• Title/Summary/Keyword: Fantasy theory

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Ellen Olenska as the objet petit a and the Relationship Between Man and Woman in Edith Wharton's The Age of Innocence (대상 소타자로 작용하는 엘런 올렌스카 - 『순수의 시대』에 나타난 남녀관계)

  • Lee, Misun
    • Cross-Cultural Studies
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    • v.53
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    • pp.73-102
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    • 2018
  • The purpose of this study was to explain, using Jacques Lacan's theory of desire, how Ellen Olenska functions as the object petit a in her relationship with Newland Archer and to connect the impossibility of Newland and Ellen's love with the impossibility of desire, in Edith Wharton's The Age of Innocence. In New York society in the 1870s, the unpleasant truth was avoided, personal opinions were excluded, no room for imagination existed, and other-ness was expelled. In that society, Newland realized that true love and true emotions were lacking in his life. For Newland, Ellen was the gap in New York society and the object that could fill that gap. Ellen functioned as the object petit a. But the romance between Newland and Ellen was forbidden in New York society, where everything was dominated by strict social codes, and especially because Newland was engaged to Ellen's cousin, May Welland. Ellen became inaccessible to Newland and this set Newland's desire for Ellen in motion. He idealized Ellen as the objet petit a, based on the fantasy that she would fill the void in his life. However, at every critical moment, Newland delayed unification with Ellen by resorting to social codes. His actions betrayed that the goal of his desire was not the fulfillment, but the reproduction of desire, with its circular movement. His decision not to see Ellen in Paris again at the end of the novel can be interpreted as Newland's effort to maintain Ellen as the inaccessible object, objet petit a, forever. It is this impossibility of desire that the romance of Newland and Ellen is predicated upon. Another purpose of this study was to expand this impossibility of desire to the relationship between man and woman and to interpret The Age of Innocence as a story showing the characteristics of the relationship between the sexes. The relationship between Newland and Ellen shows that there is no harmonious relationship between the sexes and that woman exists only as a fantasy object, objet petit a for man.

Magical Realism and Antonio Negri's Theory of Art: In Light of Claire Denis' Film Vendredi Soir (마술적 리얼리즘과 네그리의 예술론: 끌레어 드니의 영화 <금요일 밤>에 비추어)

  • CHOI, Soo Im
    • Cross-Cultural Studies
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    • v.34
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    • pp.7-41
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    • 2014
  • This article examines magical realism in contemporary european film, which is considered to be one of the most popular styles in the present culture, with regards to Antonio Negri's theory of art. Magical realism is "alternative approach to reality" (Maggie Ann Bowers, Magic(al) Realism) and defined as "a fictional technique that combines fantasy with raw physical reality or social reality in a search for truth beyond that available from the surface of everyday life" (Joan Mellen, Magic Realism). The term of Magic Realism was coined in 1923 by Franz Roh, German art historian, as the concept for the post-expressionist painting in Germany. It has flourished in the Latin-American literature during the 1950s to 1980s and spread worldwide. Since 1980s magical realism is considered to be a universal artistic mode. Since 1990s magical realism is to find in the various novels, and since 2000 one encounters magical realism in the cinema very often. Antonio Negri writes about the relationship between life, imagination, art and the political in his book Art et Multitude. According to Negri, the hard life of people in the present society liberates the imagination and this creates the art as "the excess of the existence". In this process the aesthetic becomes to the political. Negri calls this space of art as "magical time and space". Claire Denis' film Vendredi Soir is analyzed as a contemporary magic realist text, which realizes Negri's concept of art: vendredi soir (friday night) in Vendredi Soir is the magical time, when the impossible becomes the possible, and paris in the public transportation strike is the magical space, where the individuals meet the other in a new situation. The film analysis associates itself with Negri's theory of art: in Vendredi Soir, it is to see, that the excess of the existence liberates imagination and creates the magic reality both in the movements of things and the human relationship. The phenomenon of magical realism in contemporary culture can be understood as the symptom of the emotional and existential pains of contemporary people in the current world. The contemporaneity of the magical realism can be read in the film as "the metaphor for contemporary thought" (Alain Badiou, Cinema). As Antonio Negri writes, art can become "the aesthetic redemption" (Negri, Art et Multitude) for us. At the same time "(t)his is where aesthetics can be transformed into the political." (Lee, "Communism and the Void")

A Study on Masochistic Aspects of Action Games -Focusing on 'Gilles Deleuze's 『Masochism』 Theory- (액션게임에서 나타난 매저키즘적 양상 연구 -질 들뢰즈의 『매저키즘』 이론 중심으로-)

