Wednesday 4 April 2018

Photophobia


Photophobia- Surveillance, Sousveillance and the state.

The journal and images should explore a clearly defined theme and should demonstrate both your abilities as a photographer and your ability to reflect on the processes behind the construction of your images. This assessment is based on you choosing a theme or topic that allows you to explore an element of contemporary photographic practice (defined in its broadest terms) and demonstrates the use of practice as a critical methodology. COMM 3840 Themes in Contemporary Photography 10 The journal and images should explore a clearly defined and negotiated theme and should demonstrate both your abilities as a photographer and your ability to reflect on the processes behind the construction of your images. As part of this assessment you will need to produce a 500-word proposal for your 5-image portfolio. You will need to outline the contemporary theme you want to explore through your portfolio, describe the ways in which your practice will allow you to develop critical/historical ideas and a give a sense of the technical and logistical issues you will need to consider to fully realise your project. You should also provide a full bibliography. This will then need to be approved before you start work on the final images. You might choose a theme like gender and representation or a photographic genre to explore like portraiture or documentary. You might want to use your five images to explore the implications of digital photography, or look at how we make use of our photographs in a post analogue world. Whatever subject you choose you need to produce a series of five images which reflect your exploration of this theme and produce a 1,000-word commentary which is broken down in the following manner:

Section 1 In 250 words describe your project and its key themes.
Section 2 In 250 words describe the process of taking and editing your work.
Section 3 In 500 words please write a commentary to introduce and reflect upon your images. You can submit any research materials and test images you also feel appropriate. This material should be submitted in hard copy, and in a folder if associated with other research materials. You will also be asked to submit evidence of the research process through your YARN log.

Section 1. 250 words

The aim of my project is to highlight and ridicule how prevalent surveillance is in our society in an informative and humorous way. Surveillance is used as a form of social control and power:

‘There is no need for arms, physical violence, material constraints. Just a gaze. An inspecting gaze, a gaze which each individual under its weight will end by interiorising to the point that he is his own overseer, each individual thus exercising this surveillance over, and against, himself.’ Foucault, Panopticism-Discipline and Punish 1980: 155

Here Foucault highlights how in a society that is heavily surveyed individuals express a paranoia that they are being constantly watched. In the act of believing in this point as a certain truth we start to imagine how we look to the watcher and in doing so we become our own overseer, this is called panopticism. To establish panopticism a governing state must first maintain the model of the panopticon. The panopticon is a type of building designed by Jeremy Bentham a philosopher in the 18th century. Its design consists of a central viewing tower in the middle of a circle of jail cells that has a 360 view. The 360 degree observation means that the inmates believe a single watchman could be viewing them from any angle at any time. This paranoia that they are being watched causes the inmate to act as if they are being watched at all times meaning that they are constantly monitoring their behaviour.




In ‘Discipline and Punish’ Faoucult invoked the panopticon as a metaphor for disciplinary societies and its easy to see how a model of panopticism is largely excercised by the UK and other countries goverments. According to a survey in Britain there is 1 surveillance camera for every 11 people (David Barrett. 2013). This subjects us to the feeling of being watched at all times much like in the panopticon. In my images I wanted to express this panopticism that we feel through inverse surveillance a subset of souseveillance which excersises the study and analysis of surveillance systems and the recordings of figures of authority.

Section 3

Image 1

To portray inverse surveillance I decided it would be fitting and comedic to take a picture portraying the view from a CCTV camera from within a CCTV surveillance office. The amount that we are surveyed by CCTV cameras is absurd and I wanted to highlight the ridiculousness of it by imagining a surveillance office as the target of the surveying eye in a scenario where so much is surveyed by those in authority that they even survey themselves surveying. The point of this is that I wanted to show a concern that we are loosing control over the amount that we are being surveyed. In this image the surveillance officers are both figures of authority yet also the victims of surveillance albeit their own. This descends them down to the representation of the typical civilian and transcends the CCTV camera to a higher place of control. This symblosises how we have become a slave to the machines that we have created and to the implications of their usage. A dystopian imagining in this photo might be of a world where the camera’s start to transcend above the authority of even those that use them in the same way that HAL the camera eyed AI does in 2001. If we view the security guards as the representation of ourselves then the piece symbolises how through panopticism our sub conscious creates an imaginary sentinel as part of our psyche that hovers above us and watches ourselves enforcing a paranoia and form of behavioural control. My image is an embodiment of an ironic inverse surveillance where I am analysing the surveillance equipment and those who are in authority but through the exact equipment and the eyes of those that I am analysing. Note how my image is the exact image on the monitor and how if you look closely inside the image on the monitor you can see the image of another monitor showing the same image. This results in an infinite paradigm that expresses the widely used artistic motif that camera lenses and the reflections from the screen that we view them from are a reflection into our ego and into the never ending self-analysis of our own psyche.




