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Exploring the Possibility of Trans-Identity Storytelling as a Methodology for Film Criticism 探索跨身份叙事作为电影评论方法论的可能性
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.289
Jonghyun Lee
This study expands the concept of trans-identity storytelling and explores its potential as a film criticism methodology. Trans-identity storytelling is a theory that studies narratives from the perspective of characters on the premise that the composition of movie narratives is developed with a focus on the change of person's identity. In order to be precise in the content of the concept, the etymological meaning of ‘Trans’ and the perception of existing scholars were examined, and the characteristics of incompleteness of words were useful in explaining beings that were wealthy or changed in the world's recognition system. The concept of ‘Trans-media storytelling’, a relative concept of trans-identity storytelling, was critically reviewed, and it was revealed that both industrial and humanistic values were included due to the content-oriented and human-oriented nature of the concept. In addition, trans identity storytelling is connected to the traditional narrative writing principle and embraces popularity in that it aims for a change in characters. On the one hand, the act of changing identity is a phenomenon that deviates from the universal realm in defiance of the solid recognition system of the existing society, and encompasses the value of diversity in terms of individuality and specificity against universality. In other words, trans- identity storytelling is a narrative theory that can convey their stories interestingly while illuminating people outside the mainstream of the world. Furthermore, if film criticism is a work to seek positive changes in the world by discovering profound content on the basis of film's outerization, trans-identity storytelling, which criticizes the world's dichotomous perception system and respects the values of various humans, becomes the foundation of endless profoundness. Film criticism and trans-identity storytelling can be connected by a shared point that aims for change in humans and the world. In the future, we hope that trans-identity storytelling, which conveys the value of humanity, will become rich and that movie criticism from the perspective of trans-identity, which leads to the transformation of the world, will become the mainstream.
本研究扩展了跨身份叙事的概念,并探讨其作为电影评论方法的潜力。跨身份叙事是一种从人物角度研究叙事的理论,其前提是电影叙事的构成是以人物身份的变化为中心展开的。为了在概念内容上做到准确,考察了“Trans”的词源意义和现有学者的感知,词语不完整的特征有助于解释在世界识别系统中富裕或变化的存在。“跨媒体讲故事”是跨身份讲故事的一个相对概念,本文对“跨媒体讲故事”这一概念进行了批判性的回顾,发现由于这一概念的内容导向和以人为本的性质,它既包含了工业价值,也包含了人文价值。此外,跨性别叙事与传统的叙事写作原则相联系,并以人物的变化为目标,因此受到欢迎。一方面,身份转换行为是一种背离普遍领域的现象,它蔑视现存社会的坚实的认识体系,在个性和特殊性方面蕴涵着反对普遍性的多样性价值。换句话说,跨身份叙事是一种叙事理论,可以有趣地传达他们的故事,同时照亮世界主流之外的人。此外,如果说影评是在电影外化的基础上,通过发现深刻的内容来寻求世界的积极变化的工作,那么,批判世界二元感知体系、尊重不同人类价值观的跨身份叙事则成为无尽的深刻的基础。电影评论和跨身份叙事可以通过旨在改变人类和世界的共同观点联系起来。未来,我们希望传递人性价值的跨身份叙事变得丰富,希望以跨身份视角的影评成为主流,从而引领世界的转型。
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引用次数: 0
Deleuze and Guattari’s becoming and the Potential for Feminist Criticism of Cultural Content 德勒兹和瓜塔里的形成及其对文化内容的女性主义批评的潜力
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.119
H. Han, J. Shin
Most feminist criticisms of media content center on patriarchal ideology, highlighting the problem of representation. The concept of becoming, despite its ambiguity in practice, seems theoretically useful for interpreting minority politics, including feminism. Becoming is a concept that drives women’s desires to transcend their traditional role of being secondary to men in the patriarchal system. This article introduces examples of various content to more precisely understand Deleuze and Guattari’s concept of becoming, which has been applied in interdisciplinary ways. In the future, it will be possible to explore feminist micropolitical practice through interpretation and creation of content in connection with Deleuze and Guattari's concept of becoming.
