Spoilers ahead: Suspiria (2018) may not be a film driven by a feminist agenda, but it still works to push the medium forward in embracing a raw and real feminine identity.
We’re in 1977 divided Berlin and a young girl named Patricia manically enters her psychiatrist, Dr. Klemperer’s, office. She curls into the fetal position of his chair muttering of how she was groomed to be “perfect” by the heads of the famous Markos Tans Dance Company. She twitches squirrelishly and sees eyes on everything, tossing albums and books about to avoid their all-seeing gaze. She hears voices in her head. In an Arthur Miller manic episode she shouts “Witches!” and Dr. Klemperer writes down that her psychological state is diminishing. The camera then shifts to a dying woman in rural America as Thom Yorke’s melancholic score creeps into the background. This is Suspiria (2018)– not a remake of the 1977 Argento film, but something meant to hold its own. And while it’s a horror film first, it also supplies a healthy step in the right direction for women in film as well.
Continue reading “Suspiria 2018: the Nitty Gritty Rawness of Female”
“Tender Age Shelters” where children are sent. (Source: FOX 25)
(Article published on Medium.com)
While children sit in holding pens and parents are sent away — while lives are broken — we are sitting behind our screens debating the legality and blame of a horrific situation. We are blending and bending facts to our will when, by definition, facts should be defended as iron-clad objective reality. Lines that do not bend to petty rhetoric. The general argument surrounding immigration and detention is derailing us from the conversations we should be having. Instead of what is right or wrong, we need to shift to something akin to how do we fix this… or what are possible solutions? What is the damage we are causing? In the face of these questions, who did it and who could be arrested for it should be overshadowed by the blatant fact that it is happening in the first place.
Continue reading “Crisis at the Border: The Hope of Words”
How non-profits and video games are picking up where government support of veterans falls short: saving lives.
According to a press release from last September by the Department of Veterans Affairs (VA), the suicide rate of veterans in the United States is 22% greater than non-veteran citizens. “We know that of the 20 [veteran] suicides a day that we reported last year, 14 are not under VA care,” said VA Secretary Dr. David J. Shulkin in the report. “This is a national public health issue that requires a concerted, national approach.” Even without this data, it’s easy to see that war affects all lives intertwined with its pervasive web. Being deployed overseas is not a nine-to-five job; war doesn’t stop for coffee breaks or lunch dates. And, over the last few years, there is an increasing lack of belief in the support the VA can offer veterans returning home; a question in credibility that stemmed from whistle-blowers who, in 2015, made the claim that hundreds of thousands of veterans have died while on the VA’s waitlist for healthcare.
Continue reading “STOP: Stack Up’s New Veteran Support Service Can Help Save Lives”
How language is manipulating our thoughts and why it is drastically important to teach.
The trouble with words is that, regardless of their size, whether they are salient or subtle, they matter. In their weightless form, they can move mountains and manipulate realities. They can inspire genocide and create peace. America’s national parks are built on their formless back. The Nazi Party was founded on their circulation (e.g., all race other than what Hitler deemed Arian were described as parasitic “bastard races” in schools). The anger, or hatred, or disdain you may feel toward our current political situation in the United States could be based on the graceful words from our president’s mouth, or his Twitter.
Continue reading “The Weight of Your Words”
Blade Runner 2019 provides a gorgeous narrative that digs into age-old philosophical questions.
Article published on Sidequesting: http://www.sidequesting.com/2018/01/elevated-sci-fi-and-why-stories-matter-blade-runner-2049/
Some may argue that its financial downfall at the box office dooms the film as a failure — yet many critics deem Blade Runner 2049 the best film of the year. There is a strange dichotomy in thought here, as to what deems a film’s success: on one hand we have financial failure, perhaps not enough popcorn to draw in the casual fan; on the other, we have a resounding success as one of the best science fiction films of all time, thanks to the very thing that made it unfriendly toward the casual viewer: existential investigation.
In that case, Blade Runner 2049 succeeds. It is long. It is hard to digest. But, to that end, it takes the viewer on a philosophical exploration of the human soul. That exploration, hard though it may be, is all the more important in an age when we are inundated with mindless entertainment, instant gratification, and unreliable information (I write, as I sit in a café staring at a couple in conversation — the girl, uninterested, browsing through Instagram; the guy, attentive, stares in erudite longing at her “uh huh” responses).
Continue reading “Elevated Sci-Fi and Why Stories Matter: Blade Runner 2049”
Why events like Dragon Con are holding contemporary geek culture together where E3 falls short, and how that is changing the industry.
It’s around 11 p.m. on a Saturday in Atlanta, Georgia. I am standing in a sea of people all of who are staring, in a sort of trance, at a strange amalgamation of pirate and goth singing sea-shantyish songs. Tongue-and-cheek lyrics that border on macabre and irreverence fill our ears, and we rise and fall with the sway of words despite the gruesome undertones—a stark contrast to the last hour, where we listened to the Atlanta Phil Harmonic Orchestra play music from film and television favorites. And the hour before that, when we perused an entire floor of artwork that ranged from Greek and Norse Mythology to dragons, faeries, and cats. Or before that, when we joined 600 other people and listened to the musings of Jim Butcher.
Continue reading “The Benefits of Fandom: Rise of the Con”
Video games, unlike any other medium, offer the opportunity to help socialize children who have Autism.
(Article published on SaveGame.)
As an educator, I have an interest in researching how video games can help us to better understand learning through interaction, play, and experience. Despite their often negative reputation for being a “waste of time,” video games still provide us with a unique medium of entertainment because they require direct interaction from the player. This aspect introduces a new dimension in how forms of entertainment and media affect us, especially in fields like medicine and psychology.
Continue reading “Interaction and Autism: How Games Help”