Image 2 – Panopticon

In this Image my aim was to have two different meanings. The first is that the image aims to recreate a Panopticon, the jail house building designed by designed by Jeremy Bantham in the 18th century. The building enforces panopticism: a phycological control over the inmates where because they don’t know where the watchman is looking they act like they are being watched at all times. In my image the people are stuck on the top of spikes in a gory fashion. This shows the way that we are violently trapped within the urban landscape by surveillance unable to escape its watchful gaze. The amputation of arms symbolises how we are unable to defend ourselves and signal our complaints at the emotionless lenses that watch us. The watchman in the photo is scanning the people who are vulnerable to its searching eye. I decided to feature 10 people because according to a survey there are 10 people to every 1 CCTV camera. The second meaning of the photo is that it enacts inverse surveillance. Instead of a person being watched by CCTV cameras high up on pylons my image features a CCTV robot being watched by people. In doing this I am trying to highlight the ridiculousness of the world we live in by showing the ironic inverse of our societies surveillance. Finally if this meaning is to be taken I hope that the viewer also questions the implications on CCTV camera’s emotions if in Orwellian fashion they were to develop some form of conscience.



To portray inverse surveillance I decided it would be fitting and comedic to take a picture portraying the view from a CCTV camera from within a CCTV surveillance office. The amount that we are surveyed by CCTV cameras is absurd and I wanted to highlight the ridiculousness of it by imagining a surveillance office as the target of the surveying eye in a scenario where so much is surveyed by those in authority that they even survey themselves surveying. The point of this is that I wanted to show a concern that we are loosing control over the amount that we are being surveyed. In this image the surveillance officers are both figures of authority yet also the victims of surveillance albeit their own. This descends them down to the representation of the typical civilian and transcends the CCTV camera to a higher place of control. This symblosises how we have become a slave to the machines that we have created and to the implications of their usage. A dystopian imagining in this photo might be of a world where the camera’s start to transcend above the authority of even those that use them in the same way that HAL the camera eyed AI does in 2001. If we view the security guards as the representation of ourselves then the piece symbolises how through panopticism our sub conscious creates an imaginary sentinel as part of our psyche that hovers above us and watches ourselves enforcing a paranoia and form of behavioural control. My image is an embodiment of an ironic inverse surveillance where I am analysing the surveillance equipment and those who are in authority but through the exact equipment and the eyes of those that I am analysing. Note how my image is the exact image on the monitor and how if you look closely inside the image on the monitor you can see the image of another monitor showing the same image. This results in an infinite paradigm that expresses the widely used artistic motif that camera lenses and the reflections from the screen that we view them from are a reflection into our ego and into the never ending self-analysis of our own psyche.


Friday 14 April 2017

Use two films studied on the module to discuss how elements of gameplay are used to convey a sense of historical trauma. Pans Labyrinth, Silent Hill

 Use two films studied on the module to discuss how elements of gameplay are used to convey a sense of historical trauma. Pans Labyrinth, Silent Hill

Video games are no longer a new media phenomenon, but they are one of the youngest mediums. The definition of remediation outlined by J. David Bolter and Richard A. Grusin in their book ‘Remediation: Understanding New Media’ is the act of new digital media remediating its predecessors such as television, radio and print journalism. Video games such as Max Payne use slow motion or ‘bullet time’ effects that directly remediate the cinematic effects within ‘The Matrix’. ‘The Matrix’ remediated this from cyber punk anime such as ‘Ghost in the Shell’. Video games such as ‘Gears of War 3’ remediate films in their use of cinematic cut-scenes. In ‘GOW 3’ ‘there is 90 minutes of cut-scenes (Dee Majek. 2015. P.3).

‘Silent Hill’ is a perfect example of a franchise that reverses the regular pattern of film refranchised as games. ‘Silent Hill’ actually migrates the use of cut scenes from its videogame counterpart into its film. Nods to the videogame are numerous and what this allows for is a far greater inter-textually between the ludic structure of the narrative and the film.