女性主义对媒体内容的批评大多集中在男权意识形态上,突出了代表性问题。“成为”的概念,尽管在实践中模棱两可,但在理论上似乎对解释包括女权主义在内的少数民族政治是有用的。“成为”是一种概念,它驱使女性渴望超越她们在父权制度中次于男性的传统角色。为了更准确地理解德勒兹和瓜塔里的“成为”概念,本文引入了各种内容的例子。在未来,将有可能通过与德勒兹和瓜塔里的“成为”概念相关的内容解释和创造来探索女性主义的微观政治实践。
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引用次数: 0
AR game design based on Myeong-dong contents and place in 1920-30s: Focusing on AR game Myeongdong Nori 基于20世纪20-30年代明洞内容和地点的AR游戏设计:以AR游戏《明洞诺丽》为中心
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.309
Jungmi Cho, Taesuk Kihl
In this study, the process of AR game storytelling based on the physical place of Myeong-dong and the historical and cultural information of Myeong-dong in the 1920s-30s was specified, noting that the spatio-temporal meaning of the place can be discovered, expanded, and shared through game play in AR games. The main concept of Myeongdong Nori (tentative name) game design is Myeongdong experience in the 1920s and 30s based on AR technology, and the target experience is storytelling through reasoning, place experience, and role experience activities. In place-based AR games, players derive different games based on their experiences and choices, and actively construct the meaning of the game, which requires storytelling that provides rich information and situations. Therefore, characters, places, episodes, and visual materials centered on Myeong-dong in the 1920s and 30s were widely collected, and information DB was constructed using digital tools, and a series of processes were presented to plan game storytelling based on this. It is hoped that the place-based AR game storytelling study based on Myeong-dong content in the 1920s and 30s covered in this study can be used as the basis for a place-based AR game design model in which virtual time and real space-time experience are realized in the future.
本研究以明洞的物理地点和明洞在20世纪20年代至30年代的历史文化信息为基础,详细阐述了AR游戏的叙事过程,并指出该地点的时空意义可以通过AR游戏中的游戏玩法被发现、扩展和共享。《明洞Nori》(暂称)游戏设计的主要概念是20世纪二三十年代以AR技术为基础的明洞体验,目标体验是通过推理、场所体验、角色体验活动来讲述故事。在基于地点的AR游戏中,玩家根据自己的经历和选择衍生出不同的游戏,并主动构建游戏的意义,这就需要提供丰富信息和情境的故事叙述。因此,广泛收集了20世纪二三十年代以明洞为中心的人物、地点、情节、视觉材料,并利用数字化工具构建了信息DB,并在此基础上提出了一系列的游戏叙事策划流程。希望本研究所涵盖的基于20世纪二三十年代明洞内容的地景AR游戏叙事研究,可以作为未来实现虚拟时间和真实时空体验的地景AR游戏设计模型的基础。
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引用次数: 0
Construction of Trans-National Storyworld by Genshin Impact 源信影响下的跨国故事世界建构
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.269
HoHyun Lyu
In the era of the 4th industrial revolution, it is undeniable that the cultural and economic impact of the game industry, which is the forefront industry of the IP (Intelligent Property) value chain, is becoming increasingly important. Amid this trend, identifying recent trends in the game industry and major game contents in other countries and analyzing their success factors are essential tasks for cultural content industry and its researchers. Meanwhile, China, not only as a content consumer but also as a content producer, is increasing its influence in all directions through the expansion of IT infrastructure in line with its rapid economic growth. In this context, this article targets China's open-world CCG RPG game Genshin Impact. The game emerges as an important analysis target in several contexts, including its popularity established in the global game market and its special position as a ‘Chinese game’. In terms of content creation, operation, and marketing, this article aims to analyze Genshin Impact’s Trans-nationality strategy beyond ‘Chinese characteristics’ or ‘Chinese characteristics’. Secondly, this article focus on the ‘Character Moe’ code that functions as a key mechanism of the storyworld construction and a business model of this game. Through this, this article intends to examine the reason of Genshin Impact’s global success and popularity as a trans-national storyworld.
