AMBIENTUM BIOETHICA BIOLOGIA CHEMIA DIGITALIA DRAMATICA EDUCATIO ARTIS GYMNAST. ENGINEERING EPHEMERIDES EUROPAEA GEOGRAPHIA GEOLOGIA HISTORIA HISTORIA ARTIUM INFORMATICA IURISPRUDENTIA MATHEMATICA MUSICA NEGOTIA OECONOMICA PHILOLOGIA PHILOSOPHIA PHYSICA POLITICA PSYCHOLOGIA-PAEDAGOGIA SOCIOLOGIA THEOLOGIA CATHOLICA THEOLOGIA CATHOLICA LATIN THEOLOGIA GR.-CATH. VARAD THEOLOGIA ORTHODOXA THEOLOGIA REF. TRANSYLVAN
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The STUDIA UNIVERSITATIS BABEŞ-BOLYAI issue article summary The summary of the selected article appears at the bottom of the page. In order to get back to the contents of the issue this article belongs to you have to access the link from the title. In order to see all the articles of the archive which have as author/co-author one of the authors mentioned below, you have to access the link from the author's name. |
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STUDIA DRAMATICA - Issue no. 2 / 2009 | |||||||
Article: |
“FATE IS NEVER FINAL?” WHY MOVIES RE-ENACT RPG EXPERIENCES. Authors: MIRUNA RUNCAN. |
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Abstract: Starting from a complex debate in a focus-group with four teenagers (aged between thirteen and fifteen), on why and how they enjoy or dislike the movies based on role-playing games (RPG), this paper tries to raise some questions about the differences and relationship between the condition of the spectator and that of the computer-gamer. Its central focus is on the circular road of self-presence representations, from linear narrative to level-stratified experiencing of the computer game, and back. After a short summary of the current tendencies in interpreting the mutations from spectatorship to game-controlling representations, the paper will try to sketch a hypothesis-theory concerning the displacement of the moral and aesthetical values, as classical foundation of audience motivations in cultural consumption, towards the “experience” value, seen as a chance to identify, build and consume different and alternative constructs of the Subject/Self.
The paper-essay constitutes a small part from The Everyday Drama Research and Creation Program, a complex interdisciplinary research project conducted over the last five years by the author and by C.C. Buricea-Mlinarcic PhD, both from the Theatre and Television Faculty of the Babes-Bolyai University of Cluj, Romania. The actual theme/field of this program – “The X-Men & Women Generation”- focuses on the young people’s representations of self based on their cultural consumption. The Everyday Drama Research and Creation Program was awarded a two year grant from the Romanian Ministry of Culture (2007-2008) and produces empirical and theoretical studies, video-productions, written journalism, plays and theatre productions.
Keywords: Video games, film, theatre, spectatorship |
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