Ghost In The Machine: Batman & Midnight Society Tackle TV’s Toughest Demonic Electronics
Thursday, August 6th, 2009
In this column, we look at two pop-cultural interpretations of ubiquitous Weird legends as portrayed by two narrative television programs… like how Buffy the Vampire Slayer’s Rupert Giles and Inspector Gadget’s Penny would both be nothing without magic books. But with monsters. Enjoy.
Are You Afraid of the Dark?, Episode 1×13, “Tale of the Pinball Wizard”
And
Batman: the Animated Series, Episode 1×45, “What is Reality?”
Every major technological trend or development is always addressed by pop culture with a movie or show that illustrates the breakthrough’s potential for wild mass homicide. What if a VHS tape… were haunted? What if your cell phone… were haunted? What if the Internet… were haunted? The stereotype is that all of these sorts of properties emerge from Japan – after all, my above examples come from The Ring, One Missed Call and Pulse, all American re-makes of popular Japanese horror films. But one really only need to look back as far as the early ‘90s to find a time when North America was just as obsessed with fashioning some sort of fiber optic bogeyman (e.g., films like The Net and Lawnmower Man) with which to sop up all the technophobic cold sweat breaking out over things like the Internet and the promise of virtual reality. The root of this fear stems from people’s inability to comprehend exactly how invisible information is stored, transmitted and received, and their dread that individuals who do understand, or ghosts, who are also invisible and are, therefore, somehow viewed as computer compatible, can take advantage of that mystery to exploit society’s reliance on technology.
Batman: The Animated Series and Are You Afraid of the Dark? both crafted technology-centered episodes, specifically predicated upon the largely parental fear of addictive escapism in the form of video games. The episodes were released only one year apart (Tale of the Pinball Wizard in 1991 and What is Reality? in 1992), and each seeks to address the ubiquitous modern concern that people are using electronic entertainments to escape their actual lives by entering false realities that they either command or are able to conquer. One of these episodes comes down firmly on the side of irrational parents, engaging in lengthy finger wagging session that lays out the addictive nature of gaming and the ultimate physical price that comes with it. The other episode is, thankfully, a staunch defender of kids, recognizing that, while it’s true that people can’t occupy a world that they control, and shouldn’t try to, they can still embrace the fact that, ultimately, they have complete control over themselves.








