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Vivere e sopravvivere nella community videoludica di Twitch Italia = Living and Surviving in gaming community of Twitch Italia Vivere sopravvivere nella community videoudica di Twitch Italia =在Twitch Italia的游戏社区中生存
IF 0.1 Pub Date : 2019-12-17 DOI: 10.1285/I22840753N15P109
R. Carradore, L. Carrera
Living and Surviving in gaming community of Twitch Italia. In this contribution we present the results of an empirical study on the interactive entertainment in the gaming community of Twitch Italia. The research conducted so far on the co-evolution of the Twitch platform and community has focused on the quantitative flow of the audience; on gaming entertainment and e-sport; and on the communicative style. In the Italian context there is still a lack of systematic studies on the organization of virtual relations from a sociological point of view. We have observed Twitch Italia community in the perspective of Douglas' grid-group model and Bourdieu's field analysis, using digital ethnography's method and semi-structured interviews with streamers and audience. We describe here three processes: digital socialization, from the acquisition of digital skills to the internalization of community's values and norms; collective organization of interactive entertainment; the impact of monetization on the communicative pact with the followers. The analysis conducted allows to identify some motives of tension within the community and the strategies adopted in the process professionalization by young streamers in the transition to adulthood.
在Twitch Italia的游戏社区生活和生存。在这篇文章中,我们介绍了一项关于Twitch Italia游戏社区互动娱乐的实证研究结果。到目前为止,关于Twitch平台和社区共同发展的研究主要集中在受众的数量流动上;游戏娱乐和电子竞技;以及交际风格。在意大利,仍然缺乏从社会学角度对虚拟关系组织的系统研究。我们从Douglas的网格群模型和Bourdieu的田野分析的角度,使用数字民族志的方法和对主播和观众的半结构化采访,观察了Twitch Italia社区。我们在这里描述了三个过程:数字社会化,从获得数字技能到内化社区的价值观和规范;集体组织互动娱乐;货币化对与追随者的交流契约的影响。所进行的分析可以确定社区内部紧张的一些动机,以及年轻主播在向成年过渡的职业化过程中采取的策略。
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引用次数: 0
La politica si fa immagine: la narrazione visual del leader politico = Politics becomes an image: the visual narrative of the political leader La politica si fa imagine: La narrazione visual del leader politico =政治成为一种形象:政治领袖的视觉叙事
IF 0.1 Pub Date : 2019-12-17 DOI: 10.1285/I22840753N15P185
C. Moroni
Politics becomes an image: the visual narrative of the political leader. In contemporary political communication, the practice of simplifying the message and the political context has found an excellent tool in the realization of a dialogic flow that is exhausted in the communicative power of the leader and in the personalized narrative of his political project. In a digital and crowded communicative context, the leader emerges realizing the "emotional horizontality" of the dialogue: the message is framed in an emotional context that flows from the leader to the public and from the public to the leader in a constant exchange, which in turn it feeds on emotional sharing and cognitive simplification of themes and frames. The goal is to "connect", through the emotional context, the leader with his audience. Thanks to social networks, the images have found a new expressive and communicative centrality as variously combined visual elements, they are able to build and maintain an emotional and cognitive link between the participants in the communication. Politics also seeks to exploit the conversational power of images to give emotional depth to personalized narratives of leaders. In political storytelling, the image is an increasingly central part of a discourse focused on the leader and on the narration of his political action: the visual statement constitutes a portion of the discourse, making the semantic and emotional richness of images available to the story.
