenge. The fact that audiences are set conundrums, or are sprung “traps for mind and eye,” that they are– as with von Trier’s Lookeys – confronted with odd objects or puzzling details that do not “add up” – even though the overall experience “makes sense” – would indicate we are dealing with a phenomenon that spectators recognize as relevant to their own worlds. Mind-game films thus transcend not only genre, but also authorial signature (even though recognized auteurs are prominent) 

 

  

 
 
 
 

Auteur!

The List of  Common Motifs beginning on page 17 is particularly edifying, after which the Professor elaborates: 

  From such ad hoc definitions and the folk/fan wisdom, it is evident that the mind-game film can usefully be analyzed under several headings: for instance, one can foreground issues of narrative and narratology (by concentrating on the unreliable narrators, the multiple time-lines, unusual point of view structures, unmarked flashbacks, problems in focalization and perspectivism, unexpected causal reversals and narrative loops); one can highlight questions of psychology and psychopathology (characters suffering from amnesia, schizophrenia, paranoia, “second sight” or clairvoyance); 

 

 ..and it goes on from there about the various ways to interpret these kinds of films. 

 Then, beginning on page 24 under the heading “Mind-Game Films as Examples of ‘Productive Pathologies’, the motherlode: 

Yet paranoia, one can argue, is also the appropriate-or even ‘productive’-pathology of our contemporary network society. Being able to discover new connections, where ordinary people operate only by analogy or antithesis; being able to rely on bodily “intuition” as much as ocular perception; or being able to think “laterally” and respond hyper-sensitively to changes in the environment may turn out to be assets and not just an affliction. The “creative potential” of conspiracy theories lies in the way they help deal with impersonal bureaucratic systems, based on protocols and routines, and practicing mysterious forms of inclusion and exlusion, rather than implementing transparent laws and explicit prohibitions…Paranoia and conspiracy theories, by shifting perspectives and generating horizons with higher degrees of complexity can lead to new kinds of knowledge. 

This is all I’ve been trying to say, in my clumsy fashion. Thank you Professor  Elsaesser, for providing me a frame in which to place my incoherent ramblings. 

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