首页> 外文期刊>H-ermes. Journal of Communication >Last day of June: performare il lutto tra pathos ed en-pathos = The last day of June: 'performing' the mourning between pathos and en-pathos
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Last day of June: performare il lutto tra pathos ed en-pathos = The last day of June: 'performing' the mourning between pathos and en-pathos

机译:六月的最后一天:表演IL Lutto Tra Pathos Ed en-Pathos = 6月的最后一天:“表演”Pathos和en-Pathos之间的哀悼

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Unlike other social-technological contexts (Boccia Artieri, 2012), video games offer a space where death is frequently present as a narrative theme from the linguistic and practical viewpoints (Egenfeldt-Nielsen, et al. 2015), even though it is deprived of its more dreadful dimension—its permanent trait. In fact, "game over" indicates only the end of a possibility that can be repeated countless times, as players wish. The Last Day of June proposes a story that focuses on the protagonist's loss. A car accident leaves the main character, Carl, in a wheelchair. When the man realizes that his loved one, June, died, the players' target becomes to help him accept his loss – and triumph over it – by modifying the course of events before June's death. This paper proposes a narrative analysis (Fernandez-Vara, 2015), rooted on Gennette's (1980) model, relating story highlights to flashbacks (which we define "generative" in the analysis) to some visual and scenic choices that are associated with the stages of grief and its processing. The aim is to enquire into the pedagogical and cultural values of the case study by means of its association with myths and their main functions. Finally, a qualitative examination of a number of comments from one of the main YouTube channels will support the interpretation of the video game.
机译:与其他社会技术背景不同(2012年Boccia Artieri),视频游戏提供了一个空间,死亡频繁地作为一种来自语言和实践观点的叙述主题(Egenfeldt-Nielsen,et。2015),即使它被剥夺了它更具可怕的维度 - 它的永久性特征。事实上,“博弈结束”表示只有可能重复无数次的可能性的结束,因为玩家希望。 6月的最后一天提出了一个侧重于主角的损失的故事。车祸在轮椅上留下主角卡尔。当该男子意识到他所爱的人,六月,去世时,球员的目标成为帮助他接受他的损失 - 而且胜利,通过修改六月死亡前的活动课程。本文提出了一个叙述性分析(Fernandez-Vara,2015),植根于Gennette(1980)的模型,将故事突出显示到闪回(我们在分析中定义“生成”)到与阶段相关的一些视觉和景区选择悲伤及其处理。目的是通过与神话及其主要职能联系来询问案例研究的教学和文化价值。最后,对来自主要YouTube频道的许多评论的定性检查将支持对视频游戏的解释。

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