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.33
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    • pp.531-549
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    • 2013
  • Action games exhibit all the specific constellation of masochism, such as disavowal, suspense, waiting, fetishism, and fantasy. These characteristics of action games can be analyzed with respect to masochism. This study conducted an analysis excluding sadism as much as possible, as sadism is a result of etiological misconception as opposed to masochism. However, comparative analysis is included in the study so that action games are not seen as demonstrating sadism. Games create a space for virtual interaction for main agents by connecting gamer-existence and game-character in the framework of a contract. The interaction of visual tactility within this space creates a system of difference in pleasure. Masochism enables one to attain pleasure in a world created himself or herself using fetishism in contractual relationships such as the ones exhibited in games. This shows that action games and masochism are mutually related. This paper analyzed the ontology of action games using actual examples of action games. The paper concluded that action games lead to the fulfillment of masochistic pleasure.

A Feminist Psychological Analysis on the Playful Embracement of Boys' Love Manga (여성심리학 관점에서 분석한 남성동성애만화(Boys' Love manga)의 유희적 수용)

  • Yang, Sungeun
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.510-520
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    • 2018
  • This study explored the phenomenon of heterosexual women embracing Boys' Love manga within the heteronormativity context from a feminist psychological perspective. Specifically, the issue of genre characteristics of Boys' Love manga, women's psychological mechanism of reading Boys' Love manga, and the functions and effects of embracing Boys' Love manga were discussed. As a theoretical framework of analysis, I started from the classical psychoanalysis and critically adopted the concepts of the various camps of feminism, queer theory, and Huizinga's Homo Rudens. The results show that Boys' Love manga can be classified as a sub-category of the romance genre, which fulfills heterosexual women's desires of eternal love and equal partnership. From these wish-fulfilling fantasies, heterosexual women attempt to be decontextualized from the heteropatriarchism, to enjoy distancing and voyeuristic separation from the characters in the texts, and to disturb the dichotomous gender system through gender reversal identification. These processes, which can be regarded as a women's play challenging sexual rigorism, ultimately bring about an awareness of the female sexual subjectivity.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on the Rale of counselors as clients' Transitional object (내담자의 전이대상으로 상담자의 역할 연구)

  • Yoon, Seok-Min
    • Industry Promotion Research
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    • v.5 no.3
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    • pp.53-60
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    • 2020
  • This paper describes the role of counselors' transitional object for the therapeutic activation of clients who have lost the function of selfobject based on Heinz Kohut's Self theory. In this study, it was an opportunity to confirm that human beings need self-target throughout their lives. Next, referring to the process of metamorphic internalization, infants return to reality from a fantasy world, experiencing parental limitations due to optimal frustration through self-targeting. The role of a counselor as a transfer target shall ensure that the counsellor establishes an cohesive self-identity and uses the appropriate self-target. And they should empathize with the over-the-topism and flauntism of the physician, and the counselor should be the object of idealization, giving the interviewer the opportunity to be recognized and identified. The counselor may provide the best frustration for the counsellor during the consultation process. When the counselor acknowledges his mistake, the counselor looks at the counselor realistically and builds a healthy self to achieve transformative internalization. If you form an cohesive self to a physician through counseling, you can empathize with others and form a healthy human relationship. Then you can control your emotions and have a vision. And the patient realizes that he or she has no choice but to live by having a relationship with the right person throughout his or her life.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

The Problem of the Repression and the Unconscious in Delueze and Guattari's schizo-analysis (들뢰즈, 가타리의 분열분석에서억압과 무의식의 문제)

  • Yon, Hyo-Sook
    • Journal of Korean Philosophical Society
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    • no.121
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    • pp.93-121
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    • 2018
  • Deleuze and Guattari criticise in Anti-Oedipus theory of desire of Freud and Lacan as the idealist conception of desire as lack(fantasy) and try to search for a possibility of materialistic theory of desire. They criticise that Freud and Lacan trap the desire into the model of oedipal model and cut the flux of Libido of desire. This paper looks out for the different reason for the interpretation between psychoanalysis and schizoanalysis about the desire into the difference of interpretation about the 'repression' and 'the unconscious'. From this first of all, it examines the aspect of repression in Freud and Lacan, and it searchs for the meaning of distinction between 'psychic repression' and 'social repression' according to the interpretation in Deleuze and Guattari. Secondly, Freud and Lacan understand the unconscious as the region drived out by the defense mechanism of the mind activity, or the dimension of the unconscious structured like language. On the contrary, Deleuze and Guattari approach entirely differently interpretation about the unconscious. This paper analyzesespecially the unconscious of orphan, the unconscious productive and the unconscious molecular in the midst of manifold and new interpretation about the unconscious. In conclusion, it shows that the problem of desire and inhibition completely differently can be considered according to the new interpretation about the unconscious. It tries to serarch for the practical adaptability of schizoanalysis in Deleuze and Guattari on the real society.