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EN
A study of live action role plays as transmediations of a global franchise universe, this work analyses two cases: College of Wizardry (world of Harry Potter) and Witcher School (world of The Witcher), using Mark Wolf’s (2012) framework of eight infrastructures: space, time, character, nature, culture, language, mythology and philosophy. The case studies lead to questions and predictions about franchise larps in general. For example, characters, culture, mythology, and philosophy are most useful as vehicles for direct imitation / adaptation of elements from the franchise media (books, films or video games) to larps; philosophy is most likely to be subject to ideology-based modifications; whereas space and nature will be heavily influenced by the physical features of the game site. The text ends with a look at possible relationships between larp creators and the copyrighted multimedia entertainment industry.
PL
Przedmiotem pracy jest transmediacja uniwersum z globalnej franczyzy do teatralnej gry fabularnej (larpu). Analizie poddaję dwa przypadki: College of Wizardry (świat Harry’ego Pottera) i Witcher School (świat wiedźmina), posługując się siatką ośmiu światotwórczych infrastruktur według Marka Wolfa (2012): przestrzeń, czas, postacie, natura, kultura, język, mitologia i filozofia. Studia przypadku prowadzą do pytań i przypuszczeń na temat franczyzowych larpów w ogólności. Przykładowo, postacie, kultura, mitologia i filozofia mają największy potencjał jako kanały bezpośredniej imitacji/adaptacji elementów z franczyzy (książek, filmów, gier wideo) w larpie; filozofia jest najbardziej podatna na zmiany motywowane ideologicznie; przestrzeń zaś i natura będą w dużym stopniu warunkowane fizycznym kształtem terenu gry. Tekst kończy się spojrzeniem na możliwe relacje między twórcami larpów a przemysłem rozrywki multimedialnej chronionej prawem autorskim.
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EN
Robert Wilson’s works have been discussed here in the historical-artistic context of the 20th century and in reference to the modern theories of the media, which use such terms as “transmediality” and “media landscape”. The intermedial model of arts has been exhausted and there has appeared the problem of transmediality, as well as such issues like transcegenity, transinstrumentality, transperception and even transcompetence of art. Technologies which developed in the 20th century and media codes, redefined and new, provoked a change of thinking about the theatre and every other art which uses various instruments.R. Wilson – like other artists who exist in the transmedial net – sees the theatre through audiovisual arts and film; he does not introduce them to his performances but uses their tools and specific narrations characteristic for the arts.
PL
Transmedia and Robert Wilson’s Art Robert Wilson’s works have been discussed here in the historical-artistic context of the 20th century and in reference to the modern theories of the media, which use such terms as “transmediality” and “media landscape”. The intermedial model of arts has been exhausted and there has appeared the problem of transmediality, as well as such issues like transcegenity, transinstrumentality, transperception and even transcompetence of art. Technologies which developed in the 20th century and media codes, redefined and new, provoked a change of thinking about the theatre and every other art which uses various instruments.R. Wilson – like other artists who exist in the transmedial net – sees the theatre through audiovisual arts and film; he does not introduce them to his performances but uses their tools and specific narrations characteristic for the arts.
Praktyka Teoretyczna
|
2019
|
vol. 34
|
issue 4
131-150
PL
W artykule zostały przedstawione możliwości zaistnienia nowomaterialistycznej estetyki wiersza. Każdy z analizowanych przykładów – poezja aktywna Ewy Partum, toy-art Adama Kaczanowskiego i słowno-fotograficzne archiwum Andrzeja Tobisa – ujawnia inne aspekty tej estetyki. Najogólniej jednak, nowomaterialistyczna estetyka powiązana została tu z transmedialnym horyzontem sztuki oraz z przeobrażeniami myślenia materialistycznego dokonanymi pod wpływem nieantropocentrycznej wyobraźni.