In Pan’s Labyrinth the choice given to Ofelia in the gameplay element mirrors the way the viewer has to choose between what is real and what is fantasy. Guillermo intertwines the narrative with the logic of a little girls fairy-tale ‘imposing its own laws of versilitude’ (Fernandez. 2013. P.212). One way of viewing the story is to see the labyrinth world as a product of Ofelia’s imagination. However Guillermo complicates this reading at the end of the film. When Vidal finds Ofelia talking to the magical faun the camera switches to his viewpoint and the faun is not there. Initially this would give the viewer the construct that the fantasy world is purely a fabricated reality used by Ofelia to deal with her trauma. However, previous to this encounter Vidal drinks a heavy sleeping medication which destabilizes our trust in Vidal’s view giving us the realisation that perhaps the faun is real.

This puts the viewer in the position of a gamer, the goal is to work out the puzzle, what is real and what is fantasy? We are the algorithm constructing our own version events through the database of hyperealities.













(Pan’s Labyrinth. 2006)


Guillermo defies the patriarchal and conservative value systems that were engrained by Disney. Disney films were keen to authentically copy fairy-tales but in doing so they inherited their old fashioned ideologies. Guillermo goes against this by re-contextualising fairy-tales. Drawing from a range of contexts, whilst not giving them precedence over each other. References include nods to child eating monsters such as Cronos the Greek god. Cronos devoured his god children and in a similar way Vidal kills Ofelia to prevent the young from flourishing. Ofelia’s red shoes link with the ‘Wizard of Oz’ and the 1948 film by Powell and Pressburger. Piles of shoes reference the piles of clothes in Nazi concentration camps. This results in a competing interplay between copies of copies to create meaning. This plethora of sources in conjunction with a heavily remediated structure points to the idea of the hypereality.

Storytelling has featured ludic structure throughout history. The Greeks were in favour of a level-like approach to their stories. Homer’s the ‘Iliad’ is full of stages and levels which the hero ‘Achilles’ has to make his way through, to be victorious. There are also certain monsters and people that he has to defeat on his quest, such as Hector, much like in videogames where there are bosses who you have to defeat to complete the level. There are certain artefacts that Achilles has to retrieve such as the golden bough which is the key to the underworld. Other characters only let him go forward if he is able to complete their riddles.

Lord of the Rings offers similar ludic narratives with the inclusion of Gollum’s riddles. Both of these texts deal with the issue of historical trauma and perhaps the sheer volume of ludic narratives provides evidence that they are the best format of exploring the subject. Arguably ‘Lord of The Rings’ is an analogous epic about World War One and many say that the writer J.R.R Tolkien wrote it as a way of dealing with the traumatic events that he experienced during the war. The Iliad consciously goes about documenting the violent history of ancient Greece in a highly glorified and fantasized way, perhaps as a way to subvert the depressive nature of a time consisting mainly of war and hate. Guillermo Del Toro hints at both of these approaches to dealing with historical trauma in his film ‘Pans Labyrinth’.

Both ‘Lord of The Rings’ and ‘Pans Labyrinth’ have the same fairy-tale quality. However in ‘Pans Labyrinth’ the fairy-tale nature is different because it is both contained within a strand of the story and at the same time encapsulates the story completely. The fairy-tale element of the labyrinth that Ofelia descends into is shown to be her creation, despite a few ambiguous plot points that would suggest otherwise. This is perhaps represented most potently at the start of the film as it begins with the camera going into Ofelia’s. This gives the sense that the viewer is about to see the story from a childish fairy-tale perspective. This is a ludic device putting the viewer into a first person perspective like in a first person shooter.

Much like how J.R.R Tolkien wrote ‘Lord of The Rings’ arguably as a way of coping with his Post-Traumatic Stress. In ‘Pans Labyrinth’ we are presented with the idea that this fantasy world created by Ofelia is a way of both escaping but also ultimately dealing the violent political turmoil that is present in her reality.

The topic of ‘Pan’s labyrinth’ is 1944 post civil war Spain in which Vidal a brutal fascist leader has come to power and is hunting down the Spanish rebels. This is a topic of Spain’s history that is seldom addressed due to its horrible nature. Spain, and other once Fascist countries such as Germany are understandably trying to forget their turbulent past.

The non-prejudiced people of Nazi Germany at the time of WW2 would have been aware of the genocide that their leaders were responsible for. However they would be conditioned to look away and focus of their own economic benefits and improvements to lifestyle that came with Hitler’s rule. This theme of looking away is prevalent in both ‘Pan’s Labyrinth’ and ‘Silent Hill’, the theme of choice to see or forget the harsh truth.

