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Juggling time concepts: complex metanarrative in Alejandro González Iñárritu’s 21 Grams

机译:杂耍时间概念:亚历杭德罗·冈萨雷斯·伊纳里图的21克小说中的复杂叙事

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摘要

ABSTRACT - Starting with the explanation of metanarrative as a sort of self-reflexive storytelling (as defended by Kenneth Weaver Hope in his unpublished PhD. thesis), I propose to talk about enunciative practices that stress the telling more than the told. In line with some metaficcional practices applied to cinema, such as the ‘mindfuck’ film (Jonathan Eig, 2003), the ‘psychological puzzle film’ (Elliot Panek, 2003) and the ‘mind-game film’ (Thomas Elsaesser, 2009), I will address the manipulations that a narrative film endures in order to produce a more fruitful and complex experience for the viewer. I will particularly concentrate on the misrepresentation of time as a way to produce a labyrinthine work of fiction where the linear description of events is replaced by a game of time disclosure. The viewer is thus called upon to reconstruct the order of the various situations portrayed in a process that I call ‘temporal mapping’. However, as the viewer attempts to do this, the film, ironically, because of the intricate nature of the plot and the uncertain status of the characters, resists the attempt. There is a sort of teasing taking place between the film and its spectator: an invitation of decoding that is half-denied until the end, where the puzzle is finally solved. I will use three of Alejandro Iñárritu’s films to better convey my point: Amores perros (2000), 21 Grams (2003) and Babel (2006). I will consider Iñárritu’s methods to produce a non-linear storytelling as a way to stress the importance of time and its validity as one of the elements that make up for a metanarrative experience in films. I will focus especially on 21 Grams, which I consider to be a paragon of the labyrinth.
机译:摘要-首先将元叙事的解释解释为一种自我反省的叙事(由肯尼斯·韦弗·霍普(Kenneth Weaver Hope)在未发表的博士论文中辩护),我建议谈一谈强调口头表达而不是口头表达的口头表达做法。与电影中运用的一些元行为学实践相吻合,例如“ mindfuck”电影(Jonathan Eig,2003年),“心理拼图电影”(Elliot Panek,2003年)和“心理游戏电影”(Thomas Elsaesser,2009年) ,我将介绍叙事电影所能承受的各种操作,以便为观众带来更加丰富和复杂的体验。我将特别关注时间的虚假陈述,以产生迷宫式的小说作品,其中事件的线性描述被时间披露游戏所取代。因此,要求观看者重建在我称之为“时间映射”的过程中描绘的各种情况的顺序。然而,当观众尝试这样做时,具有讽刺意味的是,由于情节的复杂性和角色的不确定状态,影片抵制了这一尝试。电影与观众之间有一种戏弄:对解码的邀请被拒绝了一半,直到最后,难题终于解决了。我将使用亚历杭德罗·伊纳里(AlejandroIñárritu)的三部电影来更好地表达我的观点:爱茉莉·佩罗斯(Amores perros)(2000),《 21克》(21 Grams)(2003)和《巴贝尔》(Babel)(2006)。我会考虑Iñárritu制作非线性故事的方法,以此来强调时间的重要性及其有效性,因为时间是构成电影中元叙事体验的要素之一。我将特别关注21克,我​​认为这是迷宫的典范。

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