9 Beata Zawadka
9 Beata Zawadka
9 Beata Zawadka
Beata Zawadka
University of Szczecin
Abstract
The twenty-first century has seen the biggest breakthrough as regards the production and
distribution of audiovisual culture. Slow cinema and serials—in particular those coming to us
breakthrough for they offer us a new dynamics of experiencing culture; dynamics that relies
culture. This article will demonstrate, on the basis of selected Mubi, HBO, and Netflix
productions, how the clever playing out of (serial) boredom can affect viewers’ mental,
emotional, and even physical capacity and how important it is for a more effective perception
What do we talk about when we talk about the cinema of boredom? If we approach the
concept as pertaining to “movies about being bored,” where “bored” refers to the motif of
being stuck in a routine, then the answer to my question could be: we talk either about
effective motivational movies or really dark stories. To concur with this temptingly simple
experience occupying all areas of human interaction and reducing this experience
narratively—or in any other way—to a binary option would spring shut us cinematically in
To give an example, the majority of mainstream Hollywood films that make boredom
their narrative subject construe their protagonist as a character typically oscillating between
excessive energy and excessive, oftentimes to the point of appearing as violent, activity (e.g.
William Foster from Falling Down by Joel Schumacher, 1993; the narrator from Fight Club
by David Fincher, 1999; or Lester Burnham from American Beauty by Sam Mendes, 1999).
Added to such a characterization is the so-called zero-style, that is, classical Hollywood
narration, whose linearity, objectivity, and realism make films action-packed and thus leave
little room for the viewer’s non-passive engagement in their diegesis.1 The predictable,
active/passive interplay of such films and their spectatorship respectively contributes to the
perception of the latter as a boring experience, in the negative sense of the word. Eventually,
such an experience undermines the raison d’être of cinema itself for it attests to this medium
much space where to bundle formulaic filmic subjects but a conscious medial practice—a
boredom off” by resorting to viewing more action-packed films —which only deepens the
feeling of the poorness of the said state for if we try to overcome boredom via art, we reduce
the latter to a mere instrument by which to get rid of an undesired condition (Czapliński qtd.
boredom as an open category, we make the experience a subject for the interpretation, hence
merit (Stańczyk 80–81). Its cultural virtue would spring, then, from cinema’s ability to
article will try to demonstrate how cinema can perform boredom as its cue for us to create
is indeed value in thusly recycling the cinema of boredom; value that springs from an increase
in our private contentment with the participation in audio-visual culture via changing our
I will test this hypothesis by analyzing three cinematic instances. The first one, Old
Joy (2006) by an American indie director, Kelly Reichardt, comes from the realm of slow
Hollywood productions due to its critical embodiment as the cinema of boredom (Stelmach,
MUBI, a curated streaming service that boasts of being an exclusive provider of, particularly,
slow cinema pictures both by emerging and established filmmakers. Such a reputation,
additionally, makes this platform “contradictory” ergo “rebellious” towards the existing pay-
This does not mean that pay networks have little to offer as regards the revision of the
concept of cinematic boredom in the above-mentioned sense of the phrase. I will attempt to
demonstrate this while analyzing the HBO 2021 miniseries Scenes from a Marriage by Israeli
director Hagai Levi; a choice not at all accidental. HBO has long cherished the reputation of a
slow mutineer when it comes to the format of serial and, by extension, the image of
subscription services in general.3 This—added to the fact that the miniseries under my
scrutiny is a remake of 1973 TV miniseries of the same title by Ingmar Bergman, a director
whose inclination towards heavy-handedness, boredom, and depressiveness has earned him a
oriented and hence, more prone to play with the idea of boredom than an ongoing series;
another reason why I believe it is worthwhile to analyze this production. Yet, the ongoing
series has its own ways via which to creatively orchestrate boredom. Namely, as this serial
model relies on the story arcs unfolding over several long seasons,4 which, too, might (and
often do) turn out boring, in order to retain the audience’s attention for an extended period of
time, the ongoing series should be streamed for binge-watching: a viewing model considered
the most entertaining, ergo, least boredom-inclined space.5 In order to see whether at all—and
how—binge-watching recycles the spectatorial boredom that the ongoing series generates, I
will therefore analyze one of the most successful Netflix productions of recent years,
Outlander (2014– ), an adaptation of the (ongoing) fantasy novel series of the same name by
My expectation is to find out how all the productions under analysis disclose their
construction elements in ways that prompt spectators to reinvent the anticipated cinematic
2. Boredom, Run
As participants of global culture, we have long been taught to envision all audio-visual arts as
buyable must be primarily audience-appealing. In the case of cinema, it is also its patent
from identifying ourselves with the film via boredom. Additionally, we tend to
way to participate in it. I, therefore, propose to assume, after scholar Patrice Petro, that
boredom and distraction, when defined as “un/welcome attentions,” which does link them to
the theory of image, can thus be seen as “complementary rather than opposing [categories]”
(66). We can then incorporate boredom in the process of our spectatorship as not so much an
emotionally or otherwise negative result of our looking at objects but simply another way of
seeing things.
