Praxes of popular culture

Broj 1 - Godina 9 - 12/2018

Uvodnik

Years after the Frankfurt School, Roland Barthes’s work, Laura Mulvey’s film analysis, The Centre for Contemporary Cultural Studies, various essential books and readers on popular culture, countless conferences and gatherings on popular culture that have taken place all over the world, it may seem that trying to point out the importance of popular culture in yet another scholarly journal is mundane. However, certain phenomena prove that this kind of topic is a necessity: the omnipresence of comic-book adaptations – such as the recent Black Panther phenomenon that has many global and local social, cultural, political, and economic implications, not least through the money-making promotions of certain kinds of active citizenship (NGOs’ promoted voter registration in theaters) – or videogame adaptations and rampant sexism and racism in one of the most successful industries of the day, or constant claims about the connection between mental health issues and video games, as well as the ongoing on- and offline struggle to give the neglected, minor voices their representation in popular products, or the timely #MeToo movement that called out Hollywood first and then almost entire creative industries on violence, coercion, and taking advantage over women. Popular culture is an industry as well as a community; it is profitable and it is marginal; it is equally monumental and trivial. The truth behind one of the most analyzed aspects of human culture today shows that it is ever-changing, transformative, that it is one of the most productive praxes for creators and audience alike, and, in the end, that it has important social, cultural, political, and economic effects, simultaneously producing affects and emotionality. ..

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Izdvojeno

Along with the introductory remarks on the relationship between novels and comics and their historically problematic status, this paper analyzes and interprets, from the perspective of creation, i.e. the scriptwriter and the illustrator, as well as from the perspective of the reception or audience, the procedures by which Pierre Lemaitre’s novel Goodbye, Up There is, on the level of content and expression, transformed into the new medium of comics. The comparative narrative analysis of the novel and the comic book shows that the shift from telling to showing mode requires, above all, dramatization, introduction of dialogues, and certain alterations of the plot, focalization, themes, and motivation of characters. These alterations can be linked by the common denominator – adaptation. Adaptation is thus seen as the creative process of transcoding, where the original is reconceived and reinvented in another form of expression, as well as an intertextual process of reception as decoding the narrative....

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Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us, despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. This study employs a close analysis of the game text and player vis-a-vis critic responses to the narrative peculiarities of this game. ...

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Paralaksa Ivane Čagalj postmoderni je pjesnički opus koji je osvojio Nagradu Anđelko Novaković za 2016. godinu. Sadržajno je podijeljen u četiri cjeline: Osnovni pojmovi, Razgovarajmo o tekstu, Za one koji žele znati više te Zadatci za samostalan rad. Pjesnička je zbirka zanimljiva zbog ustroja koji oslikava nastavnu jedinicu, a njezin sadržaj zrcali određene elemente popularne kulture.Prva cjelina donosi tumačenje pojma paralaksa. Pružena je njegova definicija, ali i odraz paralakse u životu lirskog subjekta koji će očuditi godišnja doba, dijelove dana, odnos grad--selo, kontrast crno-bijele boje, dopunjen šarenilom. Bit će očuđen i doživljaj ispijanja kave, čija je toplina povezana s onom božanskom. Navedene teme sadržaji su pjesama Paralaksa I.-V.U skladu s naslovom prve cjeline, zbirka donosi pjesnički odraz važnih pojmova za razumijevanje principa paralakse. Pjesme su kako u čitavoj zbirci tako i u ovoj cjelini, popraćene tumačenjem naslova. U cjelini je predstavljena svakodnevica subjekta kroz stihove o sobi, bratu, ljudima. Pri tome je važno istaknuti komentar Dobrile Zvonarek kako biografizam nije kontekst za čitanje ove pjesničke zbirke već je tek usputna paralela (Čagalj 70), a iščitavanje te paralele bit će moguće i u preostalim cjelinama. ...

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Krajem 2017. godine u biblioteci Mansioni, u izdanju hrvatskog centra ITI objavljena je knjiga teatrologinje Višnje Kačić Rogošić pod naslovom Skupno osmišljeno kazalište. Opće značajke i hrvatski primjeri. Navedena monografija prerađena je doktorska disertacija, obranjena 2013. godine na Filozofskom fakultetu Sveučilišta u Zagrebu. Pojam skupno osmišljenog kazališta, prema autorici monografije (8), odnosi se na kazališne predstave koje ne nastaju uprizorenjem nekog postojećeg predloška (dramskog teksta, libreta, scenarija, koreografskog zapisa) već se njihov ukupni izvedbeni materijal u potpunosti proizvodi, pronalazi djelomično proizveden, razvija, organizira i povezuje zajednički, tijekom radioničke faze otkrivanja novoga, a ponekad i tijekom same izvedbe. Navedena izvedbena vrsta je, prije svega, određena odbacivanjem neupitnog autoriteta dramskog pisca, redatelja i unaprijed napisanog teksta. U svojim početcima pozicionirala se na alternativnoj i društveno-angažiranoj sceni. Odstupa od stvaralačke hijerarhije, razvija kreativni egalitarizam i skupni kreativni identitet, uvodi novi način odnošenja kako prema publici tako i prema izvedbenim prostorima te istražuje različite načine tjelesne i neverbalne ekspresije. Ta se izvedbena vrsta pojavila šezdesetih godina 20. stoljeća, nadahnuta idealima kontrakulture, u Sjevernoj Americi, gdje je fenomen i prvi put imenovan, a potom i u Europi. U Hrvatskoj se izvedbena vrsta razvila tijekom sedamdesetih godina prošlog stoljeća, zahvaljujući, poglavito, IFSK-u, Danima mladog kazališta i djelovanju SEK-a. Najpoznatije kazališne skupine, u svjetskim okvirima, čiji se rad temeljio na principima skupnog osmišljavanja su Living Theatre, Open Theatre, San Francisco Mime Troupe, The Wooster Group, The Performance Group, Le Théâtre du Soleil, Gob Squad, Forced Entertainment, Goat Island itd....

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