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Fragments of the Body: Woman in Socialist Screen Advertising 身体的碎片:社会主义屏幕广告中的女性
0 FILM, RADIO, TELEVISION Pub Date : 2022-06-16 DOI: 10.1080/2040350x.2022.2085363
Lucie Česálková
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引用次数: 0
The Representation of the Socialist Abortion Ban as Women’s Reproductive Burden in Postsocialist Romanian Cinema 后社会主义罗马尼亚电影中社会主义堕胎禁令作为女性生殖负担的再现
0 FILM, RADIO, TELEVISION Pub Date : 2022-06-15 DOI: 10.1080/2040350x.2022.2087342
Mirela David
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引用次数: 0
HBO’s the Sleepers: How Spy Genre and Transnational Co-Production Challenged the Memory of Communism in the Czech Republic HBO的《沉睡者:间谍类型和跨国合作如何挑战捷克共和国的共产主义记忆》
0 FILM, RADIO, TELEVISION Pub Date : 2022-06-14 DOI: 10.1080/2040350x.2022.2086094
Irena Řehořová
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引用次数: 0
Thrown away people 被抛弃的人
0 FILM, RADIO, TELEVISION Pub Date : 2022-06-08 DOI: 10.1080/2040350X.2022.2086338
Veronika Hermann
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引用次数: 0
Andrzej Korzyński (1940–2022)
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-19 DOI: 10.1080/2040350X.2022.2077533
Ewa Mazierska
During Easter 2022 Poland lost one of its most famous composers of film music: Andrzej Korzyński (b. 1940). Korzyński scored six Andrzej Wajda films, including two of his most successful films internationally: Czlowiek z marmuru/Man of Marble (1976) and Człowiek z żelaza/Man of Iron (1981). Others included Polowanie na muchy/Hunting Flies (1969) and Brzezina/Birch Wood (1970). Korzyński also composed music for almost all films by Andrzej Żuławski. His other achievements include scoring an adaptation of the Henryk Sienkiewicz young adult novel W pustyni i w puszczy/In Desert and Wilderness (1973), directed by Władysław Ślesicki and three movies about the adventures of Mr. Kleks/Mr Blob, based on a popular book by Jan Brzechwa and directed by Krzysztof Gradowski, made in 1983, 1985 and 1988. Gradowski’s films broke records of popularity in the 1980s thanks to attracting families to Polish cinemas. Korzyński also composed for films produced in Italy, France and East and West Germany. He was a prolific composer, able to work on as many as three films at any given time and finish them within a month. Korzyński was a classically trained musician with a university degree in composition. However, rather than pursuing a career in classical music, he decided to turn to popular and electronic music. In his own words, his fascination with electronic instruments came early, when as a child his parents gave him an East German ‘Szmaragd’ tape recorder which allowed its user to play recordings at two speeds, as well as backwards. This encouraged Korzyński to experiment on this instrument with his then school friend, Andrzej Żuławski. During his studies Korzyński became involved in music journalism, which put him in contact with a radio journalist and a fellow pioneer of electronic music, Mateusz Święcicki. Thanks to Święcicki he also helped to organise the first festivals of Polish songs in