From this viewpoint, the cinema of boredom can be approached first and foremost as a
spectatorial training ground for including difference in the picture. Mainstream Hollywood
cinema, which is causality-based, enables the viewer to perceive the physical developments in
a scene first. One effect of assuming such a visual perspective, which philosopher Gilles
Deleuze refers to as movement (hence action- [my intrusion])-image is our identification with
the film’s character (65). Via action-image, therefore, film confirms its relation to literature.7
However, it does so at the expense of its own identity, which hinges on transforming the
visual into temporal both within a particular time frame and the film’s own running time.
Contrary to that, the cinema of boredom—represented in the past by e.g. avant-garde films
and, contemporarily by, primarily, slow cinema—blocks such identification by offering us the
so-called “time-images,” to use Deleuze’s phrasing again (xiv). Time-images tend to ignore
action that highlights important moments in a film via e.g. montage, camera work, or lighting;
instead, they capitalize on the patient observation of filmic stage design. In such a perspective,
the film character becomes the viewer looking at a plethora of signs and images, which, in
turn, prompts our identification with the film’s mise-en-scène as with what scholar Emre
Çağlayan depicts as the “fleeting presence of things and meanings missed by ordinary seeing”
(Poetics 67–68).
This does not mean that mainstream Hollywood cinema does not rely on time-images
at all because they are significant there. For one, in traditional film theory, time-images spell a
sense of realism, crucial for portraying action-images in an uninterrupted, that is, objective,
manner. In digital cinema, particularly in action blockbusters, time-images are employed to
flaunt technical virtuosity, a signature quality of this genre. One way or the other, mainstream
This self-elevated position when it comes to the mainstream cinema’s relationship with the
viewer is further confirmed by the fact that it realizes its time-images via the use of indirect,
steps scene in Battleship Potemkin by Sergei Eisenstein, 1925; the desk sequence in The Devil
Wears Prada by David Frankel, 2006; the technique of American montage8), mise-en-scène
(e.g. the change of seasons in the opening and ending sequences in Bridget Jones’s Diary by
Sharon Maguire, 2001), and particularly, the technological gimmick of the long take, when
used in the context of mainstream cinema, leave little space for the viewer to choose what
the “cinema of boredom” (Stelmach, “Perspektywa nudy”) due to its persistent interest in
digressions from narrative action—time-images are a formal dominant. The road scenes in
Old Joy, Kelly Reichardt’s 2006 film adaptation of Jonathan Raymond’s short story of the
same title constitute a fine example of how such images function aesthetically for the viewer.
Prolonged driving scenes, the essence of each road movie, in this particular realization of the
genre, follow from the decision made by Old Joy’s protagonists: Mark (Daniel London) and
Kurt (Will Oldham), two longtime friends, who went apart for some time. Their intention at
present is to escape to the hot springs in the Cascade Mountains in Oregon for a night to “find
a new rhythm.” Judging from the “boring” way these scenes are mediated, i.e. as (time)
images of the two men’s occasional conversations and ample silence, followed by very long
tracking shots of landscapes very slowly changing from urban to forestall to mountainous
outside the car windows, finding such a rhythm with someone who has become unfamiliar
over time (as Mark and Kurt have) is not only uneasy but out-and-out perplexing.