政治变成了一种形象:政治领袖的视觉叙事。在当代政治传播中,简化信息和政治语境的实践找到了实现对话流的绝佳工具,这种对话流在领导者的沟通能力和他的政治项目的个性化叙事中耗尽。在数字化和拥挤的交流环境中,领导者实现了对话的“情感水平”:信息在情感语境中被框架化,从领导者流向公众,从公众流向领导者,在不断的交流中,这反过来又依赖于情感共享和对主题和框架的认知简化。目标是通过情感情境,将领导者与听众“联系”起来。由于社交网络的存在,图像找到了一种新的表达和交流的中心,作为各种组合的视觉元素,它们能够在交流的参与者之间建立和保持一种情感和认知的联系。政治还试图利用图像的对话力量,为领导人的个性化叙述赋予情感深度。在政治叙事中,形象越来越成为聚焦于领导人及其政治行动叙事的话语的中心部分:视觉陈述构成了话语的一部分,使故事可以利用图像的语义和情感丰富性。
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引用次数: 0
Immaginario collettivo e iconografia della rivolta nella storia contemporanea = Collective imagination of riot: iconography of uprisings in contemporary History 暴乱的集体想象:当代史上的暴乱图像学
IF 0.1 Pub Date : 2019-12-17 DOI: 10.1285/I22840753N15P249
Andrea Massera
Collective imagination of riot: iconography of uprisings in contemporary History. The purpose of this article consists in finding recurrent iconographies in urban riots during Contemporary History. After a brief description of what can be considered a riot nowadays, it analyzes visual material that represents the most known social protests in contemporary History. From the French riots in 1830 and 1848 to the most recent events such as G8 Summit of Genoa, banlieues riots, Arab Spring, and so on. To do so, the paper is supported by a lot of different visual sources: paintings and newspaper's illustrations, photos and digital media. In fact, this iconographic research also deals with new media’s images, such as videogames, social media, Google. The focus of this paper is to find and analyze the recurring patterns of urban riots’ representations, that can be found through centuries and different visual materials. From the already mentioned traditional media to the new digital ones, any urban riot has common elements which are interesting to explore and deeply analyze.
暴乱的集体想象:当代史上的暴乱图像。这篇文章的目的在于寻找当代历史上城市骚乱中反复出现的图像。在简要描述了当今可以被视为骚乱的事件后,它分析了代表当代历史上最著名的社会抗议的视觉材料。从1830年和1848年的法国骚乱到最近的事件,如热那亚八国集团峰会、郊区骚乱、阿拉伯之春等等。为此,论文得到了许多不同的视觉来源的支持:绘画和报纸的插图、照片和数字媒体。事实上,这项图像学研究也涉及新媒体的图像,如视频游戏、社交媒体、谷歌。本文的重点是寻找和分析城市骚乱再现的模式,这些模式可以通过几个世纪和不同的视觉材料找到。从已经提到的传统媒体到新的数字媒体,任何城市骚乱都有共同的元素,值得探索和深入分析。
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引用次数: 0
Un’arte che cambia profondamente il suo tempo = An art that profoundly changes its time 深刻改变时代的艺术
IF 0.1 Pub Date : 2019-06-24 DOI: 10.1285/I22840753N14P9
Valeria Meazza
Even though an increasing number of experts in popular culture has repeatedly highlighted that over the past two decades mass entertainment, notably tv series and videogames, has grown more and more sophisticated, the narratives enjoyed in this context are still often described as mercenary and useless rivals of novels and movies. Most of the detractors, indeed, hold that tv series and videogames are not as capable of conveying substantial experiences as literature and cinema; they believe, on the contrary, that these forms of entertainment are likely to miseducate people by anesthetizing their thought or by subjecting it to the will of pointless passions. In this video essay I will examine the genesis, the narrative strategies and the modes of fruition that characterize two representative products of contemporary entertainment, the videogame Detroit: Become Human and the tv series Westworld, in order to argue for a more constructive interpretation of the videogame and complex television storytelling. My claim is that the level of sophistication and self awareness of these narratives, as well as their cunning use of different strategies and genres, is commensurate with the nobler literary and cinematographic tradition: contemporary videogame and television storytelling proves to be capable of involving the users and leading them through a significant experience, both cognitive and ethical. Complex entertainment storytelling, just as literature and cinema, succeeds in triggering and developing a many-sided and flexible “multi-world” rationality as an alternative to rigid forms of thinking which no longer result suitable for understanding reality.