在第四次工业革命时代,不可否认的是,游戏产业作为IP (intellectual Property)价值链的前沿产业,其文化和经济影响变得越来越重要。在这种趋势下,识别游戏产业的最新趋势和其他国家的主要游戏内容,并分析其成功因素是文化内容产业及其研究人员的重要任务。与此同时,中国不仅是一个内容消费者,也是一个内容生产者,随着经济的快速增长,通过扩大信息技术基础设施,全方位扩大其影响力。在此背景下,本文的目标是中国的开放世界CCG RPG游戏《Genshin Impact》。这款游戏在几个背景下成为了一个重要的分析对象,包括它在全球游戏市场上的受欢迎程度以及它作为“中国游戏”的特殊地位。本文旨在从内容创作、运营和营销三个方面分析源信冲击超越“中国特色”或“中国特色”的跨国战略。其次,本文关注的是作为故事世界构建关键机制和游戏商业模式的“角色模式”代码。通过这一点,本文试图探讨《源信冲击》作为一个跨国故事世界在全球成功和流行的原因。
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引用次数: 0
Why do we remember the 1990s?: The cultural aspects of the 1990s and the present meaning of remembering them 为什么我们还记得上世纪90年代?20世纪90年代的文化方面和现在记住它们的意义
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.183
Ji-ho Tae
The 1990s are already in the past, but they are still being recalled to our society in various forms. The phenomenon of past culture re-emerging in the present time and space is not so new, but what this paper pays attention to is why it is the 1990s and why it is now. To this end, this paper first examined the characteristics of culture in the 1990s through Arjun Appadurai's concept of landscape and Raymond Williams' concept of structure of feeling. From this point of view, it was confirmed that culture in the 1990s was forming a structure of feeling in the context of changes in domestic and foreign politics, economy, and international order. In particular, it has been confirmed that the dominant are consumer culture and cultural industry, the residual is a culture of action and reaction of political power, and the emergent is digital culture, and they coexist together and form a structure of feeling of culture in the 1990s. Later discussions focused on the concept of memory and dealt with the aspects of this 1990s culture being recalled and what it means today. First of all, it was discussed that culture in the 1990s was a kind of myth, although it is currently residual. This is because it has economic value and at the same time provides a refuge from the contradiction of reality. And it has been confirmed that remembering the culture of the 1990s is part of the way individuals expand and continue to connect and participate, and that today, it is becoming a puissance of the community. Through this, it was confirmed that remembering the culture of the 1990s means that our society recognizes the value of the residual, and that it is part of the performance of social members to construct identity.
20世纪90年代已经过去了,但它们仍然以各种形式被我们的社会所回忆。过去文化在现在的时空中重新出现的现象并不新鲜,但本文关注的是为什么是90年代,为什么是现在。为此,本文首先通过Arjun Appadurai的景观概念和Raymond Williams的感觉结构概念来考察20世纪90年代的文化特征。从这个角度来看,九十年代的文化在国内外政治、经济和国际秩序变化的背景下形成了一种情感结构。特别是在90年代,被证实为主导的是消费文化和文化工业,剩余的是政治权力的行动和反作用文化,新兴的是数字文化,它们共同并存,形成了一种文化的感觉结构。后来的讨论集中在记忆的概念上,并处理了20世纪90年代文化被回忆的各个方面,以及它在今天的意义。首先,讨论了90年代的文化是一种神话,虽然它现在是残余的。这是因为它具有经济价值,同时也为逃避现实矛盾提供了一个避难所。人们已经证实,记住20世纪90年代的文化是个人扩展、继续联系和参与的方式的一部分,而今天,它正在成为社区的一种力量。通过这一活动,可以确认,记住90年代文化意味着我们的社会承认残余的价值,构建身份是社会成员表现的一部分。
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引用次数: 0
The Effect of the Creation of Local Spatial Content on the Lives of Residents: A Case of Hangeul Sa-rang Street in Sejong City 地方空间内容的创造对居民生活的影响——以世宗市韩文寺郎街为例
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.33
Jaemin Lee, Seolmin Yoon
Recently, local streets are being created with spatial contents such as themed streets. This means that a simple everyday space is realized as a cultural space, and it is expected to play a role as a medium to improve the quality of cultural life of the residents and further more realize the local identity. Sejong City, which was launched in 2012 for balanced national development, also intends to utilize ‘Hangeul’, the greatest achievement of King Sejong the Great, as a cultural material for realizing urban identity, and is creating a ‘Sa-rang Street for Hangeul’ in Hansol-dong, Sejong City. Sejong City established an ordinance to utilize Hangeul as a cultural material, and established an institutional and administrative base by establishing a Hangeul Promotion Department. The Hangeul Sa-rang Street was selected as the Hansol-dong where the first village is located through a local contest. This study aims to analyze the effect of spatial content creation on the lives of residents using the Hangeul Sa-rang Street in Sejong City as a case, and a statistical analysis method was applied to conduct the study. As a result of analysis based on the questionnaire of 211 people, it can be confirmed that the name and development potential of Hangeul Sa-rang Street were all high with an average value of 4.0 or higher based on a 5-point likert scale. In addition, it was investigated that ‘improving the pedestrian environment’, ‘improving convenience facilities’, and ‘creating a square’ were important for residents to create a Hangeul Sa-rang Street. In addition, it was found that the Sa-rang for Hangeul was generally positively perceived in economic, social, cultural, and environmental aspects. Based on this analysis, the conclusion was firstly revealed that both local residents and merchants positively recognized and expected Hangeul Sa-rang Street. Second, in creating the Hangeul Sa-rang Street, it is necessary to consider the pedestrian environment, plazas, and convenience facilities first. Third, it was analyzed that Hangeul Sa-rang Street needs to be implemented as a spatial content representing Sejong City through long-term and gradual supplementation rather than simply a space for tourism.