Opole in the early 1960s. In the same decade he started writing popular music for multiple purposes, including songs and film music. As a songwriter, his first achievement was discovering the talent of the then student and amateur singer from Lublin, Piotr Szczepanik, for whom he wrote such hits as ‘Żółte kalendarze’ (Yellow Calendars) and ‘Kochać’ (To Love). A record with these songs, released in 1967, was most likely the best-selling Polish record during the entire period of state socialism. Many years later,
在2022年复活节期间,波兰失去了一位最著名的电影音乐作曲家:安德烈Korzyński(生于1940年)。Korzyński为安德烈·瓦伊达的六部电影评分,其中包括他在国际上最成功的两部电影:Czlowiek z marmuru/大理石人(1976)和Człowiek z żelaza/钢铁人(1981)。其他包括Polowanie na muchy/Hunting Flies(1969)和Brzezina/Birch Wood(1970)。Korzyński也为安杰伊的几乎所有电影作曲Żuławski。他的其他成就还包括改编自亨利克·希恩凯维奇的青年小说《在沙漠和荒野》(1973年),由Władysław Ślesicki导演,以及三部关于克莱克斯先生/布洛布先生冒险的电影,改编自简·布热奇瓦的畅销书,由克日什托夫·格拉多夫斯基导演,分别于1983年、1985年和1988年拍摄。格拉多夫斯基的电影在20世纪80年代打破了受欢迎程度的记录,这要归功于吸引家庭前往波兰电影院。Korzyński也为意大利、法国、东德和西德的电影创作。他是一位多产的作曲家,能够在任何给定的时间内创作多达三部电影,并在一个月内完成。Korzyński是一位受过古典音乐训练的音乐家,拥有大学作曲学位。然而,他决定转向流行音乐和电子音乐,而不是追求古典音乐的职业生涯。用他自己的话说,他对电子乐器的迷恋很早就开始了,当他还是个孩子的时候,他的父母给了他一台东德的“Szmaragd”录音机,允许用户以两种速度播放录音,也可以倒着播放。这鼓励Korzyński和他当时的同学安德杰Żuławski一起用这个仪器做实验。在他学习期间Korzyński开始从事音乐新闻工作,这使他接触到一位电台记者和电子音乐的先驱Mateusz Święcicki。多亏了Święcicki,他还在20世纪60年代早期在波兰帮助组织了第一次波兰歌曲节。在同一十年里,他开始为多种目的创作流行音乐,包括歌曲和电影音乐。作为一名词曲作者,他的第一个成就是发现了当时来自卢布林的学生和业余歌手彼得·什切帕尼克的才华,他为他写了“Żółte kalendarze”(黄色日历)和“kochaki”(爱)等热门歌曲。1967年发行的一张包含这些歌曲的唱片,很可能是整个国家社会主义时期波兰最畅销的唱片。许多年后,
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引用次数: 0
Summoning Ghosts of Post-Soviet Spaces: A Comparative Study of the Horror Games Someday You’ll Return and the Medium 召唤后苏联空间的幽灵:恐怖游戏《有朝一日你会回来》与媒介的比较研究
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-13 DOI: 10.1080/2040350X.2022.2071520
Tereza Fousek Krobová, Justyna Janik, Jaroslav Švelch
Abstract This paper aims to analyse the tension between the universal themes of the horror genre that are appealing for the global public and the local character of the digital games developed by smaller companies/studios from the semi-peripheral countries of Central and Eastern Europe. To examine in-game representation of game spaces as well as the authorial intention and production processes behind their inclusion, we combine close readings of the two titles with interviews with their designers of two digital games: Someday You’ll Return and The Medium. Both games target an international audience but heavily feature real-life domestic locations and landmarks. The digitally represented physical space is also a vehicle for the narration, which is centred around memories of personal trauma of the in-game characters. While using the concepts of hauntology, postmemory, and folk horror, we try to understand the process of creating stories that appeal to an international audience but is heavily rooted in very specific local folklore (Someday You’ll Return) or painful national history (The Medium). This phenomenon can lead to both popularisation of new aesthetics in global market, as well as to perpetuating stereotypical narratives about national cultures and histories.
