{"title":"情境化屏幕暴力:一种解释视听媒体中暴力叙事事件功能的综合方法","authors":"Chiao-I Tseng","doi":"10.1515/cogsem-2018-2001","DOIUrl":null,"url":null,"abstract":"Abstract This article aims to examine the narrative impacts and social influences of screen violence in audiovisual media. It suggests an integrative approach to synthesising the recent research findings in different disciplines such as cognitive science, media studies, neuroscience, and social semiotic theories. Based on the theoretical synthesis of narrative effects and persuasive functions, this paper establishes a method for analysing the contextualisation of violent events. In particular, the analytical method focuses on the two main narrative mechanisms for contextualising violent events, justifications of characters’ motivations for using violence and depictions of consequences. This article will apply the method to elucidate how different kinds of contextualisation yield different types of narrative impacts, persuasive potentials, and the ways in which social, political, and ideological issues can be learnt. Furthermore, a typology of characters’ motivations is also provided, which are often used for justifying the characters’ violent actions in audiovisual narratives. This paper also unravels how genre expectations are closely related to narrative functions of screen violence, particularly how genre shapes the viewers’ prediction and interpretation of violent events. Finally, the methods for motivation analysis of violent narrative events are extended to examine a particular genre of interactive audiovisual texts — empathy games.","PeriodicalId":52385,"journal":{"name":"Cognitive Semiotics","volume":"74 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2018-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Contextualising screen violence: An integrative approach toward explaining of the functions of violent narrative events in audiovisual media\",\"authors\":\"Chiao-I Tseng\",\"doi\":\"10.1515/cogsem-2018-2001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract This article aims to examine the narrative impacts and social influences of screen violence in audiovisual media. It suggests an integrative approach to synthesising the recent research findings in different disciplines such as cognitive science, media studies, neuroscience, and social semiotic theories. Based on the theoretical synthesis of narrative effects and persuasive functions, this paper establishes a method for analysing the contextualisation of violent events. In particular, the analytical method focuses on the two main narrative mechanisms for contextualising violent events, justifications of characters’ motivations for using violence and depictions of consequences. This article will apply the method to elucidate how different kinds of contextualisation yield different types of narrative impacts, persuasive potentials, and the ways in which social, political, and ideological issues can be learnt. Furthermore, a typology of characters’ motivations is also provided, which are often used for justifying the characters’ violent actions in audiovisual narratives. This paper also unravels how genre expectations are closely related to narrative functions of screen violence, particularly how genre shapes the viewers’ prediction and interpretation of violent events. Finally, the methods for motivation analysis of violent narrative events are extended to examine a particular genre of interactive audiovisual texts — empathy games.\",\"PeriodicalId\":52385,\"journal\":{\"name\":\"Cognitive Semiotics\",\"volume\":\"74 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Cognitive Semiotics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/cogsem-2018-2001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cognitive Semiotics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/cogsem-2018-2001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
Contextualising screen violence: An integrative approach toward explaining of the functions of violent narrative events in audiovisual media
Abstract This article aims to examine the narrative impacts and social influences of screen violence in audiovisual media. It suggests an integrative approach to synthesising the recent research findings in different disciplines such as cognitive science, media studies, neuroscience, and social semiotic theories. Based on the theoretical synthesis of narrative effects and persuasive functions, this paper establishes a method for analysing the contextualisation of violent events. In particular, the analytical method focuses on the two main narrative mechanisms for contextualising violent events, justifications of characters’ motivations for using violence and depictions of consequences. This article will apply the method to elucidate how different kinds of contextualisation yield different types of narrative impacts, persuasive potentials, and the ways in which social, political, and ideological issues can be learnt. Furthermore, a typology of characters’ motivations is also provided, which are often used for justifying the characters’ violent actions in audiovisual narratives. This paper also unravels how genre expectations are closely related to narrative functions of screen violence, particularly how genre shapes the viewers’ prediction and interpretation of violent events. Finally, the methods for motivation analysis of violent narrative events are extended to examine a particular genre of interactive audiovisual texts — empathy games.