最近,当地的街道正在被创造出具有主题街道等空间内容的街道。这意味着将一个简单的日常空间实现为一个文化空间,并期望它能够发挥媒介的作用,提高居民的文化生活质量,进一步实现地方认同。2012年以国家均衡发展为目标推出的世宗市也打算利用世宗大帝的最大成就“韩文”作为城市认同感的文化素材,在世宗市韩雪洞打造“韩文寺郎街”。世宗市制定了将韩文作为文化资料利用的条例,并设立了韩文宣传部,奠定了制度和行政基础。韩文寺郎街通过地方选举被选定为第一个村庄所在的韩雪洞。本研究以世宗市韩文寺郎街为例,运用统计分析方法,分析了空间内容创造对居民生活的影响。以211人为对象进行问卷调查的结果显示,韩文社郎街的名字和发展潜力都很高,以5分的李克特量表为标准,平均得分在4.0分以上。此外,还调查了“改善步行环境”、“改善便利设施”、“创造广场”等对居民创造韩文书院街的重要性。此外,从经济、社会、文化、环境等方面来看,韩文的读书会得到了普遍的正面评价。在此基础上,首次得出了居民和商家对韩文书院街的肯定和期待的结论。第二,在创建韩文寺郎街时,首先要考虑步行环境、广场、便利设施等。第三,分析认为,韩文寺郎街不应只是单纯的旅游空间,而应通过长期、渐进的补充,作为代表世宗市的空间内容来实施。
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引用次数: 0
A Confusion of Virtual Reality and Reality in the VR Video Game-based Film 《Avalon》: With a Focus on the Notions of Self, Make-believe, and Legend 虚拟现实与现实在VR游戏电影《阿瓦隆》中的混淆:聚焦自我、虚构与传说的概念
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.93
Soung-su Kim
As virtual reality technology continues to develop and become known to the public, SF films featuring VR video games have often been produced. Among them, a film 《Avalon》(2001) produced by Mamoru Oshii of Japan, famous for directing the animation 《Ghost in the Shell》(1995) is considered an art film masterpiece by SF enthusiasts, though it has failed in popular box office. Since film audiences enter the virtual world from the real world through the screen, the film 《Avalon》 which is related to VR metaverse video games, can be understood as a double embodiment of the virtual. This could be in line with the concept of ‘make-believe’ in the Kendall L. Walton's mimesis theory. This is because the self of a human being is happily deceived by various mechanical devices that implement VR and enjoys the virtual world by being confused between the virtual and the real. In this paper, the film 《Avalon》 is examined from the perspective of ‘the virtual and the real’. The film is interpreted with the conceptual tools such as legends, the virtual world, the self, ‘make-believe’ and mythical cultural archetypes. Thus, it can be seen that director Mamoru Oshii produced the religious SF film 《Avalon》 under the background of mind-body dualism and the self experiencing various levels of reality, and wanted to portray the virtual reality space of video games which does not exist in reality. On the battlefield of the video game, the character of the game player has to be killed and revived countless times. The confusion between virtual and reality is the core notion of the movie. The lives of the 21st century people seem to be somewhere in the middle of fantasy, heroism, samsara and video games, and cyberculture where second selves are created. It seems that 《Avalon》 wants to portray our reality in the fable of a VR video game movie.