本文旨在分析吸引全球公众的恐怖题材的普遍主题与来自中欧和东欧半外围国家的小型公司/工作室开发的数字游戏的本地特征之间的紧张关系。为了研究游戏空间的游戏内部表现以及作者意图和制作过程,我们结合了这两款游戏的详细内容,并采访了这两款数字游戏(《Someday You’ll Return》和《the Medium》)的设计师。这两款游戏的目标用户都是国际玩家,但都以真实的国内地点和地标为特色。数字呈现的物理空间也是叙事的载体,围绕着游戏角色的个人创伤记忆。通过使用幽灵学、后记忆和民间恐怖的概念,我们试图理解创造吸引国际观众的故事的过程,但却深深植根于非常具体的当地民间传说(如《Someday You’ll Return》)或痛苦的国家历史(如《the Medium》)。这种现象既会导致新美学在全球市场上的普及,也会使关于国家文化和历史的刻板叙述永久化。
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引用次数: 0
Adapting contested national history for global audiences in Attentat 1942 and Svoboda 1945: Liberation 为全球观众改编有争议的国家历史1942年和斯沃博达1945年:解放
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-09 DOI: 10.1080/2040350X.2022.2071522
Vít Šisler, Jan Švelch, Shawn Clybor, Ondřej Trhoň
Abstract The video game Attentat 1942 (2017) and its follow-up Svoboda 1945: Liberation (2021) received worldwide recognition and numerous awards for their representation of Czechoslovak history. Drawing upon the personal experiences of several members of the development team at Charles Games, including translators and historians, the article addresses the challenges involved in adapting Central and Eastern European historical narratives for players unfamiliar with the regional context, but also for countries (i.e. Germany) with stringent rules on video game depictions of Nazi symbolism. By doing so, we critically examine how the development team strove to maintain historical accuracy and authenticity not only in the games’ development but, more specifically, in their localization. The article builds on existing research on video game localization, which sees localization as a complex set of processes involving not only translation of in-game texts, but also more fundamental adjustments related to globalization and internationalization. The article complements a self-reflexive design case analysis with a reception study, based on a thematic analysis of foreign language reviews in the specialized press, to explore how regional historical themes are perceived by reviewers, and whether, or to what extent, localization affects these perceptions.
电子游戏《Attentat 1942》(2017)及其后续作品《Svoboda 1945: Liberation》(2021)因其对捷克斯洛伐克历史的代表而获得了全世界的认可和众多奖项。根据Charles Games开发团队的几名成员(包括翻译和历史学家)的个人经验,本文阐述了为不熟悉该地区背景的玩家改编中欧和东欧历史叙述所面临的挑战,以及对电子游戏描绘纳粹象征主义有严格规定的国家(如德国)。通过这种方式,我们将审视开发团队是如何在游戏开发过程中以及更具体地说,在游戏本土化过程中努力保持历史的准确性和真实性。本文基于现有的电子游戏本土化研究,即将本土化视为一套复杂的过程,不仅涉及游戏内文本的翻译,还涉及与全球化和国际化相关的更基本的调整。本文在对专业报刊外语评论的专题分析基础上,对自反性设计案例分析进行了补充,并进行了接受性研究,以探讨评论者如何感知区域历史主题,以及本地化是否或在多大程度上影响了这些感知。
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引用次数: 0
An Actually Existing Dystopia: Othering Eastern Europe and the Lived Experience of an Authoritarian Regime in Black: The Fall 一个实际存在的反乌托邦:其他东欧和一个专制政权的生活经验:黑色的堕落
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-09 DOI: 10.1080/2040350X.2022.2071523
Zsófia O. Réti
Abstract Sand Sailor Studio, a small Romanian indie game developer company launched a Kickstarter project to fund the development of their game Black: The Fall in 2014. After having more than 1,600 people backing their pitch, they could finish their 2.5D puzzle-platformer set in a bleak dystopic past/future and published it in 2017, receiving mostly positive reviews. The paper argues that Black: The Fall inscribes a more general Orwellian dystopia into a dystopified version of Romania’s socialist past in order to present it as a commodity for Western audiences, leveraging on the perceived uniqueness of Romanian history and hence reinforcing the image of Eastern Europe as an ‘other at hand?’. While the visuals support what we can call a mediatised experience of the late Ceausescu-era, the game mechanic and affective qualities of playing may be capable of offering a more nuanced impression of the 1980s in Romania as a lived experience.
