Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
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    688 research outputs found

    Queerowanie gier AAA na przykładzie serii Assassin’s Creed – możliwości i zagrożenia

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    The article is, fundamentally, cross-sectional. As its subject, the author chose the most recent installments of the Assassin’s Creed franchise – two digital games, Odyssey (2018) and Valhalla (2020) by Ubisoft. This analysis focuses mainly on the representation of minorities, especially the queer one. It also studies female characters and Ubisoft’s marketing strategies. The main goal of the article is to point out certain possibilities which arise due to the ongoing process of increased inclusivity, as well as potential dangers stemming from underrepresentation. Digital games have unique potential and can provide opportunities to explore one’s own identity. On the other hand, inappropriate creative strategies may result in a danger of perpetuating and strengthening harmful stereotypes. Therefore, it is equally important for developers and consumers alike to eliminate potentially detrimental elements in video games and attempt to build an inclusive and prejudice-free medium.The article is, fundamentally, cross-sectional. As its subject, the author chose the most recent installments of the Assassin’s Creed franchise – two digital games, Odyssey (2018) and Valhalla (2020) by Ubisoft. This analysis focuses mainly on the representation of minorities, especially the queer one. It also studies female characters and Ubisoft’s marketing strategies. The main goal of the article is to point out certain possibilities which arise due to the ongoing process of increased inclusivity, as well as potential dangers stemming from underrepresentation. Digital games have unique potential and can provide opportunities to explore one’s own identity. On the other hand, inappropriate creative strategies may result in a danger of perpetuating and strengthening harmful stereotypes. Therefore, it is equally important for developers and consumers alike to eliminate potentially detrimental elements in video games and attempt to build an inclusive and prejudice-free medium

    The Elder Scrolls V: Skyrim

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    An album of photos from the beautiful world of The Elder Scrolls V: Skyrim. The photos come from a heavily modified version of the game, where graphics quality, light and environment have been vastly improved. The result of the work undertaken by the game’s creators, moddersand my selection of mods is an engaging and beautiful world, where almost no day looks the same. I immerse myself in this fictional reality, approaching in-game photography in the same way I approach photography grounded in the real world – by looking for unrepeatable situations worth shaping into a striking image that will have an impact on the viewer and tell a story. The open-world nature of an RPG creates great opportunities for me to find those unique moments.Album zdjęć z przepięknego świata The Elder Scrolls V: Skyrim. Fotografie pochodzą z gruntownie zmodyfikowanej wersji gry, w której jakość graficzna, światło, otoczenie zostały wyraźnie poprawione. Efektem pracy autorów gry i moderów, a także mojej selekcji modyfikacji jest angażujący i piękny świat, w którym prawie żaden dzień nie wygląda tak samo. Zanurzam się w tej fikcyjnej rzeczywistości, podchodząc do fotografii w grze tak samo jak podchodzę do tej ugruntowanej w prawdziwym świecie – szukając unikalnych sytuacji godnych zakomponowania w uderzający obraz, który wpłynie na odbiorcę i opowie mu jakąś historię. Charakterystyka otwartego świata gry RPG tworzy dla mnie wielkie możliwości w znajdywaniu tych niepowtarzalnych momentów

    Japońskie animacje a folklor w narracjach o tożsamości narodowej

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    Japanese animation and folklore in narratives about national identityThis paper studies the activity of Japanese directors who decided to make film adaptations of the Momotaro story, a classic legend based on Japanese folklore and the most popular one in the modern period. This activity is studied within the framework of cultural politics. The works examined belong to the early period of Japanese animation and war propaganda films, as well as studio-based anime productions which were made in the postwar period.Japanese animation and folklore in narratives about national identityThis paper studies the activity of Japanese directors who decided to make film adaptations of the Momotaro story, a classic legend based on Japanese folklore and the most popular one in the modern period. This activity is studied within the framework of cultural politics. The works examined belong to the early period of Japanese animation and war propaganda films, as well as studio-based anime productions which were made in the postwar period

    The Critical Innovation Discourse of Small VODs: The Case of The Death of Mr. Lăzărescu on Cinepub

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    My article compares the catalogues and interfaces of a small and a big VOD provider and emphasizes the critical innovative potential of the intervention of the former and, more generally, of small streaming services. I employ a cultural studies approach and closely read the acts of curation of these two types of providers. As a case study, I focus on the curation of the feature film The Death of Mr. Lăzărescu on both platforms. By critical innovation, I understand an economic or industrial intervention that questions and disrupts hegemonic discourses in its field. In the case of VODs, it refers to an engagement with discourses on digital film consumption, the branding of premium content, establishment of taste, and diversity of content. I also approach critical innovation as political and economic. I provide proof that small non-profit providers set up more advantageous viewing experiences that benefit a film and its makers. I also show that they play an important role in maintaining the sustainability of a digital distribution ecosystem

    Kina dla Niemców w okupowanym Krakowie na tle kin dla Polaków: polityka repertuarowa i preferencje filmowe widzów

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    Research on film culture in the General Government has not yet addressed the issue of Germans going to cinemas. This article aims to ll this gap. But the topic is particularly interesting from a comparative perspective, both in relation to the film offerings in cinemas for Germans and Poles and the film tastes of the two audience groups, which in the period before the outbreak of the World War II were characterized by distinct preference profiles. This article compares the film offer and film preferences of Germans and Poles in Krakow, which was the capital of the General Government. This issue is presented against the background of more recent research on the functioning of cinemas and film distribution in the Third Reich, as well as archival material relating to the General Government

