A visitor takes a look at 'Self-Portrait with Monkeys' (1938) Photo: Getty
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What Frida Kahlo can teach us about the art of the selfie

Her self-portraits have never felt so relevant.

“I hope the exit is joyful- and I hope never to return.” So read Frida Kahlo’s diary only days before her death, which ended years punctuated  both by immense physical illness and unique creative output.  

Kahlo's legacy resonates strongly with modern life. The self-portraits that she so obsessively created bring to light the many conflicting motives of self-documentation that we see nowadays; motives that metamorphose between exposure, and mask-making.

James Hall begins his work Self-Portrait: A Cultural History with the following statement: “Self-portraiture has become the defining visual genre of our confessional age.” Undoubtedly, the selfie phenomenon springs to mind – but can this really be defined as self-portraiture?

Kahlo's work is revealing in many ways when answering this question. What largely makes her work so striking is her unchanging facial expressions: she stares dead-pan from the canvas and reveals very little in terms of her emotions from piece to piece. Tate's description of her face as “impassive as a mask”, then, seems fitting.

This sense of a mask-like face feels altogether too familiar for anyone used to a Facebook newsfeed filled with unsmiling “duck-faces”.

The psychologist Dr Andrew Przybylski describes in a BBC #trending investigation that “selfies allow connect with objects or to connect with other people”. Smiles or no smiles, selfies echo largely what Kahlo was doing with her self-portraiture.

  “Self Portrait with Thorn Necklace and Hummingbird” (1940) Photo: Playing Features: Applied Nomadology/Flickr

The emphasis in so much of Kahlo's work is contextualShe invites us to look past the impassive, mask-like stare, and focus our attention at the objects that frame her gaze. In “Self Portrait with Thorn Necklace and Hummingbird” (1940), for instance, she is accompanied by a cat, monkey, and the all-important thorn necklace with hummingbird. It is the symbolism of these objects that tell us more than the face itself: the light freedom and playfulness that the hummingbird evokes is underpinned by the death it meets, pinned by thorns around the artists’ neck.

It is these props that create Kahlo's very deliberate identity, or “performance”, as Germaine Greer calls it. “Fashioning herself also involved the creation of an appropriate setting with intriguing props," writers Greer, “animals, flowers, a plaster skeleton atop her bed”. Kahlo forges an identity with the same “control” of  selfies by connecting and contextualising herself with these objects.

Kahlo's work is emtionally revealing, but it also has its roots firmly in the social context too. “Me and My Parrot” (1941), for example, is a twentieth century selfie of sorts. The bright parrots fasten Kahlo to her Mexican heritage, which is an indispensable part of her sense of identity.  

“Me and My Parrot” (1941) Photo: libby rosof / Flickr

The same goes for “Self-Portrait on the Borderline Between Mexico and the United States” (1932). This was painted in the middle of a four year period living in the US, during which time Kahlo yearned to be back in Mexico. Her unchanging expression reveals little as usual. Yet Kahlo stands torn between two worlds, marking the dramatic intersection between the industrial capitalism of the US and earthy spirituality of her homeland.

Kahlo’s self presentation is not a Dorian Grey-esque invitation to see the soul of the artist through her face; rather she invites us to look not at her face, but at what lies beyond and around it. It is these “props”, Kahlo’s animals, clothes, foliage, that are so strongly indicative of the artist, showing emotional and social connections that manifest themselves in her identity as a whole.


Of course, the differences between Kahlo’s portraits and our selfies outweigh the similarities. We mustn't undermine her work by reducing it to a level with our own shoddy selfies.I want to suggest that we use these similarities as inspiration for our own self-fashioning. Kahlo demonstrates the possibility of identity formation in a way that is highly creative. So, in the spirit of Frida, let’s do away with dullness and strive to be more imaginative, and illuminating, in our own self-portraits. Bring on the monkeys!  

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.