Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
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Grofilia. Omówienie zjawiska na przykładzie wybranych seriali platformy Netflix
The article discusses the communicative and artistic practice grophilia, which is appropriate for the culture of participation. It consists in the transfictional use of the structures and poetics of digital games in the field of various arts. The points of reference for the analysis of grophilia are three popular series distributed on the Netflix streaming platform: Cyberpunk: Edgerunners, Arcane and Love, Death + Robots. The author analyzes these works, focusing on the systemic character of grofil practices, the aesthetics of grofil texts and their transmedia and transdiscursive specificity. She indicates that grophilia, like genres, can be treated as an artistic strategy that precedes realizations, creates new forms of narration and guides how the work is received.The article discusses the communicative and artistic practice grophilia, which is appropriate for the culture of participation. It consists in the transfictional use of the structures and poetics of digital games in the field of various arts. The points of reference for the analysis of grophilia are three popular series distributed on the Netflix streaming platform: Cyberpunk: Edgerunners, Arcane and Love, Death + Robots. The author analyzes these works, focusing on the systemic character of grofil practices, the aesthetics of grofil texts and their transmedia and transdiscursive specificity. She indicates that grophilia, like genres, can be treated as an artistic strategy that precedes realizations, creates new forms of narration and guides how the work is received
Choices, affects and trans representation: An analysis of mechanics and gameplay in Tell Me Why
The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game’s reviews.The article discusses selected aspects of the 2020 game Tell Me Why, focusing on particular gameplay mechanics pertaining to player choices and the manner in which they influence player emotions, as well as on the representation of trans experience in the game. The authors draw both on affect theory and on approaches derived from game studies concerning the presence of emotions in gameplay. In the final part of the text, trans representation in Tell Me Why is analysed and juxtaposed with the readings typically found in the game’s reviews
Fight for Nothing: Fight Club and Nihilism in Capitalist Society
This paper analyses the movie Fight Club (1999) from the philosophical point of view. We reflect on the split personality of the protagonist, showing how the former represents the subject of the modern society, who, unable to find completion in ceaseless consumerism, embarks upon a personal journey towards the annihilation of every value of his world. This process of annihilation, which at first takes the form of a closed group of people, evolves into an expansive way of annihilation. The latter symbolizes modern society’s evolved subject’s will to destroy the foundations of capitalist society
‘Big’ and ‘little’ Quo Vadis? in the United States, 1913–1916: Using GIS to map rival modes of feature cinema during the transitional era
This article emanates from a geospatial database of over 600 premieres of the Cines company’s Quo Vadis? (1913), an eight-reel film distributed by George Kleine, and nearly 250 premieres of the Quo Vadis Film Company’s Quo Vadis? (1913), a three-reel film of ambiguous origins distributed by Paul De Outo. By mapping local premieres of both films across the United States from 1913 through 1916, the data show with spatiotemporal precision the spread of Quo Vadis? as one of cinema’s early blockbuster titles. Yet within this national phenomenon, the two films’ footprints reveal differing cultural geographies served by competing efforts to feature Quo Vadis? using alternative practices of distribution and exhibition. The study finds that Quo Vadis? played a more complex role mediating the rise of features than is yet known, serving rival modes of cinema where longer, more expensive films were celebrated but also contested
Głęboka dystrakcja jako zasada semiotyczna w społecznie zaangażowanych grach przeglądarkowych o tematyce politycznej
This study presents an analysis of the pattern of communication between developers of socially engaged browser games with political themes and their players. This pattern involves a multilevel disruption of the message carried by the game medium and its construct. The solution is being used by the creators to show and comment on the causes and manifestations of negative processes related to politicians and politics and also having a negative impact on social, economic and cultural issues in their countries. In the course of the analysis, its author considers 141 browser games, originating from 23 countries around the world. Their creators made them between 2000 and 2022, and placed them in publicly accessible portals, offering access to online games via a web browser.This study presents an analysis of the pattern of communication between developers of socially engaged browser games with political themes and their players. This pattern involves a multilevel disruption of the message carried by the game medium and its construct. The solution is being used by the creators to show and comment on the causes and manifestations of negative processes related to politicians and politics and also having a negative impact on social, economic and cultural issues in their countries. In the course of the analysis, its author considers 141 browser games, originating from 23 countries around the world. Their creators made them between 2000 and 2022, and placed them in publicly accessible portals, offering access to online games via a web browser
Sport elektroniczny i jego medialne interfejsy
This paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics.This paper provides an overview of changes on the electronic sports information circuit in the period from 2012 to 2022. The research here focuses on visual components of e-sports events, especially games’ GUIs and interactive elements of the digital platform interfaces that provide technological scaffolding for e-sports broadcasts (such as Twitch). The analysis is conducted from the software studies perspective, with the StarCraft franchise as a chief example of the phenomena assessed in the paper. The findings presented in this study stem from the juxtaposition of divergent modes of interaction between the viewers, players and e-sports media professionals, which are subsequently confronted with the computational rules of e-sports games’ mechanics
Kondycja posthistoryczna. Rzecz o telewizji, nowych mediach i polityce