2014年,罗马尼亚小型独立游戏开发公司Sand Sailor Studio在Kickstarter上发起了一个项目,为他们的游戏《Black: the Fall》的开发提供资金。在获得超过1600人的支持后,他们完成了这款以过去/未来为背景的2.5D解谜平台游戏,并于2017年发行,获得了大多数积极的评价。文章认为,《黑色:堕落》将奥威尔式的反乌托邦融入了罗马尼亚社会主义过去的反乌托邦版本,目的是将其作为一种商品呈现给西方观众,利用罗马尼亚历史的独特性,从而强化东欧作为“手边的他者”的形象。虽然视觉效果支持我们所谓的齐奥塞斯库时代晚期的媒介体验,但游戏机制和游戏的情感品质可能能够提供一种更微妙的印象,即1980年代的罗马尼亚生活体验。
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引用次数: 0
The Cold War Will Not Take Place: The Cold War in Non-Western Videogames 《冷战不会发生:非西方电子游戏中的冷战
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-06 DOI: 10.1080/2040350X.2022.2071521
Regina Seiwald, Alex Wade
Abstract This paper examines how the Cold War was depicted in videogames from outside the West. Using Jean Baudrillard’s double spiral of symbolic exchange and simulation as its theoretical framework, it describes the generation of the hyperreal in Western countries. The hyperreal is directly tied to machines in the welfare and warfare state that made the Cold War a battle that could never be fought. While these machines and the knowledge factories of which they were a part offered ludic alternatives to war in the West, in Eastern Europe and beyond, sitting outside of the Western hyperreal, they offer an opportunity to recollect and model human experiences of the inhumanities of their oppressors, through a certain point in history where digital technology and the downfall of the Eastern bloc coalesced. In this space, videogames from across Eastern Europe and Asia are interrogated in their form, function, content, distribution, and delivery to position non-Western videogames as offering a viable alternative to the technosphere that eventually swallows the world in its integral reality, indirect products of a war that could not take place.
本文探讨了西方以外的电子游戏是如何描绘冷战的。以鲍德里亚的象征交换与模拟双螺旋理论为理论框架,描述了西方国家超真实的生成。超真实直接与福利和战争状态下的机器联系在一起,这使得冷战成为一场永远不可能打的战争。虽然这些机器和它们所属的知识工厂为西方、东欧和其他地区的战争提供了有趣的替代方案,它们位于西方的超真实之外,但它们提供了一个机会,让我们通过数字技术和东方集团的垮台结合在一起的某个历史时刻,回忆和模拟人类对压迫者不人道的经历。在这个空间中,来自东欧和亚洲的电子游戏在其形式、功能、内容、发行和传递方面受到质疑,非西方电子游戏被定位为技术圈的可行替代方案,最终将世界吞没在其整体现实中,这是一场不可能发生的战争的间接产物。
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引用次数: 0
Żulionerzy and the Polish Independent Video Games of the Early 2000s Żulionerzy和21世纪初的波兰独立电子游戏
0 FILM, RADIO, TELEVISION Pub Date : 2022-05-06 DOI: 10.1080/2040350X.2022.2071519
M. Felczak, Maria B. Garda
Abstract This article investigates the development of discourses related to a specific era of independent games and offers a close historical and cultural analysis of the freeware Polish game Żulionerzy (Ortalion Entertainment 2001). The game is positioned as a compelling cultural artefact from the often overlooked and underresearched period of the early 2000s, combining inspirations from the globally recognized TV franchise Who Wants to be a Millionaire and the emerging indie games scenes. The authors argue that Żulionerzy is a project that manages to capture young adults’ perspective on the economic and cultural zeitgeist of the era. Its potential as a counter-cultural and transgressive gaming intervention is further reinforced by intertextual references and a parodistic core gameplay loop. The assessment of Żulionerzy is concluded with a call to investigate similar productions which, while produced in a national language, shared their key features with the rising wave of grassroot browser-based games.
本文调查了与独立游戏相关的特定时代的话语发展,并提供了免费波兰游戏Żulionerzy (Ortalion Entertainment 2001)的历史和文化分析。这款游戏被定位为一个引人注目的文化产物,它来自于21世纪初这个经常被忽视和研究不足的时期,结合了来自全球公认的电视特许经营《Who Wants to be a Millionaire》和新兴独立游戏场景的灵感。作者认为,Żulionerzy是一个项目,它成功地捕捉到了年轻人对这个时代的经济和文化精神的看法。它作为一种反文化和越界游戏干预手段的潜力被互文引用和模仿的核心游戏循环进一步强化。在对Żulionerzy的评估结束时,我们呼吁调查类似的产品,这些产品虽然使用本国语言制作,但与正在兴起的草根网页游戏具有相同的主要功能。
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引用次数: 0
期刊
Studies in Eastern European Cinema
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