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Slittamenti. Oltre la postdemocrazia = Slipping. Beyond post-democracy 出错。超越后民主=滑动。Beyond post-democracy
IF 0.1 Pub Date : 2020-12-14 DOI: 10.1285/I22840753N17P135
Lorenzo Fattori
The concept of post-democracy, proposed by Colin Crouch, has achieved great success in political and sociological studies. However, the transformation processes undergone by democracy, especially in Europe, have significantly changed the scenario since the central part of the twentieth century. In this situation, the question that arises is whether the concept of post-democracy is still adequate or if it needs to be redefined. Therefore, if democratic processes have evolved technologically, the overall functioning of government systems seems to trace back ancient ways: the technocracy, the elitism of participation, the growth of political proposals which, recalling Max Weber, seem to become less legal and rational than charismatic. In this paper we will try to understand if democracy in Western world is really going through a time of crisis, and if post-democracy is still today adequate to describe it
柯林·克劳奇提出的后民主概念在政治学和社会学研究中都取得了巨大成功。然而,民主所经历的转变过程,特别是在欧洲,自二十世纪中叶以来已经大大改变了这种情况。在这种情况下,出现的问题是,后民主的概念是否仍然足够,或者是否需要重新定义。因此,如果民主进程是在技术上进化的,那么政府系统的整体功能似乎可以追溯到古老的方式:技术官僚,参与的精英主义,政治建议的增长,回想起马克斯·韦伯,似乎变得不那么合法和理性,而更有魅力。在本文中,我们将试图理解西方世界的民主是否真的正在经历一个危机时期,以及后民主是否仍然足以描述它
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引用次数: 0
Emozioni, luoghi e parole. Senso di appartenenza e meccanica emozionale, tra cultura del territorio ed evoluzione del linguaggio = Emotions, places and words. Sense of belonging and emotional mechanics, between local culture and language evolution 情感、地点和词语。归属感和情感机制,介于地域文化和语言进化之间=情感、地点和词语。归属感和情感机制,介于地方文化和语言进化之间
IF 0.1 Pub Date : 2020-12-14 DOI: 10.1285/I22840753N17P271
G. Spagna
This article enquires into the association between emotions, culture and languages by providing an analysis that has two reading keys. The first will refer to the individual-territory relationship, at the time of examining both the creation and development of the emotional-social binding structure by means of socio-historical as well as anthropological orientations. We will explore the building phase of a sense of identity, which brings each subject to the places of origin, emotionally and cognitively. The second reading key will concern the study of new words, which actually exist in other languages to define apparently inexplicable emotional reactions. The entry of these terms into the common language structure would demonstrate both the evolution of communication keys in the current post-global society and the possibility of adopting them to reduce the interpretative complexity and emotional difficulties in the individual/society relationship. In the conclusion, we surmise a relationship between the two objects of analyses, which is meant to improve one's interpretation and understanding of emotional dynamics from a socio-communicative perspective
本文通过分析情感、文化和语言之间的关系来探讨情感、文化和语言之间的关系。第一部分将涉及个人-领土关系,同时通过社会历史和人类学的方向来研究情感-社会结合结构的创造和发展。我们将探索认同感的构建阶段,这将每个主题从情感和认知上带回原籍地。第二个阅读重点将涉及新词的学习,这些新词实际上存在于其他语言中,用来定义看似无法解释的情绪反应。这些术语进入共同的语言结构将展示当前后全球化社会中沟通关键的演变,以及采用它们来减少个人/社会关系中的解释复杂性和情感困难的可能性。在结论中,我们推测了两个分析对象之间的关系,这意味着从社会交际的角度提高人们对情绪动态的解释和理解
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引用次数: 0
Relazioni promiscue. Appunti per una possibile ridefinizione dello spazio comunicativo = Promiscuous relationships. Notes for a possible redefinition of the communicative space 充满希望的关系。关于可能重新定义交际空间的注释=混乱的关系。关于可能重新定义交际空间的注释
IF 0.1 Pub Date : 2020-12-14 DOI: 10.1285/I22840753N17P239
