21 - The Politics of World Building: Heteroglossia in Janelle Monáe’s Afrofuturist WondaLand
Published online by Cambridge University Press: 10 February 2021
Summary
Abstract
This essay approaches world building from a political point of view, arguing that the way in which imaginary and immersive transmedia storyworlds are constructed in fantastic genres reflects a fundamentally political position. In the context of 1970s countercultures and emerging identity politics, the cultural movement of Afrofuturism provided black artists with a way of reversing the racist bias so prevalent in science-fiction and fantasy narratives. In the 21st century, Janelle Monae is an artist who has reinvigorated this movement with a series of albums, music videos, and stage performances that adopt the cultural logic of transmedia world building, but do so in a way that challenges the traditional ontological structure of such secondary worlds. By combining Bakhtin's concept of heteroglossia with Hardt and Negri's concept of the multitude, this essay argues that Monae's work represents an important challenge to the white-centric traditions of world building, even if her success simultaneously must rely in part on the cultural logic of neoliberalism.
Keywords: science fiction, world building, Afrofuturism, transmedia, Janelle Monae, Mikhail Bakhtin
World building has become the name of the game in commercial sciencefiction and fantasy franchises. As digital convergence continues to blur the boundaries between media and as multiple forms of participatory culture proliferate, the focus in fantastic fiction has shifted ever more strongly from linear storytelling to the development of coherent, recognizable, and ostentatiously branded storyworlds. While there is hardly anything novel about the commercial franchising of successful characters and narrative environments, the hegemonic appropriation and commodification of world-building practices from fantasy and science-fiction traditions has come to typify the age of the global media conglomerate, from the Disneyowned Marvel Cinematic Universe to HBO's cross-media juggernaut Game of Thrones. Most of these popular imaginary worlds offer mappable and therefore “knowable” environments, with a strong focus on the kind of consistency and coherence that pleases fan cultures, while also thriving commercially as part of the larger political economy in which these multiple texts circulate as branded commodities (Johnson 2013, 6-7).
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- World Building Transmedia Fans Industries , pp. 377 - 392Publisher: Amsterdam University PressPrint publication year: 2017