尽管越来越多的流行文化专家反复强调,在过去的二十年里,大众娱乐,尤其是电视剧和电子游戏,变得越来越复杂,但在这种背景下享受的叙事仍然经常被描述为唯利是图和无用的小说和电影的对手。事实上,大多数批评者都认为电视剧和电子游戏不像文学和电影那样能够传达实质性的体验;相反,他们认为,这些娱乐形式很可能通过麻醉人们的思想或使其屈从于毫无意义的激情意志而对人们进行错误的教育。在这篇视频文章中,我将分析当代娱乐的两个代表性产品——电子游戏《底特律:成为人类》(Detroit: Become Human)和电视剧《西部世界》(Westworld)——的起源、叙事策略和成果模式,以便对电子游戏和复杂的电视故事叙述进行更具建设性的解释。我的观点是,这些叙事的复杂程度和自我意识,以及它们对不同策略和类型的巧妙使用,与更高尚的文学和电影传统相称:当代电子游戏和电视叙事已被证明能够让用户参与其中,并引导他们获得认知和道德上的重要体验。复杂的娱乐叙事,就像文学和电影一样,成功地触发和发展了一种多方面和灵活的“多世界”理性,作为对不再适合理解现实的僵化思维形式的替代。
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引用次数: 0
La narrazione interattiva di Detroit: Become Human™ e la definizione etico-politica dell’individuo contemporaneo = The Detroit: Become Human ™ interactive narrative and the ethical-political definition of the contemporary individual 底特律交互式叙事:Become Human™和当代个人etico-politica定义= The底特律:Become Human™互动narrative and The ethical-political定义of The研究院release
IF 0.1 Pub Date : 2019-06-24 DOI: 10.1285/I22840753N14P19
Francesco D’ambrosio
As has recently been admitted, videogames are the new frontier of the experiential entertainment. Different shapes and types of videogames are born to meet the specific demands of the players who, in a prospective of prosumerism, had contribute to developing the industry and the imaginary. The first and the oldest one, is the research of the meaning inside the narration, because we are stories, stuck in there. To the other side the sci fi narration is not crystallized to Isaac Asimov and Philip Dick, but it finds in some way new possibilities with products who interacts more with the customers. Detroit: become Human is the clearest example of Dick’s influence. The game is set into a possible dystopian future, where Cyberlife, a company who make handyman droids, has became the most important political-institution of the world. This scenery had generated a huge social tension, because every work sector is filled by droids, even though they are formally integrated and partially accepted by the society. Nevertheless, the droids are ready for the revolution, because they want to be recognized as alive by the human. It’s a continues mirroring through the experiences of the characters, that allow us to think about the real nature of the mankind: they become the prove not only of their world, but also of the discriminatory problems that we are living into the present. This game presents itself as a governance and social and policy videogame exercise, a topic that discusses its values.