Carlo Sorrentino, L. Solito, S. Pezzoli, L. Materassi
The key and monopolistic role played by the pandemic issue in the last months is a lens through which we can observe how the digital environment is reshaping the entire communicative space. In fact, the latter is constantly becoming denser, thanks to the plurality and heterogeneity of players, as well as to the expansion of their communication modalities. Starting from Bourdieu's notion of "journalistic field", we come to a new situation where voices of journalists and public sector's communicators are side by side with those of many other actors with other specific skills, who build a polyphonic and multidimensional communicative space. This multifaceted communicative space pushes us to rethink the categories of orthodoxy and informational heresy introduced by the French sociologist, considering the fact that many actors are now more interested in building their public visibility, by managing their different communication resources. In so doing, they can obtain a peculiar role and position in the communicative space, where transparency and the "power of convocation" become always more important. Based on these premises, this paper aims at exploring empirically how 10 different main actors of the public debate managed their communication strategies during the first emergency phase of the Italian lockdown. In order to test the theoretical framework here proposed, the authors investigate 6 different kinds of communication resources: reputational, institutional, professional, argumentative, performative and relational ones. The analysis focus on the activities of the following Facebook accounts: Civil Protection, Higher Institute of Health, Prime Minister, Lombardy Region, Veneto Region, as well as the personal ones of Prime Minister Conte, of Presidents Fontana and Zaia, and of the two currently most followed journalists on social media (Andrea Scanzi and Nicola Porro).
疫情问题在过去几个月里发挥的关键和垄断作用是我们可以观察数字环境如何重塑整个交流空间的一个镜头。事实上,由于参与者的多样性和异质性,以及他们交流方式的扩展,后者正在不断变得密集。从布迪厄的“新闻场”概念出发,我们看到了一个新的局面,记者和公共部门传播者的声音与许多其他具有特定技能的行动者的声音并肩,他们构建了一个复调和多维的传播空间。这种多方面的交流空间促使我们重新思考这位法国社会学家引入的正统和信息异端的类别,考虑到许多行动者现在更感兴趣的是通过管理他们不同的交流资源来建立他们的公众知名度。通过这样做,他们可以在交流空间中获得特殊的角色和地位,在交流空间里,透明度和“召集的力量”总是变得更加重要。基于这些前提,本文旨在实证探索在意大利封锁的第一个紧急阶段,公共辩论的10个不同主要参与者如何管理他们的沟通策略。为了检验本文提出的理论框架,作者调查了6种不同类型的传播资源:声誉、制度、专业、辩论、表演和关系资源。分析的重点是以下脸书账户的活动:公民保护、高等卫生研究所、总理、伦巴第大区、威尼托大区,以及孔特总理、丰塔纳总统和扎伊亚总统的个人账户,以及目前社交媒体上最受关注的两名记者(安德里亚·斯坎齐和尼古拉·波罗)。
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引用次数: 0
From Gamification to AI-Gamification: The Case of Social Network Journalism 从游戏化到ai游戏化:社交网络新闻案例
IF 0.1 Pub Date : 2020-12-14 DOI: 10.1285/I22840753N17P97
L. Serafini
Gamification, understood as the use of ludic mechanisms in non-ludic contexts, is seen today as a practice ingrained in new technologies, especially in new media. The shift of journalism onto social networks has laid the foundations for a ludic communicative paradigm that revolves specifically around gaming mechanisms. Nevertheless, recent developments in artificial intelligence call for a partial redefinition of the term "gamification," so as to situate it in its relations with machines and algorithms. For some time now, what are known as empathic media have signaled a turning point in the development of an emotional artificial intelligence, capable of eliciting and responding to the emotional states of consumers and users for commercial purposes. In recent years, this use of artificial emotional intelligence has also made its way into journalism on social networks. This communications channel builds on tools such as sensationalism, irony, and the