首页> 外文学位 >Building a ludic environment: The aesthetics, ethics, and economics of play in the post-war avant-garde (England, Denmark).
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Building a ludic environment: The aesthetics, ethics, and economics of play in the post-war avant-garde (England, Denmark).

机译:建立一个荒谬的环境:战后先锋派(丹麦,英格兰)的美学,伦理和游戏经济学。

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This dissertation traces the development in the mid-twentieth century of a movement in the European avant-garde that argued for the economic, aesthetic, and ethical significance of play. There is a rich history of discourse on play in Western literature. However, the idea that the ludic impulse is an integral part of human civilization and could play a vital role in the culture of adults as well as children assumed a special importance in the European art world of the 1940s, 50s, and 60s. I have coined the phrase "ludic avant-garde" to describe this loosely-affiliated group of artists and designers. The hallmarks of the ludic avant-garde were an emphasis on experimentation, collective action, and spontaneity. Despite the repeated references to play in both the writing and artwork of artists and designers of this period, this facet of the twentieth century avant-garde has been neglected by subsequent critics.; Experiments in play took place both in the built environment and in the art world. Innovative "loose parts" playgrounds were begun in Denmark during WWII and spread to England after the war. Children on the loose parts playground were given scrap materials and tools and encouraged to build their own play environment. The small huts and towers that resulted often became an important part of the civic infrastructure, as they served as de facto community centers for neighborhood adults.; In the art world the career of Asger Jorn is exemplary of the post-war interest in play. Jorn was a member in many influential artists' groups including Helhesten, Cobra, the International Movement for an Imaginist Bauhaus, and the Situationist International. Jorn and his colleagues in these groups expressed a common interest in producing art that reflected the experience of everyday life and encouraged interaction between artist and audience. Jorn and his colleagues offered play-based art as a challenge to the elite art forms championed by galleries and museums, which ignored the "banal" culture of everyday life.; This dissertation encourages the re-evaluation of design practices in the post-war era, and suggests that postmodern manifestations of "play" should be understood as the product of a significantly different cultural logic.
机译:本论文追溯了二十世纪中叶欧洲前卫运动的发展,该运动主张游戏的经济,美学和伦理意义。西方文学中关于戏剧的论述历史悠久。然而,激进的冲动是人类文明不可或缺的一部分,并且在成人和儿童的文化中都可以发挥至关重要的作用,这种观念在1940、50和60年代的欧洲艺术界尤为重要。我创造了短语“ ludic avant-garde”来形容这个松散的艺术家和设计师群体。激进的先锋派的标志是强调实验,集体行动和自发性。尽管在这一时期的艺术家和设计师的著作和艺术作品中都反复提到过戏剧,但后来的评论家却忽略了二十世纪前卫的这一方面。在建筑环境和艺术界都进行了实验。第二次世界大战期间,创新的“松散零件”游乐场在丹麦开始,并在战后传播到英格兰。向散装儿童游乐场的孩子们提供了废料和工具,并鼓励他们建立自己的游戏环境。小型小屋和塔楼常常成为市民基础设施的重要组成部分,因为它们实际上是邻里成年人的社区中心。在艺术界,Asger Jorn的职业是战后对游戏的兴趣的典范。乔恩是许多有影响力的艺术家团体的成员,这些团体包括Helhesten,Cobra,国际想象主义包豪斯运动和情境主义者国际组织。乔恩(Jorn)和他的这些小组的同事对制作反映日常生活体验并鼓励艺术家与观众互动的艺术品表达了共同的兴趣。乔恩(Jorn)和他的同事们提出了以游戏为基础的艺术,这是对画廊和博物馆所倡导的精英艺术形式的挑战,后者忽视了日常生活中的“平庸”文化。这篇论文鼓励了战后时代对设计实践的重新评估,并建议应将“游戏”的后现代表现形式理解为文化逻辑截然不同的产物。

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