“Nothing Spreads Like Fear”: Narrative Immersion in Soderbergh's Contagion

“Nothing Spreads Like Fear”: Narrative Immersion in Soderbergh's Contagion

Lorena Clara Mihăeş, Anda Dimitriu
DOI: 10.4018/978-1-7998-6605-3.ch014
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Abstract

The present chapter looks at the way fear is depicted in Soderbergh's 2011 thriller Contagion and how the onlooker is dragged along into feeling the fear. Without using a studio to shoot the scenes, without insisting much on characters, employing hyperlink narrative (scenes change quickly, playing with geographical distant places and interweaving storylines between multiple characters) and using few words, the movie's main character is not the invisible virus but the fear it spreads into the characters, growing and turning into mass hysteria. The aim of this chapter is to analyse how narrative immersion works in Contagion through visual, auditory, and emotional elements, which are used by the director as vehicles for instilling fear in the audience.
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Introduction

There are movies that eerily anticipate events from the future. The Truman Show (1998) ushers in the era of reality TV, whose emblematic representatives are the Kardashians; Minority Report (2002) envisages how personal data can be collected and used by authorities and commercial companies; The Net (1995) predicts the rise of online identity theft, while The Matrix (1999) lets us catch a glimpse of what it may mean to have both a “real life” and a virtual one. Yet, none of them seems to have come closer to real life than Contagion (2011), especially in the context of 2020’s most impactful and most terrifying event—the rapid and global spread of the new SARS-CoV-2 virus.

Contagion is one of those movies which have managed to catch more attention years after its release, though it was praised from the start for its realistic scenario. 2020 has rekindled the interest in the movie and important TV channels and platforms began to re-broadcast and stream it: AMC, HBO, Netflix, Amazon Prime Videos, etc. The realistic portrayal of a then fictional global pandemic, together with its play on a basic human emotion—fear—have turned this movie into a cult classic, albeit belatedly.

The mechanism which keeps the onlooker involved to the degree of physically feeling the characters’ fear is called narrative immersion. Narrative immersion is a concept borrowed from the field of virtual reality, specifically from the study of computer games. Yet, immersion can be used to describe any type of mental simulation (Currie & Ravenscroft, 2002) induced by various props (Walton, 1990), such as verbal, visual and acoustic elements, or a combination thereof, as is the case in cinematographic representations. The ultimate goal of any story, regardless of its medium of transmission, is to fully immerse the audience in its universe. This goal is more difficult to achieve in the case of written fictionit takes a very good storyteller to engage the audience with a tale that requires them to re-create its universe in their mindsand is supposed to become increasingly easier once the written medium is exchanged for the visual, auditory or virtual one. Yet, this is not always the case and, even in game design, immersion is one of the most difficult responses to instantiate (Björk & Holopainen, 2004). Success is not a guarantee either for games or movies, and a film which strives for ‘scary’ but manages only ‘boring’ causes the viewer “to fall out of the immersive ‘There’ and arrive in the disenchanted, non-immersed ‘Here’ ” (Hanich, 2010, p. 70).

Complete or partial failure of immersion in the story may have various causes, from an uninteresting storyline, to blunt exaggerations of the scenario. But major faults in the construction of the text are sometimes not the only reasons why the audience cannot be fully immersed in the story. Sometimes, a situation, plausible as it may be, is too much of a stretch of the imagination for the largest part of an audience, at a particular time. Either because the prospect is too frightening, too depressing or too removed from his/her personal reality, the average viewer cannot engage emotionally with the story. Or at least not until truth becomes stranger than fiction and reality begins to imitate art. This is arguably the case for what happened with the release of Contagion. The tools which facilitate the immersion of the viewer were in place from the very beginning, which ensured that the critical reception was mostly positive, with a score of 85% on Rotten Tomatoes. But, unlike critics who valued the strengths of the script written by Scott Z. Burns, the general audience did not feel so appreciative, giving Contagion a score of 63%. This is not because the film is somehow poorly constructed, but perhaps because, in 2011, the scenario it proposed was not sufficiently close to reality as to garner fear in all the audience. At the time of its release, the movie seemed remote from what might happen in real life and had the flavor of a larger-than-life blockbuster disaster movie of the mid-90s, of which Outbreak (1995) is an illustrative example. Yet, the director, Steven Soderbergh, took great pains to do his job properly and confessed to having researched into the matter of air-borne deadly viruses and being told by scientists that “it’s not a matter of if, it’s a matter of when. We had started the movie and then about 3 or 4 months into the research is when H1N1 happened. That became a really interesting tracer bullet through the system for us to follow some of the issues” (Soderbergh, 2011). Nevertheless, he could hardly envisage at the time how well his movie would portray future global crises.

Key Terms in this Chapter

Key Light: The primary source of light for a particular scene.

Auditory Immersion: A movie’s play with sounds in order to maximize the impact of visuals on the audience; in thrillers, it may sometimes be a sudden passage from relative quietude to loudness, apprehensive or brooding music in the background, etc.

Emotional Immersion: The audience’s psychological response to the events and characters in the cinematic world, close to Aristotle’s definition of catharsis in tragedies.

L-Cut: Also known as delayed or split edit, is a film editing technique by which the audio and the visual do not start at the same time.

Long-Shot: A filming technique in which the frame is wide and tall enough to show the character completely. This can be understood in opposition to medium-shot, in which a character appears from the waist up, or a close-up, in which certain details of the character are in focus.

Narrative Immersion: A term borrowed from virtual reality which designates the player/reader’s investment in a story to the degree of being absorbed by it.

Hyperlink Cinema: Films which display complex, multilinear yet interlocked narrative structures, metaphorically resembling the act of Internet browsing through hyperlinks.

Cinematic World: An intuitive concept-metaphor borrowed from Possible Worlds Theory to describe what the viewer constructs using as a guide the visual and auditory elements and adding information provided by real-world knowledge.

DREAD: A feeling of apprehensiveness caused by expectations or anticipations of some as-yet-unseen doom.

Visual Immersion: Various visual techniques employed by movies which make the spectator experience the cinematic world as if it were “real”, effacing the boundary between the physical and the virtual space.

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