Search results for "play"
showing 10 items of 706 documents
Interaktīvās prozas lasītāju – spēlētāju kategoriju analīze
2016
Interaktīvā proza un tās lasītājs-spēlētājs ir samērā jauna tehnokultūras parādība, tāpēc līdz šim maz pētīta. Bakalaura darbā analizēta sešpadsmit lasītāju-spēlētāju identificēšanās ar interaktīvās prozas Viņa Majestātes kuģis “Straujais” autoru vai varoni ar mērķi noteikt sakarību starp lasītāju-spēlētāju identificēšanās tipu un viņu dzimumu, vecumu un interesēm saistībā ar datorspēlēm un literatūru. Lielākā daļa lasītāju-spēlētāju biežāk ir identificējušies ar interaktīvās prozas varoni, savukārt viena vecākās paaudzes lasītāja ar interesi par literatūru galvenokārt ir identificējusies ar interaktīvās prozas autoru.
Que tenga el honor mil ojos. Los dramas de honra de Calderón de la Barca a la luz de la teoría mimética de Réné Girard.
2017
El presente trabajo analiza los tres dramas de la honra conyugal de Calderón de la Barca (a saber, El médico de su honra, A secreto agravio secreta venganza y El pintor de su deshonra) desde los postulados del antropólogo cultural Réné Girard. Las principales teorías de este autor difícilmente clasificable versan sobre el deseo y la violencia pero nacen y han sido aplicadas, básicamente, en el ámbito de los textos literarios canónicos. Consideramos que este punto de vista puede iluminar considerablemente estas crípticas obras sobre las que la crítica ha debatido profusamente sin llegar a consensos claros en lo tocante a su recepción e interpretación. Así, los aspectos más controvertidos de …
Book and Radio Play Silences : Medial Pauses and Reticence in ‘Murke's Collected Silences’ by Heinrich Böll
2019
This article analyses silence at the interface between print and audio media by reading and listening to Heinrich Böll's short story ‘Murke's Collected Silences’ (‘Doktor Murkes gesammeltes Schweigen’) in its book (1958) and three German-language radio play versions (1965; 1986; 1989). Reference is also made to Benjamin Gwilliam's sound art piece (2007) based on the 1986 adaptation. The Böll story thematises silence and media in various ways, and has definite countertextual aspects, in the sense of technology, textuality, and materiality of language. In the printed story, silence is either verbally named or typographically indicated, whereas the radio plays present or perform it. The compar…
Makes sense, Maken järki : a case study of using English while playing
2015
Englanninkielen käyttöä suomenkielisen tekstin lomassa on tutkittu videopeleihin liittyen keskusteluanalyysiä käyttäen, muttei koskaan diskurssi- tai sisältöanalyysillä. Myöskään pelivideoissa esiintyvää kielen vaihtelua ei ole tutkittu. Tämä tutkimus pyrkii selvittämään tapaustutkimuksen kautta, miten suomea äidinkielenään käyttävä pelivideoiden tekijä käyttää videoissaan englantia. Tarkoituksena on myös yrittää kategorisoida erilaisia englannin kielen käyttötapoja. Tutkimuksen aineistoksi valittiin yksi noin 20 minuutin pelivideo suositulta Youtube-kanavan pitäjältä. Aineistoksi kerättiin videosta jokainen englantia tai lainasanoja sisältänyt fraasi ja ne litteroitiin. Tutkimuksessa analy…
Reinventing the story : inventions in the film adaptation The green mile by Frank Darabont
2006
Nuevas perspectivas de análisis para entender la migración cualificada del sur de Europa hacia México
2018
This article focuses on skilled migration flows from Southern Europe into Mexico. From semi-structured interviews with Spanish and Italian immigrants living in four Mexican cities of Mexico, it addresses both reasons for immigration and labour incorporation in Mexican labour markets. Specifically, it explores: i) the role of the economic crisis and the lack of good employment in the countries of origin as a key factor when deciding an international migration; ii) the employment opportunities offered in Mexican labour markets for the highly-skilled immigrants, and iii) the role played by the Mexican state and its current immigration law when channelling this group into the labour market
Kalevalan naiset ja tiedon yöpuoli : Lönnrotin jalanjäljissä kohti Kalevalan naisten tarinoita
2017
My dissertation deals with the most important female figures of the Finnish national epic New Kalevala (1849): Aino, Louhi, Lemminkäinen’s mother and Marjatta. The epic was compiled by Elias Lönnrot (1802–1884) from Karelian and Finnish oral folklore. My reading leans on the intuitive night side of knowledge, which Lönnrot (1832) introduced as a counterpart to the day side of rational knowledge. To illustrate the logic of the night side of knowledge, I analyse Lönnrot as both a collector of oral folklore and a compiler of a work of epic poetry. I propose that Lönnrot’s choice of presenting the Kalevala as an epic – a total work of art – provided the stories of its female characters with the…
Analisi dei fattori di prevenzione del "jumper's knee" nella pallavolo
2005
Len’ka Panteleev and the traditions of Van’ka Kain: Criminal Biography in XXth Century Russia
2017
The Fighter against the myth, or the memoirist who considers himself a Hercules (Anton Pavlovich Chekhov: an attempt at a characterization by N.M. Ezhov). The vast corpus about the 1920s Petrograd bandit Len’ka Panteleev, comprised of different texts – such as newspaper articles, fiction, film and song, with a complex and often ambiguous interplay between factual accounts and fictional adaptation – seems untypical for the era. A useful term of comparison is the similar corpus concerning the 18th century Moscow rogue Van’ka Kain. The latter shows all the typical features of 18th century criminal biographies, which at the time were popular throughout Europe. According to Michel Foucault, this…
From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea
2022
The claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the …