EN
The article discusses the possibilities of the emergence of a neo-materialistic aesthetics of the poem. Each of the analyzed examples-Ewa Partum’s active poetry, Adam Kaczanowski’s toy-art and Andrzej Tobis’s photographic archive-reveals different aspects of this aesthetics. The case of Partum shows that the material concreteness of poetry-today also associated with virtuality- requires other ways of perceiving / commenting / documenting the “poems” happening between the media. Active poetry consists in drawing the text (which eventually turns out to be a jigsaw made of letters) out of the formula of the finished object and making the medium of writing/language the material from which the object of artistic attention is “made”. I call Tobis’s project neo-materialistic, since it shows how we move from the human hybrid level we move to normalization and stabilization (and vice versa). Tobis seems to reach the moment when this normalization is actually happening and, at the same time, he shows levels of transformations, mutations and deviations. Kaczanowski “invents” for his poetry a medium different from the traditional record and the traditional form of the book. This principle of “invention” turns out to be very important, because it decides whether some materializations are poetic objects or not, without specifying any initial aesthetic, political and ideological criteria. In the most general terms this new-materialist aesthetics has been linked here with the transmedia horizon of art and the transformations of materialistic thinking made under the influence of the non-anthropocentric imagination.
EN
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. Then, we present six types of story beats, Action, Interaction, Inaction, Mental, Emotion, and Sensory, providing videogame examples for each category. In the second half of the paper, we contextualise this framework in the classic game studies theory of videogame narrative and player action: unit operations, gamic action, anatomy of choice, and game design patterns, wrapping it up in the most recent trends in cognitive narratology. Ultimately, we present the story beat as a ludonarrative unit, working simultaneously as a ‘unit operation’ in the study of games as systems, and as a microunit of character action in narrative analysis. The conclusion outlines prospective directions for using story beats in formal, experiential, and cultural game research.
EN
The purpose of this paper is to establish an experimental model of new media using theoretical approach. After investigating numerous interpretations of new media, the paper offers a metaphor-based framework to guide you in the jungle of concepts. According to the hypothesis, the metaphor of interference supports the development of a theoretical model including the concepts of crossmedia, transmedia and intermedia. Therefore, the zooming interference model and its illustrating case studies are going to be available to interpret the dimensions of new media also with a visualized version. The model supports a dynamic approach to academic discussions and a software development to study the changing new media.
EN
To goal of this paper is to investigate different approaches to the definitions of multimedia, cross-media, transmedia, in the light of evolution of values and the development of digital and convergent cultures. The study proposes to define multimedia as ‘one story, one channel, many forms of content’, while – at the same time – сross-media and transmedia are being understood as ‘one story, many forms of content, many channels’ and ‘many stories, many forms of content, many channels, a single thematic universe, created with the active participation of readers (viewers)’ accordingly.
UK
В статье проанализировано различные подходы к определению терминов „мультимедиа”, „кросс-медиа”, „трансмедиа”, продемонстрировано эволюцию значений в процессе развития цифровой и конвергентной культур, предложено использовать термин „мультимедиа” в значении 'одна история, один канал, множество форм контента'; „кроссмедиа” – 'одна история, множество форм контента, множество каналов’; „трансмедиа” – 'множество историй, множество форм контента, множество каналов, единая тематическая вселенная, созданная при активном участии читателей (зрителей)'.
EN
The subject of the relevance of genre typology and consequently the functional role of periods in the historical and literary process as well as the time marks as closely related to the process of periodisation pose the key issue for the discussion on contemporary literature. It turns out that drama is the literary genre that is specifically prone to gradual genre erosion. This disintegration of its genological forms becomes particularly apparent at the turn of the 20th century due to the devaluation of the fundamental categories of the genre such as dialogues, characters or the plot. Later, in the 1950s it transforms into ‘anti-drama’ represented by the theatre of absurd only to develop into a formula of a ‘postdrama’ in the 1970s. Its poetics is determined by composition techniques including dominance of a moving image, heterogeneity of artistic style, non-literariness, and distortion that take their origin from various systems. Postdrama reveals itself as an intermedia, transmedia and transsystem category that goes beyond the literary genre, positioning itself somewhere at the interface between the language text, television genres, visual arts, and digital media.