    Wspomnienie Urszuli Tes

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    W pierwszy dzień świąt Bożego Narodzenia, 25 grudnia 2021 roku, w swoim rodzinnym domu na Lubelszczyźnie zmarła dr Urszula Tes, autorka kilku tekstów wydrukowanych na łamach „Images”. Ostatni z nich, a zarazem jeden z ostatnich w całym jej dorobku, opublikowany został pośmiertnie właśnie w niniejszym numerze czasopisma. Chcąc sprostać wyjątkowym okolicznościom tej publikacji, postanowiliśmy wzbogacić ją o garść krótkich wspomnień pochodzących od osób bliżej związanych z jej zmarłą autorką, nietuzinkową postacią polskiego filmoznawstwa

    Człowiek i superbohater – Marvelowskie spojrzenie na Jana Pawła II

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    The subject of interest in the paper is the comic book biography The Life of Pope John Paul II. In the 1980s, John Paul II was not only treated as the head of the Catholic Church, but held a place in popular culture. The article points out that the Marvel comic book was one of the works that positioned the Pope within an axiological community of superheroes who, in the most general perspective, showed what a life full of heroism should look like. Thus, the paper analyses the elements of the superhero rhetorical model and features typical of the comic medium that highlight the uniqueness of John Paul II’s biography. Furthermore, to fully reveal the persuasiveness of the creative solutions employed in this work, situating the Pope between a man and a superhero, the author refers to the analytical propositions of Roland Barthes and Michał Rusinek concerning the rhetoric of visual representations.The subject of interest in the paper is the comic book biography The Life of Pope John Paul II. In the 1980s, John Paul II was not only treated as the head of the Catholic Church, but held a place in popular culture. The article points out that the Marvel comic book was one of the works that positioned the Pope within an axiological community of superheroes who, in the most general perspective, showed what a life full of heroism should look like. Thus, the paper analyses the elements of the superhero rhetorical model and features typical of the comic medium that highlight the uniqueness of John Paul II’s biography. Furthermore, to fully reveal the persuasiveness of the creative solutions employed in this work, situating the Pope between a man and a superhero, the author refers to the analytical propositions of Roland Barthes and Michał Rusinek concerning the rhetoric of visual representations

    Jak autor zdjęć może pomóc aktorowi, czyli Joker od kuchni

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    The main inspiration of my essay How the cinematographer can help the actor – an insider’s perspective on Joker is Lawrence Sher’s masterclass that took place on 1st December 2020 via Zoom. It was a masterclass for students of the Polish National Film School in Lodz and I had great honor to lead this workshop. In this article, I try to analyze how a cinematographer can help actor to make a great performance. My essay is a “case study” because I focus how cinematographic means create a story and serve the actor who likes to improvise.The main inspiration of my essay How the cinematographer can help the actor – an insider’s perspective on Joker is Lawrence Sher’s masterclass that took place on 1st December 2020 via Zoom. It was a masterclass for students of the Polish National Film School in Lodz and I had great honor to lead this workshop. In this article, I try to analyze how a cinematographer can help actor to make a great performance. My essay is a “case study” because I focus how cinematographic means create a story and serve the actor who likes to improvise

    Siergiej Paradżanow – reżyser kina ukraińskiego

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    The article presents the films Sergei Parajanov made at the Kiev studio between 1955–1962: Andriesh, The First Lad, Ukrainian Rhapsody, Flower on the Stone and documentaries: Dumka, Golden Hands, Natalya Ushvij. The author focuses on the context of making films and their incorporation into the traditional conventions of Soviet cinema, as well as presenting the sources of the director’s interest in Ukrainian culture.The article presents the films Sergei Parajanov made at the Kiev studio between 1955–1962: Andriesh, The First Lad, Ukrainian Rhapsody, Flower on the Stone and documentaries: Dumka, Golden Hands, Natalya Ushvij. The author focuses on the context of making films and their incorporation into the traditional conventions of Soviet cinema, as well as presenting the sources of the director’s interest in Ukrainian culture

    Gameplayowe transgresje w grach cyfrowych

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    The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and anthropological imaginations. The article looks at games not just through the lens of their programmed poetics, but rather as laboratories in which experimentation becomes one of the elements of play, and gameplay touches the essence of the game – the activity, which is defined as dynamic competition within an adopted convention. One example of such experimentation is the transgressive way of conducting gameplay. However, creating a detailed typology of all possible transgressive gameplay is clearly not feasible, especially when taking into account accidental situations, such as when a player exploits a loophole or error in the programmed process without realizing that they are intentionally bypassing solutions designed by the creators. Nonetheless, intentional actions can be characterized in terms of three basic aspects – ingression (e.g., interference with computer programs), progression (e.g., fastrun, bypassing, etc.), and regression (transpositions, refunctionalizations, etc.). They concern both evidence of specific intentions and reveal ways of breaking rules, introducing one’s own rules, or forcing one’s own gameplay style.The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and anthropological imaginations. The article looks at games not just through the lens of their programmed poetics, but rather as laboratories in which experimentation becomes one of the elements of play, and gameplay touches the essence of the game – the activity, which is defined as dynamic competition within an adopted convention. One example of such experimentation is the transgressive way of conducting gameplay. However, creating a detailed typology of all possible transgressive gameplay is clearly not feasible, especially when taking into account accidental situations, such as when a player exploits a loophole or error in the programmed process without realizing that they are intentionally bypassing solutions designed by the creators. Nonetheless, intentional actions can be characterized in terms of three basic aspects – ingression (e.g., interference with computer programs), progression (e.g., fastrun, bypassing, etc.), and regression (transpositions, refunctionalizations, etc.). They concern both evidence of specific intentions and reveal ways of breaking rules, introducing one’s own rules, or forcing one’s own gameplay style

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    Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
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