正如最近所承认的那样,电子游戏是体验式娱乐的新前沿。不同形状和类型的电子游戏是为了满足玩家的特定需求而诞生的,从消费主义的角度来看,这些玩家为行业和想象的发展做出了贡献。第一个也是最古老的一个,是对叙事内部意义的研究,因为我们是故事,被困在其中。另一方面,科幻叙事并没有在艾萨克·阿西莫夫和菲利普·迪克身上具体化,但它在某种程度上发现了与客户互动更多的产品的新可能性。《底特律:成为人类》是迪克影响最明显的例子。游戏设定在一个可能的反乌托邦未来,在那里,制造手工机器人的Cyberlife公司已经成为世界上最重要的政治机构。这一场景产生了巨大的社会张力,因为每一个工作领域都充斥着机器人,尽管它们已经被社会正式融入并部分接受。然而,机器人已经为革命做好了准备,因为它们希望被人类承认是活着的。这是通过人物经历的持续镜像,让我们思考人类的真实本质:他们不仅证明了他们的世界,而且证明了我们现在生活的歧视问题。这款游戏将自己呈现为一款关于治理、社会和政策的电子游戏,这是一个讨论其价值的话题。
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引用次数: 0
Variazione del tema. Sinossi, trailer, trama, tema, significato nel re-editing di "The Favourite" = Variation of the theme. Synopsis, trailer, plot, theme, meaning in the re-editing of "The Favourite" 主题变奏曲。摘要,预告片,情节,主题,意思在重新编辑的“宠儿”=主题的变化。- = ytet -伊甸园字幕组= -翻译:
IF 0.1 Pub Date : 2019-06-24 DOI: 10.1285/I22840753N14P21
M. Federico
The research hypothesis that guides the work is that the meaning of a film, as intended in a “procedural terms”, begins even before its vision and precisely in the dialogue between the paratexts to which we expose ourselves before its vision and the film itself, which can direct the viewer's interpretation in several ways. The video essay is a double experiment: on one hand, it reconstructs "what it is about" The Favourite by Yorgos Lanthimos by recomposing the information retrieved from some promotional texts that are available online. On the other hand it reassembles parts of the film verbatim to show how it would have been according to the narrative segments highlighted by the various synopses or, vice versa, recontextualizing the images of the trailer as they are presented in the film. If on one hand this highlights the partiality and the differences of focus in the various texts, on the other hand the editing operations, made possible by the very form of the essay, touch the living material of the narrative structure of the film by distorting it, thus giving it the possibility of revealing its own density by exposing the multiple interpretations it contains. A practice of "metacriticism” that analyzes the narrative to reveal the semantic paths that are not immediately obvious. Link Videosaggio: https://vimeo.com/341335554
指导这项工作的研究假设是,一部电影的意义,正如“程序术语”所打算的那样,甚至在它的视觉之前就开始了,恰恰是在我们在它的视觉和电影本身面前暴露自己的文本之间的对话中开始的,这可以从几个方面指导观众的解释。这篇视频文章是一个双重实验:一方面,它通过重新组合从网上可获得的一些宣传文本中检索到的信息,重构了Yorgos Lanthimos的《最爱》(The Favourite)的“它是关于什么的”。另一方面,它一字不差地重新组合电影的部分内容,以显示它是如何根据各种大纲突出的叙事片段的,反之亦然,将预告片的图像重新置于电影中呈现的背景中。如果这一方面突出了各种文本的偏袒和焦点的差异,另一方面,由于文章的形式而成为可能的编辑操作,通过扭曲它来触摸电影叙事结构的活材料,从而使它有可能通过暴露它所包含的多种解释来揭示其自身的密度。“元批评”的一种实践,通过对叙事的分析来揭示语义路径,而这些路径并不是显而易见的。链接Videosaggio: https://vimeo.com/341335554
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引用次数: 0
Bob Dylan: Narrazione dell''Umanesimo paranoide americano' = Bob Dylan: Narration of American paranoid Humanism 鲍勃·迪伦:对美国偏执人文主义的叙述
IF 0.1 Pub Date : 2019-06-24 DOI: 10.1285/I22840753N14P15
M. Raffa
Aiming to review Bob Dylan’s poetics discussing it outside its traditional interpretative paths — which use to interpret his poetry as a brilliant literary form of political commitment, the present video-essay argues that Dylan’s lyrical production has to be interpreted as individualistic and universalistic, rather than as communitarian and ideological. What is claimed is that in the twentieth century, in the United States, cultural conditions were created that were completely similar to those of Italian Renaissance humanism. However, what is here called ‘the Paranoid, American Humanism’, does not aspire to the harmony of forms, but to their corruption, determined by the paranoid influence of the religious precepts introduced by the Pilgrim Fathers. It will be argued that Dylan, as well as the greatest American narrators of the mid-twentieth century, have debunked the great American narratives through such groundbreaking form of pop humanism.