In the text, the author deals with extensive issues of media-politics relations. Using the conceptual apparatus developed by Vilém Flusser, he shows through specific examples (the Romanian revolution, the presidential elections in the United States) the transformations in the social imagination that have occurred as a result of technological changes – primarily the transition from “television reign” to “taking control” by the so-called new media. He also looks to the future, forecasting how an autonomous technology (e.g. artificial intelligence) may soon further complicate the social and political context of the contemporary times.In the text, the author deals with extensive issues of media-politics relations. Using the conceptual apparatus developed by Vilém Flusser, he shows through specific examples (the Romanian revolution, the presidential elections in the United States) the transformations in the social imagination that have occurred as a result of technological changes – primarily the transition from “television reign” to “taking control” by the so-called new media. He also looks to the future, forecasting how an autonomous technology (e.g. artificial intelligence) may soon further complicate the social and political context of the contemporary times
Serwisy streamingowe a lokalna branża audiowizualna – mapowanie wpływu Netflixa na polski sektor produkcji
As a company, Netflix is currently demonstrating an unprecedented impact on audiovisual markets around the world. As a part of the global media dynamic, Poland is susceptible to changes resulting from the streaming platforms’ increasing intrusion into local audiovisual markets. While Anglo-American researchers have analyzed in depth the repercussions of Netflix’s involvement in local markets, in Poland the consequences of this media giant’s activities remain neglected in media studies. This article is an attempt to identify areas where Netflix’s impact on the Polish industry is significant and leads to visible changes in the industry’s existing practices and work system. As such, this article contributes to the emerging body of academic work, namely the platformization of the cultural sector, to which we can certainly assign audiovisual production. Based on in-depth interviews with industry practitioners and an analysis of the content produced for Netflix and its institutional positioning in Poland, the article maps the changes in the Polish audiovisual industry that are occurring here and now.As a company, Netflix is currently demonstrating an unprecedented impact on audiovisual markets around the world. As a part of the global media dynamic, Poland is susceptible to changes resulting from the streaming platforms’ increasing intrusion into local audiovisual markets. While Anglo-American researchers have analyzed in depth the repercussions of Netflix’s involvement in local markets, in Poland the consequences of this media giant’s activities remain neglected in media studies. This article is an attempt to identify areas where Netflix’s impact on the Polish industry is significant and leads to visible changes in the industry’s existing practices and work system. As such, this article contributes to the emerging body of academic work, namely the platformization of the cultural sector, to which we can certainly assign audiovisual production. Based on in-depth interviews with industry practitioners and an analysis of the content produced for Netflix and its institutional positioning in Poland, the article maps the changes in the Polish audiovisual industry that are occurring here and now
Introduction
This issue of “Images” is entitled Ukraine in Flames, echoing the English-language adaptation of a renowned cinematic creation byUkrainian director Oleksandr Dovzhenko (1894–1956). In 1944, Stalin’s regime condemned this masterpiece to oblivion, citing unfounded al- legations of “Ukrainian nationalism”. The volume is being published amid another war waged on Ukrainian soil, where the nation defends itself against an external aggressor seeking to take it over. This war has shocked the world. People are being introduced to this conflict predominantly through audiovisual media. For those who have experi- enced it, it is an inescapable, tragic reality, but for others it has become, to a large extent, a quasi-filmic spectacle which, regrettably, risks losing its gravity due to its daily presence on screens...This issue of “Images” is entitled Ukraine in Flames, echoing the English-language adaptation of a renowned cinematic creation byUkrainian director Oleksandr Dovzhenko (1894–1956). In 1944, Stalin’s regime condemned this masterpiece to oblivion, citing unfounded al- legations of “Ukrainian nationalism”. The volume is being published amid another war waged on Ukrainian soil, where the nation defends itself against an external aggressor seeking to take it over. This war has shocked the world. People are being introduced to this conflict predominantly through audiovisual media. For those who have experi- enced it, it is an inescapable, tragic reality, but for others it has become, to a large extent, a quasi-filmic spectacle which, regrettably, risks losing its gravity due to its daily presence on screens..
Triada obrazów akwatycznych jako podstawa integralności kompozycji filmu dokumentalnego Ołeksandra Awszarowa i Switłany Rudiuk Wasz Wasyl
The article is dedicated to analysing the compositional integrity of Oleksandr Avsharov and Svitlana Rudyuk’s documentary Yours, Vasyl (2019) through the prism of key aquatic images, including the city flood from the archival materials of Kyiv from 1970, dirty water from the poet’s sister’s dreams and the flood, stream and sea from Stus’s poetry (Ще до жнив не дожив..., Із циклу «Забуттям», Костомаров у Саратові). On the basis of these aquatic images, represented by key textual messages, the plot of the film is schematically arranged in a triad, which in turn plays the role of a graphic image of a mountain – a symbol of the poet’s steadfastness and victory. Attention is also drawn to the rich symbolism of the images, the skillful intertwining of the visual and auditory, the past and the present, thanks to which the image of the Stus seems alive and modern, which is what the filmmakers wanted to achieve.The article is dedicated to analysing the compositional integrity of Oleksandr Avsharov and Svitlana Rudyuk’s documentary Yours, Vasyl (2019) through the prism of key aquatic images, including the city flood from the archival materials of Kyiv from 1970, dirty water from the poet’s sister’s dreams and the flood, stream and sea from Stus’s poetry (Ще до жнив не дожив..., Із циклу «Забуттям», Костомаров у Саратові). On the basis of these aquatic images, represented by key textual messages, the plot of the film is schematically arranged in a triad, which in turn plays the role of a graphic image of a mountain – a symbol of the poet’s steadfastness and victory. Attention is also drawn to the rich symbolism of the images, the skillful intertwining of the visual and auditory, the past and the present, thanks to which the image of the Stus seems alive and modern, which is what the filmmakers wanted to achieve