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Screen combat: Recreating World War II in American film and media.

机译:屏幕实战:在美国电影和媒体中重现第二次世界大战。

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摘要

“Screen Combat” interrogates how the cultural mythology of the Second World War as the “Good War” surfaces in the American war film by examining the change in the aesthetics of combat sequences over time. By juxtaposing 1940s documentary and fiction films with contemporary cinema and video games, this dissertation argues that the World War II combat genre is not the conservative, coherent, “classical” genre that previous studies have assumed it to be. Rather, combat films and video games are complex, polysemic texts that challenge our assumptions about Hollywood filmmaking and mainstream American media.;This dissertation contends that the combat sequences of World War II films give voice to a counter-narrative of the war, breaking away from the typical plots of noble sacrifice and dedicated heroism to show literally explosive images of devastation and annihilation. Even seemingly conventional cinematic histories of the war—movies like Destination Tokyo (1943) and Pearl Harbor (2001) and video games like Call of Duty (2003)—contain jarring and exhilarating combat sequences that undercut our usual notion of the Second World War as a morally righteous undertaking and replace it with a dangerously fascinating portrait of awesome destruction. It is in these moments of action that the contradictions of war come bubbling to the surface, convulsing and even rupturing the body of the text as it seeks to simultaneously contain and unleash the violence of battle. In combat-centered films and video games, heterogeneous messages about the experience of war converge in the body of the spectator/player, who is caught up in both the spectacle of fantasy and the visceral sensation of “being there” on the front lines. Beyond the realism of historical fidelity or visual mimesis, these texts activate a “corporeal realism” that exists at the very base of specular experience—that of bodily sensation.
机译:“银幕大战”通过考察战斗顺序美学随时间的变化,询问了第二次世界大战的文化神话如何在美国战争电影中浮现为“好战争”。通过将1940年代的纪录片和小说电影与当代电影和视频游戏并置,本论文认为,第二次世界大战的战斗类型不是以前的研究假设的那种保守,连贯,“经典”的类型。相反,战斗电影和视频游戏是复杂的多义文字,挑战了我们对好莱坞电影和美国主流媒体的假设。本文认为,第二次世界大战电影的战斗序列为战争的反叙事提供了声音,并打破了从高尚的牺牲和奉献的英雄主义的典型情节中,可以看到毁灭性和毁灭性的爆炸性图像。甚至看似常规的战争电影史,如《目的地东京》(1943年)和《珍珠港》(2001年)之类的电影,以及《使命召唤》(2003年)之类的视频游戏,也包含了令人震撼和令人振奋的战斗顺序,削弱了我们通常对第二次世界大战的理解。一项道德上的正义事业,并以危险的,令人着迷的可怕毁灭肖像来代替。正是在这些行动的时刻,战争矛盾浮出水面,在试图同时遏制和释放战斗暴力的同时,使案文的主体混乱甚至破裂。在以战斗为中心的电影和视频游戏中,关于战争经历的各种信息在观众/玩家的身体中汇聚在一起,而观众/玩家则陷入了幻想的奇观和前线“在那儿”的内在感觉。除了历史逼真或视觉模仿外,这些文字还激活了一种“体感现实主义”,这种现实主义存在于镜面体验的基础上-即身体感觉。

著录项

  • 作者

    Allison, Tanine.;

  • 作者单位

    University of Pittsburgh.;

  • 授予单位 University of Pittsburgh.;
  • 学科 American Studies.;Cinema.;Military Studies.;Multimedia Communications.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 266 p.
  • 总页数 266
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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