This perplexing feeling is thus passed on also to the viewer, unable to relate
road movie narrative. In a typical mainstream road movie, such as e.g. Easy Rider (Dennis
Hopper, 1969) or Deliverance (John Boorman, 1972), the narration follows an ordered
sequence of events and leads to a good or bad ending as regards obtaining the number one
mentioned before, in the mainstream Hollywood movie, the camera seamlessly records the
profilmic action so that the latter appears to us as reality. In Old Joy, whose narration has been
stripped away from any action other than the constant movement of the two characters and
their car, and whose profilmic has been shot directly to the effect that the film looks as if it
were recorded by a home camera, the sensation of experiencing reality has, ironically, been
erased. Unable to connect to the story, and having but our perplexing feeling to cling to, the
viewers are, therefore, like Kurt and Mark, compelled to commence their own—
metaphysical—pilgrimage towards how they as spectators and this kind of film should be
together.
Analyzing Bela Tarr’s productions, Çağlayan compares both its characters’ incessant
driving/walking and the camera’s observing this activity to an act of flânerie (Screening 79),
whose sole purpose is drifting. Strolling through the streets and contemplating the
surrounding, the flâneur or the flâneuse, according to Anne Friedberg, mobilizes the gaze to
become a virtual selection category (29–40). With reference to classical cinema, which
provides its spectators with an externally driven subjectivity, so powerfully mobilized gaze
translates into a possibility to experience the cinematic body—so also spectatorship—as both
ideologized and deideologized categories. However, for the digital cinema viewer, who
identifies with the diegesis interactively via the technological prostheses such as e.g. CGI but
also goggles or gloves, and is thus interactive, this gaze offers the possibility of experiencing
143–46).
This offers the spectators of Old Joy an opportunity to refashion the film’s “boring”
embodiment as, too, a peculiar prosthesis, a ‘special effect’ of sorts. Contrary to classical film
theory, mainstream digital cinema employs special effects not just to flaunt itself as the
narration of power but also to empower the perspective of its viewers. The resulting “Can
See,” or total spectatorship thus translates into our ability to get immersed in the spectacular
profilmic the digital cinema typically creates.10 Film theorist Christian Keathley calls such
“tendency to sweep the screen visually . . . especially the marginal details and contingencies”
point I will take up later. When applied to slow cinema productions such as Old Joy, the
panoramic perception will therefore bespeak them, metaphorically, as 3-D information on the
the passive phenomenon of such visibility will transpire as an aesthetic event where anything
can happen.
HBO remake (by Hagai Levi) of Ingmar Bergman’s 1974 film Scenes from a Marriage.
Reverse-engineered, the remake looks like yet another instance of the binarily understood
cinema of boredom. For one, the show is structurally a miniseries, which means it has a
manner to enable the protagonists to develop in a conventional way. This apparently makes
incrementally violent verbal and physical interactions, the show can as easily qualify as a dark
story. Added to that is the indirect way via which the story of Mira (Jessica Chastain) and
Jonathan (Oscar Isaacs) apparently makes sense. This is visible in the way the film’s mise-en-
scène of closed, theatre-like spaces where the spouses interact is used to convey the feeling of
claustrophobia. This impression, which communicates the couple’s getting stuck in their
marital routine, thus allows us to reflect on Scenes from a Marriage as a production where
If, however, we look at the series from the panoramic perspective, we will also be able
to see that this subject is aesthetically realized as a prolonged walk-and-talk sequence. Such a
sequence, central both to mainstream narrative films and television serials, involves “(at least)
effort to “discuss the subject matter reserved for [a] specific episode [of a story] [and] move
through the [story world’s] familiar spaces, thus reaffirming its spatial parameters and
glancing at subtle changes” (Çağlayan, Poetics 94). With this in mind, we “can see” the
alleged subject of Scenes, that is, marital boredom, as not so much a lack of action to be
predictably interpreted but rather more subtle patterns of “movement and rhythm, image and
sound . . . that hardly requires interpretation but through [which . . . the] suspended sense of
Seen from this angle, our “bored” spectatorship of the series can now begin life as a
cinephiliac reflex of the practice of entertainment itself. Scenes from a Marriage offers us a
sample of such spectatorship via e.g. the orchestration of its pre- and end-credit sequence.