‘Pans Labyrinth’ captures the antagonist Vidal’s mentality of glorifying his rule and forgetting the evil sentiment of fascist Spain. This mirrors the way that the ‘Iliad’ subverts its story’s painful nature into a celebratory piece and the way that the Puritans in ‘Silent Hill’ subvert sin onto innocent people who they label witches. One way of dealing with sin is by repressing it and blaming it on someone else. However buried sin always rears its gruesome head which often effects the innocents. The innocent children in both films are the ones that are sacrificed for others sins.

One of the reasons that Spain has not addressed this topic is because of the man and the regime that the film is all about. This is like how America’s history books were rewritten to cover over their horrible treatment of Native Americans. ‘As one of the spoils of victory, Franco the leader of the fascist Spanish regime was able to control and manipulate representations of the past to create a paradigm of National Catholic Spanish history that would be taught in schools and universities’ (Fernandez. 2013. P.212)

In ‘Pans Labyrinth’ Ofelia’s completion of the levels within her magical world is seen as a way to deal with her trauma as well as Spanish national trauma. The release of her brother into the world alongside the death of their mother symbolises the turning over of a new leaf. This mirrors how in ‘Silent Hill’ Alessa uses her child Sharon ‘the good part of Alessa’ as a clean slate. In ‘Pans Labyrinth’ Ofelia is an analogy for Guillermo Del Toro. Where she is trying to deal with her emotional trauma, Guillermo Del Toro is trying to deal with his country’s national trauma. In a twisted way Ofelia is also an analogy for Franco as he goes on to manipulate the past into a fake fantasy version with the illusion of it being real. Again this manufacture of an unauthentic past is prevalent in the untruthful ramblings of the head puritan in ‘Silent Hill’.

‘Silent Hill’ practices the same subject of confronting our fears, emotions and most importantly trauma. The main theme running through ‘Silent Hill’ are people’s sins and traumas and how characters deal with it. The town of Silent Hill is an alternate reality nightmare dimension that is an area of dark energy created from one traumatic event. Everyone that lives in Silent Hill is subject to punishment from this dark energy that pulsates in and out like a tide. It brings with it devilish monsters and that are only unable to encompass one area: the church.




(Silent Hill. 2006)

The event that brings about this dark presence is the burning of a child named Allessa by a cult of puritan Christians who believes that she is a witch. This is because she has been made impure by the molestations of a janitor. During the witch burning ceremony the device of her torture breaks allowing her to survive, albeit severely burnt. In hospital Allessa is visited by the devil in the body of a dark doppelganger of herself. The devil offers Allessa the opportunity to reap revenge by giving her dark powers over the town and gifting her with a child. I believe that the devil enables Allessa to transform the town of Silent Hill into a game in which the people who tortured her are trapped and exposed to her revenge.

The town is an embodiment of Alessa’s mind, at times it’s a metaphor for other character’s mental anguish such as in the case of Rose. In the original video game this is made clearer by the ‘malevolent power native to Silent Hill, which materializes human thoughts’ (Wiki. 2015) into monsters and scenery. Visual motifs are included denoting the national trauma of America and Japan. The viewers of the film and players of the game are made to deal with the fallout of the trauma from horrible events such as Hiroshima and the holocaust. The fog world has a very post- apocalyptic feel to it.




(Silent Hill. 2006)

A child born of the devil and the hate filled Alessa is adopted from an orphanage outside of Silent Hill by the main character Rose. The viewer follows Rose as she tries to track her lost child down after she disappears. After learning that her child, Sharon is in Silent Hill she must descend into its hellish layers of nightmarish levels. The film certainly does borrow a level-like design from its video-game counterpart. Survival is the goal in all these levels, the main goal of any traumatised mind is to escape the trauma so the survival gameplay is heavily emblematic.

The contest is a form of human experience that we are shown from an early age even with the contest to leave the womb alive: ‘from parenting to courtship to war, and as a cognitive structure it may have evolved as a survival mechanism in the original struggle of predator and prey in the primeval world.’ (Janet Murray, 2004). In Silent Hill the gameplay element of flight or fight is in favour of fight because humans often tackle trauma head on. However some trauma is too intense to combat so we must flee. If you are to make the wrong choice between the two in the game and in life then this can be fatal.