PL
Kluczową kwestię dla rozważań o literaturze najnowszej stanowi problem aktualności typologii gatunkowej, a zatem także funkcjonalnego wymiaru periodyzacji procesu historycznoliterackiego i związanej z nim cezury. Rodzajem literackim szczególnie podatnym na erozję gatunków okazuje się dramat. Rozpad jego form genologicznych zapoczątkowany na przełomie XIX i XX w. (za sprawą dewaluacji podstawowych, rodzajowych kategorii: dialogu, postaci i fabuły), w latach pięćdziesiątych XX w. wiedzie przez „antydramat” absurdystów ku zrodzonej w latach siedemdziesiątych formule „postdramatu”. Wyznacznikami poetyki „postdramatycznej” okazują się pochodzące z różnych systemów chwyty kompozycyjne, m.in. dominacja ruchomego obrazu, heterogeniczność stylu artystycznego, aliterackość, deformacja. Postdramat staje się kategorią intermedialną, transmedialną i transsystemową, wykraczającą poza genre pisma, sytuującą się na pograniczu tekstu językowego, gatunków telewizyjnych, sztuk wizualnych i mediów cyfrowych.
EN
The article analyses the presentation of the Erlkönig as a cold seducer in transmedia. In this context, not only the famous ballad of Johann Wolfgang von Goethe from 1782 is regarded, but also transformations in arts, illustrations and especially in film are analysed. Within this regard the violent and coldblooded attitude of the Erlkönig towards the child is focused. In the center of the analysis is the recitation and reception of Goethe’s ballad in Andrew Birkin’s Stefan Zweig-adaptation Burning Secret from 1988. The film expands the poetic source by exposing subtexts such as homoerotic, when the baron von Hau-enstein is presented as a cold seducer like the Erlkönig, who attracts the young Edmund. At the same time Birkin adds another interpretation of the ballad, which doesn’t explain the death of the child as something physical, but as an initiation of becoming an adult and the included desires.
EN
The article focuses on various transmedia projects developed by culinary travelebrities. The aim of the research is to show that the form of transmedia storytelling, based on the flow of content between different platforms (book travelogues, videos, TV programs), is treated by traveling chefs as a tool for building a recognizable and coherent personal brand. The study covers the media activity of three culinary travelebrities: Jamie Oliver, Anthony Bourdain and Robert Makłowicz, whose projects combine journalistic,culinary and travel content with autobiographical discourse. Due to the adoption of such a communication strategy, they effectively influence the attention of the contemporary media audience, but also they build a recognizable and coherent media identity. The research outlined in the article demonstrates that culinary travelebrity focuses primarily on discovering the exotic side of the world. Celebrity chefs are presented in the original scenery where they prepare a kind of media performance simulating authenticity.
PL
Niniejszy artykuł poświęcony jest omówieniu transmedialnych projektów tworzonych przez kulinarnych trawelebrytów. Celem badań jest pokazanie, iż forma opowiadania transmedialnego, której istotą jest przepływ treści pomiędzy różnymi platformami (książkowe trawelogi, materiały wideo, programy telewizyjne), jest dla podróżujących kucharzy narzędziem budowania rozpoznawalnej i sp ójnej marki osobistej. Badaniu poddana została medialna aktywność trzech kulinarnych trawelebrytów: Jamiego Olivera, Anthony'ego Bourdaina oraz Roberta Makłowicza, kt órych projekty łączą elementy warsztatu reportera, kucharza i podróżnika z dyskursem autobiograficznym. Za sprawą przyjęcia takiej strategii komunikowania skutecznie absorbują uwagę współczesnego odbiorcy mediów, budując przy tym rozpoznawalną i spójną medialną tożsamość. Nakreślone w artykule badania pokazały, iż kulinarny trawelebrytyzm skupia się przede wszystkim na odkrywaniu egzotycznej strony świata, a kucharze-celebryci w oryginalnej scenografii przygotowują swoisty medialny performans pozorujący autentyczność.
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