Typically, such a sequence, also called the serial’s cold opening, refers to the practice of
jumping directly into the story at the beginning of the show before the title sequence and
opening credits are shown. The function of such a sequence is, basically, expositional. It is
there for us either to introduce us to a significant plot point to be developed later on in the
course of the film or herald a key quality of a character’s identity (Dick 26–27). One way or
attention with the hope of sustaining it for the duration of the whole series or film. The
traditional role of end-credits, always prepared by the studio’s legal department and therefore
rarely within the scope of the filmmaker’s decision, is, too, to provide a “curtain call-like,”
Scenes from a Marriage, however, construes its pre- and post-credit sequence frame
from the extra footage. As a result, each of the first four episodes of the series opens with a
tracking shot (long take) of the leading actors in the process of their—very quick—
transformation, under the eye of the entire film crew, into the story’s protagonists.11 Owing to
the tradition of the tracking shot, which locates the latter (shot) in the practice of phantom
ride—and hence, in simulation—we as the spectators unwittingly “take in our stride,” as part
of the diegesis, the extra diegetic devices such as e.g. the sound on the set, or a shade of
they are non-narrative. Thus pushed to detach ourselves from the perception of the serial’s
narrative as the only “pleasure-giving” cinematic element in favor of assuming a more game-
like relationship with the entire cinematic object, we activate the more evocative—because
more nuanced and more delicate—kind of spectatorship only to discover, as Tolkien once did,
3. Boredom, Redux
ergodicity, a quality of (dynamical) systems, helps tackle the reception of a product over time.
mathematically precise a product’s previously designed meanings are but rather aids us in
generating its new (cultural) senses.12 Applied in the cinematic context, ergodicity will thus
aid the medium of cinema to get reinvented as (mainstream) culture’s interactive strategy, a
narratives to be both about movement and long-distance,13 the ergodic spectatorship attests
not so much to our transcoding narration literally as mediated “travels,”14 i.e. ways to
encounter, familiarize ourselves with, and once and for all construe a sense of an imagined
“other.” Rather, the ergodic spectatorship allows us to see that the sense of the TV-mediated
“traveling” rests in our constantly actualizing various narrative “othernesses,” (the cinema of)
boredom included, in accordance with the idiosyncratic dynamics this concept culturally
generates.
The Netflix serial production Outlander (2014– ) seems to be cut for demonstrating,
both on the micro- and macro scale, how effective participation in the cinema of boredom
consists in processing questions that this medium hardly implies to be asked. On a microscale,
this serial presents Claire (Caitriona Balfe), a former WWII British Army nurse, who goes to
Inverness, Scotland to celebrate a reunion with her historian husband Frank Randall (Tobias
Menzies) in 1946. As Frank conducts research into his family history, Claire, bored, goes
plant-gathering near standing stones on the hill of Cragh na Dun. It is her unintentional
touching of one of these stones that reveals Claire as, actually, not a bored housewife at all but
a fully-fledged time traveler, as it turns out later on. Transported back in time to the Scotland
of the year 1743, she meets, falls in love, and marries Highlander Jamie Fraser (Sam
Heughan). Claire, from now on, experiences a long series of translocations via time and
space15 only to settle—interestingly, as a pioneer—in colonial America just before the War of
Independence. In thus performing as a highly, almost excessively, active diegetic element,
corroborate the traditionally understood cinema of boredom as, indeed, a medium with hidden
interactive potential. In a video game, this potential is, however, tested not just by game
mechanics, i.e. graphic and sound, both part of the film diegesis, but by the overall experience
practices selected to distribute (streaming) and receive (binge-watching) the serial, on one
hand, which reveals the latter’s extra-diegetic competence of gameplay. Yet, how this story
has left a mark on global tourism is what overtly authenticates Outlander’s power to
say that, owing to the Outlander effect—i.e. the serial-inspired sightseeing of the spots around
the world to which Claire and Jamie traveled (Szymczak-Maciejczyk 375–76)—(the cinema
of) boredom has metaphorically pushed us to leave our own circle of “standing stones” and to
Essays need conclusions, they do. Yet, to conclude how an open practice—such as e.g.