As I mentioned before the main theme to ‘Pans Labyrinth’ is choice and this is strengthened by the game-like nature of Ofelia’s fantasy world. The labyrinth that Ofelia descends into is full of puzzles and levels that she has to complete through making choices. The Faun presents Ofelia with a magic book with three tasks that she must complete before the next full moon. She must retrieve a key from the stomach of a giant toad that lives in a rot infested womb-shaped tree by feeding it three magic stones. This scene symbolises her brother killing her mother in child birth and Ofelia’s task entails killing the toad which would save the tree. In the game-like world the motives that characters cannot act out in reality become realised. Later she is told by the faun that her second task is to retrieve a dagger before the last grain of sand falls.



(Pan’s Labyrinth. 2006)

Both ‘Silent Hill’ and ‘Pans Labyrinth’ copies the level-like formula from its video-game counterpart alongside its narrative structure. In ‘Silent Hill’ the level-like sections are even joined by a black screen at the end of one and the beginning of another. There are also cut-scenes between the action with different filters on the screen: ‘whenever cut-scenes feature, atmospheric ambiguity, narrative complexity, and personal relationships are foregrounded’. (Kirkland. 201. P.320) There will be an action scene followed by a scene where the story is explained often by a character or a cut scene. In ludic structures there will often be some kind of narrator that will guide the player through the levels adding explanations to the action. In ‘Silent Hill’ this narrator is Cybil, in ‘Pans Labyrinth’ it is the faun and the fairies.

Often without these narrators players are left just fighting enemies for no reason. This kind of interplay between action and dialogue alongside the type of guide-like behaviour from some of the characters reinforces the isolated goal structure of the survival missions. You must just stay alive, nothing else. If we view each level as an ordeal with trauma then only before or after the action do we fully have time to reflect and understand it. Cybil makes Rose understand her daughter’s trauma because Cybil is un-burdened by the panic and confusion that Rose is in. This is the same feeling that the player has in the case of survival games.

Rose’s development within the fantasy world of Silent Hill mirrors her daughters development. This is evident in the first scene where she is dressed in infantile attire and holding a stuffed toy. There is also a plethora of sexual imagery often in the form of doors that Rose must go through to get to the next stage. This action of leaving a door is a metaphor for leaving the womb and reaching the next stage of development. These motifs are prevalent in the video game ‘Dark Souls’ that symbolically documents the player’s journey from escaping the womb to contesting with monsters with far bigger swords than them. Pyramid Head is a boss monster in Silent Hill with a big sword whose murder of people is a metaphor for sex or rape. Rose and Sharon are vulnerable to him as they have yet to reach the next pycho-sexual stage. Just like how in a video-games the aim is to reach the next level, in ‘Silent Hill’ the next level is the next stage of development.



(Silent Hill. 2006)

Silent Hill features an ever-changing ludic environment that creates new zones that Rose must navigate through. The map that Rose sees on the road symbolises this database of Alessa’s traumatised mind. The map is reminiscent of the ones used in video games, particularly ‘Silent Hills’ video-game counterpart. This ludic library of zones must be navigated through by the algorithm. The structure of a database and an algorithm that navigates its way through the stages contradicts the standard narrative of a guided path. It enacts the way that we often visit our own trauma: with no pattern or logic. The monsters that the characters have to defeat are presented much like targets or chess pieces, not characters that a non-ludic narrative would have.



(Silent Hill. 2006)

If we look at the database of ‘Silent Hill’ as the mind of Alessa the visual motifs fit her trauma. Silent Hill is burnt to a crisp like Alessa herself. She faced molestation by the Janitor symbolised by the sexually charged Pyramid Head. Alessa is both the child and an analogy of Sharon. Her needing to confront these demons is Alessa needing to confront her trauma.

Sharon trying to escape Pyramid Head is Alessa’s psyche playing out the scenario of actually escaping the molestations of the Janitor. The Janitor has stunted Alessa’s sexual development because she hadn’t reached the next stage yet. Sharon and Rose’s trip through ‘Silent Hill’ is a metaphor for Alessa repeated attempts to reach the next stage. ‘Replay is an aspect of gaming, one of the most pleasurable and characteristic structures of computer-based gaming in particular, which is usually accomplished by saving the game state at regular intervals’. (Murray. 2004) This is another ludic feature, the replay of stages to try and complete them. In a sense ‘Silent Hill’ is analogous of itself because it is a town that has been made a game for Alessa’s mind to work at and a videogame for us to play. If we recognise visual motifs that symbolise nuclear wastelands such as the very Chernobyl-like abandoned playgrounds and ash then we are playing through the trauma that nuclear fallout left.

