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The article presents various movie conventions inspired by MMORPG and made by the players. In order to characterize and describe this kind of fun fiction, the author divided the movies into several general categories due to the functions that, according to their makers, the movies are to fulfil. The criterion of production or technological differences was not, thereby, taken into consideration. Such an approach enables the author to accommodate not only machinima movies but also, to some extent, the MMORPG recordings (such as video tutorials). The article aims at general presentation and description of MMORPG players’ fan movies in order to make it more popular among both the game studies and fun studies scholars.
EN
The purpose of the article is to draw attention to the issue of movies and comic books relationship. Nowadays we can see numerous cinematic versions of graphic novels. Especially what is so called „super hero movies”. Historical development of both movies and comic books was the same. There were several thematic borrow-ings. Also popular culture had significant influence on these media. It is possible among movies and graphic novels to distinguish inspiration, adaptation and screening. Comic book movies are not a new phenomenon. But its character seems a bit morę complicated.
EN
In this longitudinal study, we examine the changing landscape of storytelling in the streaming era, with a specific focus on Netflix’s original content from 2016 to 2022. Our primary goal is to understand the evolving patterns of storytelling techniques employed by Netflix during this period. We reviewed 150 original Netflix productions, consisting of 100 series and 50 movies, representing approximately onethird of Netflix’s original releases during the specified time period. Our analysis includes ten different storytelling criteria, including nonlinear, serialised, character-driven, documentary, anthology, flashback, episodic, interconnected, immersive, and real time storytelling techniques, across both English and non- English content. The analysis revealed dynamic trends in the use of these storytelling techniques. Nonlinear storytelling, flashback storytelling, documentary-style and interconnected storytelling have shown positive correlations over time, indicating their increasing popularity. In contrast, serialised, anthology, and realtime storytelling have negative correlations, suggesting fluctuations or declining use. The analysis supports the alternative hypothesis (H1) that there is a significant shift, with an increasing emphasis on nonlinear storytelling, flashback storytelling, and interconnected storytelling. These findings underscore the everchanging nature of Netflix’s storytelling methods, shedding light on the importance of adapting to audience preferences and evolving trends in the streaming industry.
EN
Although the past few decades have been marked by a rapid development of biotechnologies, it significantly precedes the social understanding of genetic phenomena. At the same time, as biotechnologies have become an object of public interest, popular culture, particularly movies, plays an increasingly important role in shaping the public attitudes towards biotechnologies. Thus, by stressing the impact of popular culture on the social understanding of science, this paper aims to describe the dominant genetic tropes portrayed in the cinema. By analysing 175 movies that relate to biotechnologies produced between 1953 and 2018, it analyses seven main themes: 1) the general image of genetics, 2) genetic procedures 3) mutations, 4) DNA, 5) genetic essentialism, 6) the nature versus nurture debate, and 7) biofears generated in the movies.
EN
The purpose of this article is to show the role played by the mirrors and related to them themes in audiovisual works, not only at the production stage, but also as symbols which are hidden in those works. I presented, in an abbreviation, how the filmmakers are using the mirrors in the production process, i.e. technical aspects, as well as their functions in the frame, like including them as an attractive ornament to the scene. Each role and func- tion of the mirror has been highlighted in the article by examples from the selected movies. In the next part I focused on showing the mirror from the perspective of superstitions that are associated with it, and I also made an attempt to isolate and clarify its roles and functions which can be found in the movies. The di- vision I proposed was constructed in such a way that it could be easily expla- ined, in one or two words, what lies beneath them, and so the distribution is as follows: wraith (emphasis on the problem of identity), magical mirror (introducing elements of magic to the movies), the gates of truth (revealing the true face of reality), medium (mediating between the worlds), bad omen (the preaching of someone’s death), prison for the soul.
EN
Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices. The paper proposes a typology of tropes in these avatar-based narratives focusing on non-game case studies. Suggested tropes are also confronted with the latest research on avatars in the area of game studies and current knowledge of the issues concerning the player-avatar relationship. Some of the most popular misconceptions regarding the gameplay experience and its representation in non-game media are exposed as a result of this analysis. The research confirms that popular culture perceives gaming experience as closely related to the player identity, as the latter inspires new genres of non-game narratives.
PL
Batman jest jednym z najstarszych i jednym z najbardziej popularnych supebohaterów, co powoduje, że staje się on ciekawą postacią do zanalizowania. Celem tego artykułu jest pokazanie, w jaki sposób Mroczny Rycerz był przedstawiany w różnych rodzajach mass mediów, kładąc największą uwagę na sposób kreowania jego wizerunku. Analiza ta ma udowodnić, żew komiksach, w serialach telewizyjnych i filmach, pisarze, artyści i reżyserzy przedstawiali Batmana w różny sposób. To, co jest również ważne, to fakt, że każdy twórca opierał się na tych samych historiach, postaciach i przygodach tego superherosa. Jednak kluczem do zrozumienia, dlaczego Batman został pokazany w taki, a nie w inny sposób, jest czas, w jakim zostało stworzone dane dzieło, ponieważ popkultura traktowana jako proces zmieniała się i wciąż się zmienia. Uwagę należy zwrócić na to, że postać ta stanowi centrum jednego z największych komiksowych uniwersów, które zostało zbudowane wokół jego osoby w ciągu prawie osiemdziesięciu lat. Wciąż jesteśmy świadkami jego nowych historii, co sprawia, że Mroczny Rycerz jest jednym z najbardziej dochodowych superbohaterów.
EN
Batman is one of the oldest and one of the most popular superheroes, what makes him very interesting object to analyze. This thesis intends to show how the Dark Knight was portrayed in the different kind of mass media, paying special attention to his images. The aim of this analysis is to prove that in comic books, tv series and movies, writers, artists and directors presented Batman in various ways. What is important is the fact that everyone of them derived from the same Batman stories, characters and adventures. The key, however, is the time, when these pieces of work were created, because the popculture was and still is changing. The significant point is that this character is the heart of the largest universe, which has developed around him for almost eighty years. Still we are witnesses of new stories, what makes the Dark Knight the most profitable superhero.
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