process, dangerously nears an extended tautology. The fundamental point of this text is that
there exists no “objective” (cultural) vision of (cinematic) boredom; hence, concluding about
the latter would equal denying the creative possibilities and manipulative, disillusionary, as it
were, the effect of the phenomena in question. I do hope though that culture as much as
cinema and boredom are there for us not so much to attach tags to them but rather to endlessly
Anghelcev, George, et al. “Binge-Watching Serial Video Content. Exploring the Subjective
Buonanno, Milly. The Age of Television: Experiences and Theories. Intellect Books, 2008.
Çağlayan, Orhan Emre. Screening Boredom: The History and Aesthetics of Slow Cinema.
2018.
Eakin, Marah. “Outlander’s Not Just Sexy—It’s Important.” AV Club, 4 Apr. 2016,
2022.
Elsaesser, Thomas, and Malte Hagener. Film Theory: An Introduction through the Senses.
Routledge, 2010.
Theory Reader, edited by Mark J.P. Wolf and Bernard Perron, Routledge, 2003, pp.
221-236.
Frey, Mattias. MUBI and the Curation Model of Video on Demand. Palgrave Macmillan,
2021.
Friedberg, Anne. Window Shopping: Cinema and the Postmodern. U of California P, 1994.
Gibbs, John, and Douglas Pye, editors. The Long Take: Critical Approaches. Palgrave
Macmillan, 2017.
Higgins, Dick. “Boredom and Danger.” The Something Else Newsletter, Dec. 1968, pp.1–6,
primaryinformation.org/oldsite/SEP/Something-Else-Press_Newsletter_V1N9.pdf.
Jenner, Mareike. Binge-Watching and Contemporary Television Studies. Edinburgh UP, 2021.
Keathley, Christian. Cinephilia and History, or the Wind in the Trees. Indiana UP, 2006.
Lobato, Ramon. Netflix Nations: The Geography of Digital Distribution. New York UP,
2019.
Ostaszewski, Jacek. “Narracja klasyczna.” Historia kina: Kino epoki nowofalowej, edited by
Palmer, Landon. “In Defense of Boredom and Boring Movies.” Film School Rejects, 20 Mar.
2012, filmschoolrejects.com/in-defense-of-boredom-and-boring-movies-
Pitrus, Andrzej. “Heavy Rain, Move Edition. Narracja w deszczu v. 1.1.” Olbrzym w cieniu.
Przylipiak, Mirosław. Kino stylu zerowego. Dwadzieścia lat później. Gdańskie Wydawnictwo
Psychologiczne, 2016.
Singer, Irving. Ingmar Bergman, Cinematic Philosopher: Reflections on His Creativity. MIT
Press, 2009.
filmu/artykuly/slow-cinema-i-perspektywy-nudy-z-miloszem-stelmachem-rozmawia-
Topografie podróży, edited by Anita Całek, Ośrodek Badawczy Facta Ficta, 2020,
The Devil Wears Prada. Directed by David Frankel, Fox 2000 Pictures, 2006.
Tolkien, John Ronald Reuel. The Fellowship of the Ring. Houghton Mifflin Company, 1982.
Zawadka, Beata. Dis/reputed Region: Transcoding the U.S. South. WNUS, 2018.