creation of an empathetic connection with readers—centered on sharing a ludic, humorous paradigm of communication. In this instance, gamification is transformed into AI-gamification, since the aim is to make these mechanisms scientific and commercially profitable through the use of artificial intelligence. Echobox, a social media platform based on artificial intelligence, used by media to communicate more efficiently with readers on social platforms, will provide a case study by which to analyze this effort. I will also show the benefits and drawbacks of this shift from gamification to AI-gamification, examining in particular the capacities and limits of the algorithms in developing a ludic human language whose goal is to increase both users' emotional involvement and the readership of the articles (and, consequently, the revenue) of the media outlets
游戏化被理解为在非搞笑情境中使用搞笑机制,如今被视为新技术(尤其是新媒体)中根深蒂固的实践。新闻业向社交网络的转变为围绕游戏机制的搞笑交流模式奠定了基础。然而,人工智能的最新发展要求对“游戏化”一词进行部分重新定义,以便将其置于与机器和算法的关系中。一段时间以来,所谓的移情媒体已经标志着情感人工智能发展的转折点,能够出于商业目的激发和响应消费者和用户的情绪状态。近年来,人工情绪智能的使用也进入了社交网络的新闻业。这种沟通渠道建立在诸如耸人听闻、讽刺和与读者建立移情联系等工具之上——以分享滑稽、幽默的沟通范例为中心。在这种情况下,游戏化转变为ai游戏化,因为目标是通过使用人工智能使这些机制变得科学和商业盈利。Echobox是一个基于人工智能的社交媒体平台,媒体使用它来更有效地与社交平台上的读者交流,它将提供一个案例研究来分析这一努力。我还将展示这种从游戏化到人工智能游戏化的转变的好处和缺点,特别是研究算法在开发一种有趣的人类语言方面的能力和局限性,这种语言的目标是增加用户的情感参与和文章的读者(以及由此带来的收入)
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引用次数: 0
Traumi videoludici: la ricerca della stabilità emotiva in "Hellblade: Senua's Sacrifice" e "The Town of Light" = Trauma in video games: Searching for emotional stability in "Hellblade: Senua's Sacrifice" and "The Town of Light" Traumi videoludici:la ricerca della stabilitàemotiva in“地狱之刃:塞努阿的牺牲”e“光之城”=电子游戏中的创伤:在“地狱之刀:塞努亚的牺牲”和“光之镇”中寻找情绪稳定
IF 0.1 Pub Date : 2020-12-14 DOI: 10.1285/I22840753N17P295
Matteo Genovesi
This paper adopts a multidisciplinary perspective involving cognitive psychology and game studies for the analysis of the representation of a specific emotional condition, post-traumatic psychosis, in the video games "Hellblade: Senua's Sacrifice" (Ninja Theory 2017) and "The Town of Light" (LKA 2016). "Hellblade: Senua's Sacrifice" was developed under the supervision of Paul Fletcher, a neuroscientist. It is a third-person adventure video game that recalls Norse mythology and focuses on the psychosis of the protagonist Senua, who is constantly struck by visual and auditory hallucinations while making her way up a path to the top of a mountain to resurrect her beloved boyfriend. "The Town of Light" was developed in Italy after years of research at the former Volterra asylum. In this first-person exploratory thriller, players control Renee, a woman who tries to shed light on her traumatic past by returning, as an adult, to the asylum where she had been locked up as a young girl. Despite the ludic differences between the two cases under examination, similar narrative paths and strategies are employed to represent post-traumatic psychosis and deal with the theme of trauma in video games, such as seeing the protagonists face their deepest fears to reach a stable emotional condition
本文采用认知心理学和游戏研究的多学科视角,分析了电子游戏《地狱之刃:塞努阿的牺牲》(Ninja Theory 2017)和《光明之城》(LKA 2016)中一种特定情绪状态——创伤后精神病的表现。“地狱之刃:塞努阿的牺牲”是在神经科学家保罗·弗莱彻的监督下开发的。这是一款第三人称冒险电子游戏,让人想起了挪威神话,重点讲述了主人公塞努阿的精神病。塞努阿在爬上一条通往山顶的小路,复活她心爱的男朋友时,不断地被幻视和幻听所打动。“光明之城”是在意大利经过多年的研究后在前沃尔泰拉庇护中心开发的。在这部第一人称探索惊悚片中,玩家控制着蕾妮,一个成年后回到小时候被关在那里的收容所,试图揭示自己创伤的过去的女人。尽管这两个案例之间存在着巨大的差异,但在视频游戏中,类似的叙事路径和策略被用来表现创伤后精神病,并处理创伤主题,比如看到主人公面对他们最深的恐惧,以达到稳定的情绪状态
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引用次数: 0
