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Postmodern play: Identity construction in fragmented consumer culture.

机译:后现代游戏:零散的消费者文化中的身份建构。

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摘要

The concept of play has been used to describe accounts of the individual's orientation toward, and behavior in, 'postmodern' consumer culture. 'Play' seems to adequately characterize the fluid relationships within a figural 'reality,' where meaning appears to rest in delightfully transitory sensations and visual impressions. However, as Jameson notes, the crucial dilemma of the postmodern condition occurs with the poststructuralist invitation to play. For that is "the moment in which aesthetics gives way to ethics, in which the problem of the postmodern;This dilemma is the net result of the transposition of deterministic, structuralist and deconstructionist literary paradigms into an Anglo-American tradition which pivots around the 'subject' and 'free will.' In response to this dilemma, I proposes to showcase a Winnicottian (re)conceptualization of play. Instead of a meaningless, schizoid trifling with the 'realities' of contemporary culture, play is conceptualized as a creative activity which allows for the construction of a subject capable of cohering in the postmodern framework.;This identity construction must then be situated within the apparent chaos of postmodern culture itself. A Winnicottian interpretation easily contains this chaos, insofar as chaos might be said to facilitate the boundarilessness required by genuine experiences of play. This holds true even if 'postmodern chaos' is construed as consisting in an ahistorical figural reality which not only problematizes the referent, but attempts to co-opt perception into the service of consumption. For, I argue (1) that figural reality presupposes a dialectic in which the individual is required to take an active, constructive role. (2) This role presupposes that the individual ultimately coheres through a narrative which encompasses past, present, and future.;These arguments, and the difficulties which they present, will be examined as I reconfigure postmodern culture itself through a dynamic extension of reader-response theories. The transposition of this paradigm onto a cultural level lends to culture an interactive potential, one which implicitly rests upon the infrastructure of modernistic tenets. These tenets reconfigure the individual and postmodern culture in a reflexive, yet meaningful way.
机译:游戏的概念已被用来描述个人对“后现代”消费文化的取向和行为的描述。 “游戏”似乎充分刻画了形象的“现实”中的流动关系,其中的意义似乎停留在令人愉悦的短暂感觉和视觉印象中。但是,正如詹姆森所指出的那样,后现代主义条件的关键困境发生在后结构主义的邀请下。因为那是“美学让位给伦理学的时刻,其中是后现代的问题;这个困境是确定性,结构主义和解构主义文学范式转变成英美传统的最终结果,而英美传统则围绕着“主题”和“自由意志”。为了应对这种困境,我建议展示一种游戏的温尼科特式(再)概念化,而不是对当代文化的“现实”进行无意义的,类似精神的琐碎琐事,而将游戏概念化为一种创造性的活动,它可以建构一个主题。然后,这种身份建构必须位于后现代文化本身的明显混乱之内,温尼科特的解释很容易包含这种混乱,只要可以说混乱促进了真实游戏体验所要求的无边无际。即使“后现代的混乱”被认为是由一个历史性的形象现实构成的,这也是正确的,这不仅给对象带来了问题,而且还试图将感知融入消费服务中,因为,我认为(1),形象现实以一个现实为前提。要求个人扮演积极的,建设性的角色的辩证法(2)该角色以个人的最后身份为前提通过涵盖过去,现在和未来的叙述而紧密地融合在一起。这些论点以及它们所呈现的困难,将在我通过读者反应理论的动态扩展重新配置后现代文化本身时加以检验。这种范式在文化层面上的转变,赋予了一种文化互动潜能,而这种潜能则隐含在现代主义宗旨的基础上。这些宗旨以反思性但有意义的方式重构了个人和后现代文化。

著录项

  • 作者

    Martocci, Laura Ann.;

  • 作者单位

    New School for Social Research.;

  • 授予单位 New School for Social Research.;
  • 学科 Social research.;Developmental psychology.;Linguistics.
  • 学位 Ph.D.
  • 年度 1997
  • 页码 283 p.
  • 总页数 283
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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