为了回顾鲍勃·迪伦的诗学,在其传统的解释路径之外讨论它——用来解释他的诗歌作为一种辉煌的文学形式的政治承诺,目前的视频文章认为,迪伦的抒情作品必须被解释为个人主义和普遍主义,而不是社区主义和意识形态。在20世纪,在美国,文化条件被创造出来,完全类似于意大利文艺复兴时期的人文主义。然而,这里所谓的“偏执的美国人文主义”并不追求形式的和谐,而是追求形式的腐败,这是由清教徒神父引入的宗教戒律的偏执影响所决定的。有人会说,迪伦以及20世纪中期最伟大的美国叙述者,通过这种开创性的流行人文主义形式,揭穿了伟大的美国叙事。
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引用次数: 0
Fantozzi: un volto umano tra il tragicomico ed il nichilismo = Fantozzi: a human face between tragicomics and nihilism Fantozzi:悲喜剧和虚无主义之间的人脸= Fantozzi:悲喜剧和虚无主义之间的人脸
IF 0.1 Pub Date : 2019-06-24 DOI: 10.1285/I22840753N14P17
G. Spagna
This essay’s construction would start with a brief analysis of Rag. Ugo Fantozzi’s character, and the socio-media impact that his figure, since the mid-seventies, has brought on society, focusing on two points of reflection. The first, the best known and "popular", perhaps, concerns the language that is born and spreads from the films of the saga. Terms such as "Megaditta" or "Megagalattico", or the conjunctive conjunctions, such as "Vadi" and "Dichi", have entered in the common language use even today, bringing a structural change in the communication that, hypothetically, would become an all-Italian slang integration, which is alienated, this time, from contaminating elements of extraterritorial importation. The second point of reflection concerns Fantozzi worker image, the average employee who reflects his daily life in the historical and social context in which the character lives, the existential drama of those who suffer, those who doesn’t know / cannot to react, of those who have neither the abilities nor the will to emulate the powerful, enduring with resignation a mobbing without way out, under penalty of an identity dissolution that is now totally annihilated. The example comes from the Fantozziana mask which, if, on the hand, shows profound hatred for years of servility and exploitation, on the other hand is unable to do without it because his life would no longer make sense without the Megaditta. This situation could be compared between Fantozzi and today's precarious worker, albeit taking into account the professional gap between the two figures, trying to bring possible common points between the two parties, first, then go into a generalized view of a similar reality in which we cannot finally affirm that we are all Fantozzi a little, with a bitter smile…
本文的结构将从对拉格的简要分析开始。乌戈·方托齐的性格,以及自70年代中期以来,他的形象给社会带来的社会媒体影响,主要集中在两个方面的反思。第一个,也许是最著名和最“流行”的,是关于这部传奇电影中诞生和传播的语言。诸如“Megaditta”或“Megagalattico”之类的术语,或诸如“Vadi”和“Dichi”之类的连词,甚至在今天也进入了普通语言的使用,给交流带来了结构性的变化,假设这种变化将成为一种全意大利俚语的融合,这一次,它与域外输入的污染元素隔绝了。第二个反思点是关于凡托齐的工人形象,在人物生活的历史和社会背景下反映他日常生活的普通雇员,那些受苦的人的存在主义戏剧,那些不知道/不能反应的人,那些既没有能力也没有意愿模仿强者的人,顺从地忍受着没有出路的暴徒,在身份解体的惩罚下,现在完全被消灭了。这个例子来自于Fantozziana面具,一方面,它表现出对多年的奴役和剥削的深刻仇恨,另一方面,它无法没有它,因为没有Megaditta,他的生活将不再有意义。这种情况可以在范托齐和今天的不稳定工人之间进行比较,尽管考虑到两个人物之间的专业差距,试图在双方之间找到可能的共同点,首先,然后进入一个类似现实的广义观点,我们不能最终肯定我们都有点范托齐,带着痛苦的微笑……
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引用次数: 0
La periferia romana nel cinema contemporaneo: il luogo (simbolico) di contrasti ed esistenze difficili = Roman suburbia in contemporary cinema: the (symbolic) place of contrasts and difficult existences 当代电影中的罗马郊区:冲突和困难生活的(象征性的)地点=当代电影中的罗马郊区:冲突和困难存在的交响乐团
IF 0.1 Pub Date : 2018-12-17 DOI: 10.1285/i22840753n13p217
Simona Castellano
Roman suburbia in contemporary cinema: the (symbolic) place of contrasts and difficult existences. Roman suburbia became the backdrop for numerous contemporary cinematographic works in which the dramatic lives of people are marked by events and dramas which condition their existence. In this context, the suburbia hasn’t a marginal role, because it is a place that accompanies, breathes and absorbes events and circumstances charging itself with symbols and meanings. In fact, it leaves together with the characters of the movies studied in the paper, contributing to their definition. In particular, these movies are “Lo chiamavano Jeeg Robot” (2015), “Il piu grande sogno” (2016), “Cuori puri” (2017), “Fortunata” (2017), “Il contagio” (2017), “Manuel” (2017), “La terra dell’abbastanza” (2018), “Dogman” (2018). The main purpose of the paper is to understand why roman suburbia is a “symbolic place”, returned to the top of the cinematographic contemporary works.