Entertainment Highway in Cina. Il ruolo delle piattaforme online nell'analisi della reputazione sociale = Entertainment Highway in China. The role of online platforms in shaping the social credit system 中国的娱乐公路。在线平台在中国社会声誉分析中的作用=娱乐高速公路。网络平台在塑造社会信用体系中的作用
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P27
G. Negro
This article provides an analysis on the history of the Chinese Social System taking into account three directions: first, it refers to policy documents issued by the State Council of PRC; second, it refers to the experience of Sina Weibo Credit System; third, it focuses on the failed experience of the Sesame Credit System. The present research has a double aim. First, it highlights the importance of the media history to frame relevant Chinese Internet dynamics; second, it suggests an alternative to study the Chinese Social Credit System going beyond to the dichotomy vision state – citizens and its preconditions mainly based on state surveillance and Confucianism traditions. Whereas, the present article, in line with the rationale of the special issue, highlights the role played by Chinese private companies and more importantly, their attitude to shape the structure and the management of their platforms and services boosting the importance of entertainment.
本文从三个方面对中国社会制度的历史进行分析:一是参考国务院颁布的政策文件;第二,借鉴新浪微博信用体系的经验;第三,重点分析了芝麻信用制度的失败经验。目前的研究有双重目的。首先,它强调了媒体史对构建相关中国互联网动态的重要性;其次,本文提出了一种超越国家-公民及其前提的二元视野的研究中国社会信用体系的替代方案,主要基于国家监督和儒家传统。鉴于,本文与特刊的基本理论一致,强调了中国私营公司所发挥的作用,更重要的是,他们对塑造其平台和服务的结构和管理的态度提高了娱乐的重要性。
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引用次数: 0
Football Re(me)mediation: i meme e l’estetizzazione dell'emozione calcistica nelle community social = Football Re(me)mediation: Memes and The Aestheticization of Football Emotions in Social Newtorks Communities 足球之王(me)调解:足球情感在社区中的模因和表现
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P49
Mario Tirino, Simona Castellano
The relationship between sport, emotions and media is immediate. Football has a strong ability to emotionally involve huge masses of fans, thanks to the dramaturgical and ritualistic qualities of each match and thanks to the collective identification in footballer-heroes (Bifulco e Tirino, 2018). These qualities are further reinvigorated by media stories, which transform fans into media users (Gau, James e Kim, 2009). Due to the emergence of the SMS triangle (Sport, Media, Sponsor) (Martelli 2011, 2014) the figure of the fan is increasingly indistinguishable from the figures of the user and the consumer. However, football fans increasingly have the opportunity to participate in contemporary cultural production, for example by generating UGC to be disseminated in media environments such as social networks. Through the concept of “radical mediation”, Grusin argues that the media are configured as emotional environments. On the other hand, social networks constitute a privileged territory of exteriorization of one’s emotional commitment (Boccia Artieri et al. 2017). Starting from these sociological and mediological perspectives, the aim of our paper is to investigate media modalities and processes by which football fans’ emotions are remediated, on social networks, through the production and dissemination of meme. Meme are relevant examples of user-generated content (Boccia Artieri, 2012, Jenkins, Ford e Green, 2013), and also are central media objects to understand the participatory cultures of web 2.0 and the typical logic of remix cultures. Our paper will try to highlight how these grassroots practices, within a new participatory aesthetic, elaborate the connection between mediation and affection (Grusin 2017), (social) media and emotions, football communication (mainstream and bottom-top) and fans.