1
For an elaboration of the zero-style narration, see Mirosław Przylipiak, Kino stylu zerowego.
history of Italians in America as a sustained hence slow-paced (on Rotten Tomatoes Season 6
of the series has been openly criticized for being too meditative) “experience of moral
ambiguity” (Thorburn qtd. in Edgerton and Jones 64), an image different than the then
typically action-packed embodiments of the mafia (e.g. Goodfellas by Martin Scorsese, 1990).
For an extensive discussion of how The Sopranos transformed the subscription services into
an “aristocracy of culture in American television (Anderson qtd. in Egerton and Jones 23), see
Thorburn 61-70.
4
All serial models with the overall number of episodes amounting to more than eight are
a serial, is considered to be driven by the same mechanism that pushes us to reading several
chapters of the book at one go, namely, motivation that springs both from the product’s ability
to provide immersion (e.g., action, popularly considered the most entertaining quality of a
cultural product) and its context (e.g. an occasion to prolonged sitting as e.g. during the
(1991), Dragonfly in Amber (1992), Voyager (1993), Drums in Autumn (1996), and The Fiery
Cross (2001).
7
I refer to the traditional construction of a literary work, which hinges on an active,
psychologically motivated protagonist trying to reach an aim set at the moment the conflict
the 1930s and the 1940s. As Bernard F. Dick explains, a “typical American montage might
consist of calendar pages blowing away as one month yields to another, while headlines
proclaiming the main events of the time period are superimposed over the calendar pages.
Another example . . . would be newspapers spinning across the screen announcing a murder
trial as one headline obliterates the other. During the trial, one shot would wipe away another.
The face of the judge would dissolve into the defendant’s; superimposed over the defendant’s
face would be that of his anguished wife and, over hers, the face of the real murderer” (68).
9
For an extended discussion of this cinematic technique, see John Gibbs and Douglas Pye,
technique. In the latter, viewers are supposed to take over, as it were, the curiosity (or other
emotions) of the characters looking at e.g. an object invisible or poorly visible to film viewers
(due to imperfect technological possibilities of the traditional filmmaking). The most famous
instance of the “Want See” is probably Spielberg’s Jaws (1975). Contrary to the distance this
shot still maintains between the viewer and diegesis, “Can See”—whose digital provenance
(in the form of CGI) converges live and drawn action enabling us to e.g. see the dinosaurs in
all their glory as in Spielberg’s Jurassic Park (1993)—creates the sensation of immersion
simulation, as it shows, in the final sequence, how characters Jonathan and Mira, while lying
in each other’s arms, smoothly transform into actors Jessica Chastain and Oscar Isaac after the
director’s command “cut” has marked the limen of the serial’s diegesis.
12
For an extended discussion of ergodicity as a maker of heterocosm in the context of
Margaret Mitchell’s Gone With the Wind (1936), see Zawadka 119-43.
13
The etymology of the word “television” hinges on the Greek word-forming element tele-
(“far off, at a distance”) and the the Latin nominative visio (“seeing”).
14
This definition of the television flow as a “traveling narrative” comes from Buonanno (qtd.
in Lobato ix).
15
After she gets translocated to Scotland, in time, Claire travels across this country, alone and
with her husband, only to escape to France (Paris), get back to Scotland again to prepare for
the incoming Scottish rebellion (the Battle of Culloden), and from there, through time, to the
Inverness of her own time. Pregnant, she reunites with Frank and they both move to Boston,
where Claire becomes a surgeon. Twenty years later, on learning that Jamie did not die at
Culloden, Claire returns to the eighteenth-century Scotland to live with her husband in his
family estate of Lallybroch. The kidnapping of Jamie’s brother activates the Frasers’ new
cycle of travels (the Caribbean and the North American Colonies) at the same time
implicating in it their daughter Brianna and her beau as well as other people from Claire and
gameplay understood as a set of manipulation rules (what players can do in the game), goal
rules (what the goal of the game is), and metarules (how a game can be tuned or modified)
(221).