Ultimately Alessa’s repeated catharsis of her own trauma is symbolised by the ludic pattern. A never-ending stream of monsters comes out to kill the cult, then they go back to the darkness and the act is repeated. There are parallels between Alessa’s creation of a game world and the Japanese man Keiichirō Toyama creating the video-game. Has Keiichirō Toyama manufactured a gamelike world for a catharsis of his national trauma?

In ‘Pans Labyrinth’ there is no mistaking the similarities between tasks such as escaping increasingly sand filled rooms and the tasks in games such as ‘Tomb Raider’. Ofelia has to make certain choices with the tasks such as should she eat from the table of the pale man? This mirrors the way that other characters have to choose between seeing the evil of the regime or not and following its laws or acting against them. Ultimately the film is about obedience or disobedience. The pale mans table is an almost direct copy of the table that Vidal dines at with his friends earlier on. When Ofelia eats from the table she is breaking the rules and this symbolises the contradiction of Vidal’s orders. The choices that Ofelia needs to make are paralleled with the viewer’s choice to decide what is real and what is fantasy.

I will end this essay with the idea that ‘Silent Hill’ and ‘Pan’s Labyrinth’ is about hyperealities. Hyperealities are virtual worlds that the occupant is unable to distinguish from reality: ‘the generation by models of a real without origin or reality: a hyperreal’ (Baudrillard. 1981) Baudrillard presented the idea that with the existence of a mass of references and symbols we are creating so many copies of copies that we cannot distinguish which one is the original. Just like the idea of Hyperealites the characters in ‘Silent Hill’ and ‘Pans Labyrinth’ start to fixate on their traumas. They see these worlds not as copies, but as reality: Vidal’s blind glorification of his regime, the Puritans glorification of their order and Ofelia’s aspiration to live in her fantasy world forever.


Bibligraphy

 Dee, Majek. "The Cinematisation Of Computer And Console Games Aesthetic And Commercial Convergence In The Film And Game Industries". 2015: n. pag. Print.

 Fernandez, Alvarez. 2013. ‘Spanish History in the Fairy Country: Dealing with Social, Trauma in Pan’s Labyrinth’ (Online) accessed 10th January) (https://ojs.uv.es/index.php/kamchatka/article/viewFile/3154/2881)

 Grusin, Richard. ‘Remediation: Understanding New Media’ (Online) (accessed 10th january)(https://monoskop.org/images/a/ae/Bolter_Jay_David_Grusin_ Richard_Remediation_Understanding_New_Media_low_quality.pdf)

 Janet, Murray. 2004. From Game-Story to Cyberdrama. (Online) (accessed 10th January) (http://www.electronicbookreview.com/thread/firstperson/autodramati c)

 Kirkland, Ewan. 2010. Discursively Constructing the Art of Silent Hill. (Online) (accessed 9th January) (https://vlebb.leeds.ac.uk/bbcswebdav/pid-4602818-dt-content-rid- 7208743_2/courses/201617_25846_MODL3230/Games%20and%20Cult ure-2010-Kirkland-314-28.pdf)

 Baudrillard, Jean. 1994. Simulacra and Simulation (The Body in Theory: Histories of Cultural Materialism). 1St Edition edition (31 Dec. 1994) University of Michigan Press;

 Tolkien, John. 1954. Lord of the Rings, The Fellowship of The Ring. 1st edition. George Aleen and Unwin

 Home. 1194-1184 BC. The Illiad. Penguin clothbound classics (2014). Penguin

 Wikipedia 2015. Silent Hill. (Online) (accessed 9th January) (https://en.wikipedia.org/wiki/Silent_Hill) Films

 The Matrix. 1999. Lana Wachowski, Lilly Wachowski. America. Village Roadshow Pictures. Groucho II Film Partnership. Silver Pictures

 Pans Labyrinth. 2006. Guillermo Del Toro. Spain. Telecinco Cinema. Estudios Picasso. Tequila Gang

 Silent Hill. 2006. Christophe Gans. Cananda. Davis Films. The Wizard of Oz. 1939. Victor Fleming. America. Metro-Goldwyn-Mayer. Games

 Gears of War 3. (standard edition). 2011. Xbox 360. Epic Games: Cary, North Carololina.

 Tomb Raider. (standard edition). 2006. Xbox. Crystal Dynamics: Redwood City, California.

 Dark Souls. (standard edition). 2011. Xbox 360. Namco Bandai Games: Tokyo

 Silent Hill. (standard edition). 1999. Playstation. Konami. Tokyo