体育、情感和媒体之间的关系是直接的。由于每场比赛的戏剧性和仪式性,以及足球英雄的集体认同,足球具有很强的情感吸引广大球迷的能力(Bifulco e Tirino, 2018)。媒体故事将粉丝转变为媒体用户,进一步激发了这些品质(Gau, James e Kim, 2009)。由于SMS三角(体育,媒体,赞助商)的出现(Martelli 2011, 2014),球迷的形象越来越难以与用户和消费者的形象区分开来。然而,球迷越来越多地有机会参与当代文化生产,例如通过生成UGC在社交网络等媒体环境中传播。通过“激进调解”的概念,格鲁辛认为媒体被配置为情感环境。另一方面,社交网络构成了一个人情感承诺外化的特权领域(Boccia Artieri et al. 2017)。从这些社会学和媒介学的角度出发,我们论文的目的是研究媒体模式和过程,通过模因的生产和传播,在社交网络上纠正足球迷的情绪。模因是用户生成内容的相关例子(Boccia Artieri, 2012; Jenkins, Ford e Green, 2013),也是理解web 2.0参与性文化和典型的再混合文化逻辑的核心媒介对象。我们的论文将试图强调这些基层实践如何在一种新的参与式美学中,阐述调解与情感(Grusin 2017)、(社交)媒体与情感、足球传播(主流和自下而上)与球迷之间的联系。
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引用次数: 1
Gli elementi nostalgici dei punta-e-clicca italiani degli Anni Dieci = Nostalgic elements in Italian point-and-click video games of the 2010s Gli elementi怀旧元素dei punta-e-clicca italiani degli Anni Dieci=2010年代意大利点击式电子游戏中的怀旧元素
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P81
F. Toniolo, S. Giovannini
This paper inquiries the insertion of nostalgic elements in Italian point-and-click video games of the 2010s, highlighting those elements that still survive in spite of being out-of-date from the points of view of technology and gameplay. After having clarified the notions of "point-and-click" and nostalgia, the paper presents the corpus of titles considered in the analysis, that is, thirty-seven Italian point-and-click video games of the last decade. The choice of such corpus is based on three reasons: limiting the size of the corpus to make it manageable; maintaining an adequate temporal distance from the classic and post-classic point-and-click video games, such a lapse of time being a precondition of nostalgia; focussing on video games "indie", a label including all the corpus's titles. Three categories of nostalgic insertion were detected: "technical", "thematically dense" and "thematically rarefied". The first includes titles technically similar to the classics (1990-1995), which they idealise and emulate by an explicit interface (e.g. SCUMM v. 4). The second comprises games whose inspiration is rather that of the second half of the Nineties, when new technological solutions were introduced (e.g. pseudo-3D). The third contains products more innovative than nostalgic, still interspersed with quotations. Three case studies are presented to testimony of these categories, respectively: Chronicle of Innsmouth (PsychoDev, 2017), Detective Gallo (Footprints Games, 2018) and The Wardrobe (C.I.N.I.C. Games, 2017).
本文探讨了怀旧元素在2010年代意大利点击式电子游戏中的插入,从技术和游戏性的角度强调了那些尽管已经过时但仍然存在的元素。在澄清了“点击”和怀旧的概念后,本文给出了分析中考虑的标题语料库,即过去十年中的37款意大利点击视频游戏。选择这样的语料库有三个原因:限制语料库的大小以使其易于管理;与经典和后经典的点击式电子游戏保持足够的时间距离,这种时间流逝是怀旧的先决条件;专注于电子游戏“独立”,一个包括所有语料库标题的标签。怀旧插入分为三类:“技术性”、“主题密集型”和“主题稀疏型”。第一种包括在技术上类似于经典(1990-1995)的标题,它们通过显式接口将其理想化并模仿(例如SCUMM v.4)。第二个游戏的灵感来源于90年代后半叶的游戏,当时引入了新的技术解决方案(例如伪3D)。第三种产品更多的是创新而非怀旧,仍然穿插着语录。三个案例研究分别提供了这些类别的证词:《Innsmouth编年史》(PsychoDev,2017)、《侦探加洛》(Footprint Games,2018)和《衣橱》(CIA Games,2017)。
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引用次数: 1
Niente sarà più come prima. Il Covid-19 come narrazione apocalittica di successo = Nothing will ever be the same: COVID 19, an apocalyptic narrative of success 一切都会不一样。COVID -19作为一个成功的世界末日故事:COVID 19,一个成功的天启故事
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P99
Luigi Giungato