随着虚拟现实技术的不断发展和为公众所熟知,以VR视频游戏为主题的科幻电影也经常出现。其中,曾执导动画片《攻壳机动队》(1995年)的日本押井守导演的电影《阿瓦隆》(2001年)虽然票房惨淡,但被科幻爱好者认为是艺术电影的杰作。由于电影观众是通过屏幕从现实世界进入虚拟世界的,所以与VR虚拟世界电子游戏相关的电影《阿瓦隆》可以理解为虚拟的双重体现。这可能符合肯德尔·沃尔顿(Kendall L. Walton)模仿理论中的“假装”概念。这是因为人的自我被实现VR的各种机械设备愉快地欺骗,在虚拟与现实的混淆中享受虚拟世界。本文从“虚与实”的角度来审视电影《阿瓦隆》。这部电影是用传说、虚拟世界、自我、“虚构”和神话文化原型等概念工具来诠释的。由此可见,押井守导演在心身二元论和自我体验不同层次现实的背景下,制作了宗教科幻电影《阿瓦隆》,想要描绘现实中不存在的电子游戏虚拟现实空间。在电子游戏的战场上,游戏玩家的角色必须被无数次杀死和复活。虚拟与现实的混淆是这部电影的核心概念。21世纪人们的生活似乎处于幻想、英雄主义、轮回、电子游戏和创造第二自我的网络文化的中间。《阿瓦隆》似乎想用VR游戏电影的寓言来描绘我们的现实。
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引用次数: 0
Confucian Ideas hidden in a modern hero epic of K-Drama: Focusing on the Korean TV drama series, Itaewon Class 现代韩剧英雄史诗中的儒家思想——以韩剧《梨泰院课堂》为例
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.331
Bo-Yeun Yun
This study aims to examine the thought inherent in the hero narrative of the TV drama series, Itaewon Class. That is because it is judged that the universal value of mankind is contained in the heroic narrative, which is the prototype of the narrative. This is why this study aims to explore the philosophical thoughts of chung-seo (忠恕) as a theoretical background. The idea of chung-seo, a core concept of Confucius along with benevolence (仁) and rite (禮), is understood in terms of Juja’s ideas. In this context, chung (忠) refers to jinsimjigi (盡心之己) which means doing one’s best to keep his heart, and seo (恕) refers to not forcing others to do what he or she does not want to do. This study utilizes the heroic narrative stages advanced by Christopher Vogler as a method to analyze the drama, Itaewon Class in order to find the intertextuality between the drama and the ideology of chung-seo. Therefore, this paper first confirms that the drama is a heroic narrative, and tries to reveal the thought inherent in the drama. The study results are as follows: In the drama, Itaewon Class with a heroic narrative, a vocation is given to the main character, Sae-Roi Park to exclude violence, and the changed vocation is to prove that the business ethics is keeping faith with his coworkers. And, through the fulfillment of the main character’s vocation, the drama successfully acquires the elixir of moral life orientation. In addition, as a result of analysis, it was found that the main character, Sae-Roi Park, is a character with the idea of chung, the necessary and sufficient condition for a hero. In this context, chung is extended from the self, to the others, to the society, etc. Based on this, the main character practices the idea of chung, which returns chung to the main character, leading him to achieve his purpose. This is the universal moral value contained in the drama. Through this, this study confirms that the ideology inherent in the drama Itaewon Class is the ideology of chung-seo.
本研究旨在探讨电视剧《梨泰院课堂》中主人公叙事的内在思想。这是因为人们判断英雄叙事中蕴含着人类的普遍价值,英雄叙事是叙事的原型。这就是为什么本研究旨在探讨忠绪的哲学思想作为理论背景。孔子的核心思想“忠”与“仁”、“礼”齐名,可以从“居子”的思想中得到理解。在这种情况下,“忠”指的是“心”,意思是尽自己最大的努力保持自己的心;“苏”指的是不强迫别人做自己不想做的事。本研究以佛格勒的英雄叙事阶段为分析方法,探讨《梨泰院阶级》与忠西意识形态之间的互文性。因此,本文首先确认了该剧是一部英雄叙事剧,并试图揭示其内在的思想内涵。研究结果如下:在英雄叙事的电视剧《梨泰院课堂》中,主人公朴世利被赋予了排除暴力的使命,而改变使命则是为了证明与同事保持诚信的商业道德。并通过对主人公天职的履行,成功地获得了道德人生取向的灵丹妙药。另外,通过分析发现,主人公朴世利是具有“忠”思想的人物,而“忠”思想是成为英雄的充分必要条件。在这种背景下,忠从自我延伸到他人,延伸到社会等。在此基础上,主人公实践了“钟”的思想,而“钟”又回归到主人公身上,引导主人公达到目的。这就是这部戏剧所蕴含的普世道德价值。通过这一点,本研究证实了话剧《梨泰院课》所蕴含的意识形态是忠西的意识形态。
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引用次数: 0
Based on Blended Action Learning to Improve Creative Problem-Solving Ability Development and Application of Cultural Contents Class Model: Focused on Video Content Class 基于混合行动学习提高创造性问题解决能力的文化内容课堂模式发展与应用——以视频内容课堂为例
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.207
Yong-Been Cho, Borim Kim
Cultural contents require a complex and holistic approach while responding to technological developments entering the 4th industrial age. For this, creativity based on the humanities is required. It is very important to improve creative problem-solving ability based on creativity, and methodological research to improve it while applying it to real problems is urgently needed. In this study, we propose an action learning-based video content class model to cultivate creativity and creative problem-solving ability. In addition, reflecting the reality that classes beyond face-to-face classes are needed due to COVID-19, the expansion of online and offline blended action learning was promoted. Through this study, it is hoped that the study of the cultural content class model that is helpful in solving practical problems will be continuously realized, and I hope that the diversity of cultural content at the interface between the humanities and technology will be made more actively.
