Interact Magazine for Europe February 2014

Page 63

Interact | Arts and Culture try’s total population) tuned in at the time

firstly proposed by some communica- time!) to complete, and in between it has

to watch the show, according to NRK. ‘I’m

tion scholars who felt anxious about the

no passengers, no traffic, only road sign,

not being ironic’, mentioned one viewer,

negative consequences of mass media.

and you have to keep steering the bus to

‘For some reason, this broadcast was very

They argue that in modern society where

keep it from driving off road, or you’ll

calming and very exciting at the same

people are bombarded by excessive social

have to restart the entire process again.

time.’ One American user commented

network notifications, news alerts, incom- Even if you finish the journey, the only re-

that ‘if only the life in the USA could be

ing e-mails and other forms of distractions,

ward you could get is a single score, mak-

so simple...a programme of a fireplace

the always-connected, speed-obsessed

ing it the most difficult point to achieve in

instead of guns and crimes’.

way of life would inevitably lead to super- video game history. The following quote ficiality and decreasing quality in media

can be seen in the beginning of the game:

messages. Sabbath Manifesto, a website

‘game is stupefyingly like reality’.

that embraces slow media movement, is pledging for a ‘The National Day of Unplugging’ with its ‘10 principles’, and the first one is ‘Avoid Technology’. Despite how plausible the idea of slow media sounds, few people would actually However it was not the only experimental

like to disconnect from the virtual world

projects created by NRK, they are proved

to find a sense of relief. In fact, we find that

to be quite experienced at broadcasting

the aspiration of living a simple, undis- nority’s masochists, the game was still

mundane events like this: in the past they

turbed life amid our gadgets is yet another

called by The New Yorker as ‘the very

have broadcasted a five-day live from a

form of escapist wishful thinking: it will

worst video game ever created’. Quirky

cruise ship, and their latest programme

always be substituted by our pressing need

as these inventions might be, they more

showed a nine-hour live knitting. If the

to socialise and catch up with what’s going

or less reflect modern people’s cynical

fireplace show still has more or less to

on, by our insatiable appetite for more

resistance to a world of constant change.

do with the Norwegian firewood culture,

sensory excitement and our reluctancy

There is too much stimuli and not enough

the recent nine-hour live knitting almost

to surrender all the conveniences that

time, in a sense this sentiment defines us

entirely emphasises the ‘slowness’ of the

technology has already afforded us. Most

as a generation. Perhaps slow media is a

show itself, which consists of two parts,

importantly, nowadays ‘disconnected’ at

possible way out, though at this stage it

the first half was a four-hour documentary

some point means being excluded from

appears to be more eccentric than real-

Although it may have satisfied some mi-

on sheep shearing, and the second con- the online community thus being left be- istic. Or, why don’t we just sit back and sisted of five hours of non-stop knitting

hind. Also this idea is certainly not going

enjoy the warmth and relaxing crackling

by a group of people aiming to break a

to be welcomed by the ads suppliers. In

sound of a real fireplace, if we do fancy a

previous world knitting record.

this sense, the National Firewood Night

moment of sobriety?

series is just a parody of the idealistic slow Impressed by NRK’s peculiar approach, it

media movement.

is realised that the term ‘slow TV’ that has been adopted by some reports is some- A more unorthodox examples of such what related to the ‘slow media movement’

mundane programmes, the predecessor of

mentioned a few times in the past. As the

both live firewood and slow media, is the

name suggests, the movement urges us

once notorious video game called ‘Dessert

to ‘slow down’ the pace when engaging

Bus’. The whole purpose of the game is to

with forms of media goes on to call for a

drive a passenger bus (but without a single

less-mediated forms of life. Inspired by

passenger) from Arizona to Las Vegas.

the slow food movement, the idea was

The single journey takes 8 hours (in real

First image from The New York Times National Firewood Night Second image from the New Yorker - Desert bus interface Previous page image by Christopher/Flickr CC BY-SA 2.0 63


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