The paper aims to investigate the interactions between public, media and authorities that emerged during the Covid-19 emergency as variables of a state of systemic anxiety, characteristic of information societies. The Coronavirus crisis involved around four billion individuals. No pandemic or traumatic event on a global scale, however serious or risky, had ever managed to lead authorities and multitudes to such a resolution. The measures prescribed for the containment of the pandemic implied maximum physical confinement and the widest freedom guaranteed to our digital avatars. That was the opportunity for an unprecedented and massive transhumance in digital territories. Using the paradigms of fear as a latent and functional emotional constant in advanced information society, (Beck, 1986; Bauman, 2006), the investigation makes a comparison between some mechanisms of defense against states of shock and some of the media narratives of the emergency by which the italian public constructed its own mediated experience of the pandemic during the quarantine. In particular, the theme of the apocalyptic/millennial narrative is studied in more detail, in the light of various literary theories that describe its characteristics and dynamics. The aim is to demonstrate how the collective anxiety state can be traced back to a constant oscillation on different semantic clusters, rather than a variable consequence of concrete events.
本文旨在调查公众、媒体和当局之间的互动,这些互动是在新冠肺炎紧急情况下出现的,是信息社会特有的系统性焦虑状态的变量。冠状病毒危机涉及大约40亿人。没有任何一次全球范围的流行病或创伤事件,无论多么严重或危险,能够带领当局和民众达成这样的决议。为遏制疫情而规定的措施意味着对我们的数字化身进行最大限度的身体限制和最广泛的自由保障。这是一个在数字领域进行前所未有的大规模转移的机会。利用恐惧作为先进信息社会中一种潜在的、功能性的情感常量的范式,(Beck,1986;Bauman,2006),该调查将一些防御震惊状态的机制与一些媒体对紧急情况的描述进行了比较,意大利公众在隔离期间通过这些描述构建了自己对疫情的中介体验。特别是,根据描述其特征和动态的各种文学理论,对世界末日/千禧年叙事的主题进行了更详细的研究。其目的是证明集体焦虑状态如何可以追溯到不同语义簇上的持续振荡,而不是具体事件的可变结果。
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引用次数: 0
Beyond screens, beyond borders. Il caso SKAM = Beyond screens, beyond borders. SKAM, a case study 超越屏幕,超越国界。超越屏幕,超越国界。SKAM,一个案例研究
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P125
G. Galvagno
The Norwegian series SKAM is one of the most interesting products of contemporary television, as a match between the structure of transmedia storytelling and the established tv genre of the teen-drama. In 2018 SKAM became an international success.The series is firstly published in real time, in the form of short clips on the dedicated website, and it is later assembled on television or on the streaming platform in weekly episodes. This format has trascended the borders between screens and between states as no other product before. If the transmedial structure of SKAM perfectly fits a media consumption practice linked to the briefness of contents shared on social media, the intrinsic power of this format allowed the original series to find a huge following in many countries thanks to appropriation experiences like fan subbing or fan art. The temporality of the series’ fruition is integrated in the daily routine of the viewers, thus cementing the parasocial bonds with the characters
挪威电视剧《SKAM》是当代电视最有趣的产品之一,是跨媒体故事结构和青少年戏剧既定电视类型之间的匹配。2018年,SKAM在国际上取得成功。该系列首先以短片的形式在专门的网站上实时发布,然后在电视或流媒体平台上每周播出一集。这种格式跨越了屏幕之间和各州之间的边界,这是以前没有的其他产品。如果SKAM的跨表盘结构完全符合与社交媒体上分享内容的简洁性相关的媒体消费实践,那么这种形式的内在力量使原创系列在许多国家都能找到大量追随者,这要归功于粉丝替补或粉丝艺术等挪用体验。该剧成果的时间性融入了观众的日常生活,从而巩固了与角色的反社会关系
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引用次数: 0
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