当代电影中的罗马郊区:对比和艰难生存的(象征性)场所。罗马郊区成为许多当代电影作品的背景,在这些作品中,人们的戏剧性生活被影响他们生存的事件和戏剧所标记。在这种背景下,郊区并不是一个边缘角色,因为它是一个伴随着、呼吸和吸收事件和环境的地方,它本身充满了象征和意义。事实上,它与本文所研究的电影人物一起离开,有助于他们的定义。特别是《机器人》(2015)、《我爱你》(2016)、《我爱你》(2017)、《福尔图纳塔》(2017)、《传染》(2017)、《曼努埃尔》(2017)、《abbastanza》(2018)、《狗人》(2018)等。本文的主要目的是理解为什么罗马郊区是一个“象征性的地方”,回归到当代电影作品的顶端。
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引用次数: 1
Il fumetto cinese moderno tra centro e periferia = Modern Chinese Comics, between center and periphery 中国现代漫画,介于中心与边缘之间
IF 0.1 Pub Date : 2018-12-13 DOI: 10.1285/i22840753n13p91
Martina Caschera
Modern Chinese Comics, between center and periphery. Until the XIX century, China considered itself as the center of the world, the “Middle Kingdom”(Zhongguo 中国). However, due to intensifying and unavoidable exchanges with Western powers, the Middle Kingdom had to reconsider its cultural stance, having been confined the peripheries of the modern world. In this scenario, China developed both the lianhuanhua, its traditional form of graphic narrative, and the manhua, a new hybrid text with Western characteristics. The notions of “center” and “periphery” and their supposed dialectical relationship, as well as the definition(s) of comics, inform the selection of authors, works and events in the present essay. The main body of the article synthetically retraces the history of Chinese comics from its origins in the late XIX century to nowadays, according to a twofold perspective. While considering continuities and peculiarities of the intertextual dialogue between comics, novels and Opera, the study also underlines the significance of the West, Soviet Russia and Japan, as a positive or negative, explicit or implicit models. In conclusion, it offers an overview on the most recent phenomena in a long-term scenario.
中国现代漫画,介于中心和边缘之间。直到19世纪,中国一直认为自己是世界的中心,“中土王国”(中国中国). 然而,由于与西方大国的交流日益频繁,不可避免,中王国不得不重新考虑其文化立场,因为它一直局限于现代世界的边缘。在这种情况下,中国发展了其传统的平面叙事形式《连环花》和具有西方特色的新混合文本《满话》。“中心”和“外围”的概念及其所谓的辩证关系,以及漫画的定义,为本文作者、作品和事件的选择提供了信息。文章的主体从两个方面综合考察了中国漫画从19世纪末到今天的发展历程。本研究在考虑漫画、小说和歌剧互文对话的连续性和特殊性的同时,也强调了西方、苏俄和日本作为积极或消极、显性或隐性模式的意义。最后,它概述了长期情景中的最新现象。
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引用次数: 0
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