在进入第四次工业时代的技术发展中,文化内容需要一种复杂而全面的方法。为此,需要以人文学科为基础的创造力。在创造力的基础上提高创造性解决问题的能力是非常重要的,迫切需要通过方法论研究来提高创造性解决问题的能力,并将其应用于实际问题。在这项研究中,我们提出了一个基于行动学习的视频内容课堂模式,以培养创造力和创造性解决问题的能力。此外,针对新冠肺炎疫情需要超越面对面课程的现实,推动拓展线上线下混合行动学习。通过本研究,希望有助于解决实际问题的文化内容类模型的研究能够不断得到实现,也希望人文与科技交界处的文化内容多样性能够得到更加积极的发挥。
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引用次数: 0
Political Economy of Local Cultural Contents: A Critical Research on the Gwangju Biennale as a Local Cultural Industry 地方文化内容的政治经济学:光州双年展作为地方文化产业的批判性研究
Pub Date : 2022-08-31 DOI: 10.32611/jgcc.2022.8.52.1
Yeongeun Noh, Woongjae Ryoo
Contrary to the spirit and values that the Gwangju Biennale initially planned to pursue, some controversies have continued from its inception to the present. Hence, this essay examined the political, economic, and social contexts underlying the issues comprehensively. Especially, the purpose of this essay was to analyze the characteristics of the Gwangju Biennale from its launch to the present, focusing on some issues, political and economic tensions, national and local power relations surrounding the Gwangju Biennale as a prominent cultural industry. First of all, in the early stage of the establishment of the Biennale Foundation, almost all pertinent local policy makers were from Honam regions, and this was the main reason for a conflictual relationship with artists and cultural planners, and also showing authoritarian elitism and exclusivity. Second, since the 2000s, the foundation has made changes such as planning projects to harmonize with local residents to accept the criticism raised earlier, but it could be seen that the Biennale is losing its values and agenda due to a lot of pressure from both inside and outside. Third, as an alternative, the Biennale showed efforts to achieve economic independence, but it was operated through the sponsorship of local companies and capitalists, revealing a lack of public nature of the foundation. Lastly, the Gwangju Biennale attempted to utilize and expand city's locality as a cultural hub city and plan a series of industries specialized in local characteristics, but another criticism was raised since there were still problems and conflicts, relating such issues as, corruption and labor management within the foundation.
与光州双年展当初所追求的精神和价值背道而驰的是,从开始到现在,一直存在着争议。因此,本文全面考察了这些问题背后的政治、经济和社会背景。特别是,本文的目的是分析光州双年展从创办到现在的特点,重点关注围绕光州双年展作为一个突出的文化产业的一些问题,政治和经济紧张局势,国家和地方权力关系。首先,在双年展基金会成立初期,几乎所有相关的地方政策制定者都来自湖南地区,这是与艺术家和文化规划者之间矛盾关系的主要原因,也表现出专制的精英主义和排他性。第二,从2000年代开始,基金会为了接受之前提出的批评,进行了与当地居民协调的项目规划等变化,但可以看出,由于内外压力很大,双年展正在失去价值和议程。第三,双年展作为另一种选择,虽然表现出经济独立的努力,但它是通过当地企业和资本家的赞助来运作的,缺乏基金会的公共性。最后,光州双年展试图利用和扩大作为文化中心城市的地方,并规划一系列具有地方特色的产业,但由于基金会内部存在腐败和劳动管理等问题和矛盾,也遭到了批评。
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