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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

O horror não está no horror: cinema de gênero, anos Lula e luta de classes no Brasil / Horror is not in horror: Movie Genre, Lula Years and Class Struggle in Brazil.

Kim Wilheim Doria 26 October 2016 (has links)
Este trabalho se propõe a interpretar o diálogo travado por obras do cinema brasileiro contemporâneo com o repertório do cinema de gênero. A partir de questões suscitadas pela análise fílmica de obras como O invasor (Beto Brant, 2002) e Trabalhar cansa (Juliana Rojas e Marco Dutra, 2011), procura-se refletir sobre o discurso totalizador operado formalmente no cinema contemporâneo de ficção, os valores canônicos de nossa tradição crítica e sua relação com os gêneros cinematográficos e sobre a dinâmica sociopolítica na história recente do país. / This work aims to interpret the dialogue made by works of contemporary Brazilian cinema with the repertoire of genre cinema. As from issues raised by film analysis of works such as The Trespasser (Beto Brant, 2002) and Hard Labour (Juliana Rojas and Marco Dutra, 2011), it seeks to reflect on the totalizing discourse formally operated in the contemporary fiction cinema, on the canonical values of our critical tradition and its relation to film genres and on the socio-political dynamics in Brazil\'s recent history.
22

Dubbelmoralens väktare : Två fallstudier av bibliotekarier som motiv och verktyg i film / (Double) Standard Librarians. : Two case studies of librarians as motives and tools in film

Setterwall Klingert, Amanda January 2022 (has links)
This thesis focuses on fictious librarians in film. It uses three research questions: Firstly, how the movies make use of typical elements from movie genres and narrative modes in their portrayal of library work and librarians. Secondly, the way in which myths, stereotypes and ideas surrounding librarians and library work are used – typically or atypically – to build librarian characters and the narrative. Thirdly and lastly, it discusses the protagonists, focusing on their personalities and character arcs in relation to their role as librarians. The theoretical background departs partly in discourse surrounding librarian imagery in general, but also in film genre and mode theories. The thesis consists of two case studies, each focusing on one film, both with librarian protagonists. Even though this thesis focuses on them, the other librarian roles are also discussed, as well as the dynamics of the librarian teams. The two films discussed in this thesis are vastly different. One, Grabben i graven bredvid (2002), is a romantic relationship film with a female public librarian as protagonist, and the other, Bibliotekstjuven (2011), is a dark drama about a male research librarian turned book thief. Both films tie librarian myths to genre patterns: the single yet snotty female librarian is well fit as a romantic lead, and the male librarian as a pale, mysterious underdog makes a great villain protagonist. However, the films also present common themes and traits. Both librarian protagonists display elitism in relation to their professional identity, at the expense of their non-librarian partners. I argue that this is rooted in the historical idea of the librarian as a judgemental snob, but also that of librarians as ambiguous (and possibly false) “guardians” of the treasures of the library. Both librarian protagonists studied here lead double lives in one sense or another – most obvioulsy the book thief in Bibliotekstjuven, but also the confused female librarian in Grabben i graven bredvid who tries to hide her infatuation with a farmer from her colleagues. Some other results concern the use of the library as idea in relation to genre and mode elements. I argue, for example, that the Royal Library of Sweden in different stages of the narrative in Bibli- otekstjuven is not only a crime scene but also plays the part of a betrayed lover. This of course is connected to the societal role of libraries, in particular the relationship between “ordinary people” and libraries - a central theme in both films. One ends in a healing of a historic wound between a working man and an educated woman through love, while the other, in fact, ends in melodrama when the crime of stealing books is punished by death, yet also forgiven in an ideological sense given the protagonists humble beginnings and desperation. To conclude, both films thematise ideas surrounding personal morals, truth, social status and social justice, and do so through struggling librarian protagonists. Both films take place in worlds with a dual structure, where the fine world (represented by libraries) collides with the mundane, and the librarian protagonists try to navigate. Both films, finally, use librarian stereotypes to build the narratives – but they do not, apart from in a few scenes, reproduce them. This is a two years master’s thesis in library and information science.
23

Teen films of the 1980s : genre, new Hollywood, and generation X

Nelson, Elissa Helen 22 June 2011 (has links)
Teen films from the 1980s are a part of the zeitgeist, but there is very little we actually understand about how they can be qualified and defined, and about the phenomenon of their prolific production, box office success, and cultural relevance. Gaining greater insights about these issues is essential for recognizing the significance of a specific group of films and the ways they address concerns of how teens come of age, but is also important for learning about the films’ historical and industrial contexts of production. Asking the questions why these kinds of films, why at this time, and what do they mean, leads to an awareness and identification of the phenomenon, but additionally, these lines of inquiry explore how the films and their success are tied to changing Hollywood industrial conditions, and to the shifting political, economic, social, and cultural climate of the U.S. in the 1980s. While previous scholars have studied the industrial context of production of teen films in the 1950s, and some have looked at the different types of films produced in the 1980s, the matter remains as to whether teen films actually constitute their own genre. Examining this question of genre is necessary for clarifying a number of issues: how the films relate to the culture at large; how representations of youth on screen can help us understand and reevaluate Generation X, the demographic group coming of age at the time; and how an assessment of these films contributes to a re-conceptualization of the ways films are produced, marketed, and categorized in the New Hollywood. Using primary data consisting of textual analysis and contextual analysis, and applying both qualitative and quantitative methodologies, the study builds on and adds to previous approaches to genre. The contributions of this research are multifaceted. By gaining insights about these films, we can begin to appreciate more fully a maligned generation, the changing landscape of the entertainment industry, and a cultural phenomenon. / text
24

Des typologies mécaniques à l'expérience esthétique : fonctions et mutations du genre dans le jeu vidéo

Arsenault, Dominic 08 1900 (has links)
Cette thèse examine en profondeur la nature et l’application du concept de genre en jeu vidéo. Elle se divise en trois parties. La première fait l’inventaire des théories des genres en littérature et en études cinématographiques. Les propriétés essentielles du genre comme concept sont identifiées : il s’agit d’une catégorisation intuitive et irraisonnée, de nature discursive, qui découle d’un consensus culturel commun plutôt que de systèmes théoriques, et qui repose sur les notions de tradition, d’innovation et d’hybridité. Dans la deuxième partie, ces constats sont appliqués au cas du genre vidéoludique. Quelques typologies sont décortiquées pour montrer l’impossibilité d’une classification autoritaire. Un modèle du développement des genres est avancé, lequel s’appuie sur trois modalités : l’imitation, la réitération et l’innovation. Par l’examen de l’histoire du genre du first-person shooter, la conception traditionnelle du genre vidéoludique basée sur des mécanismes formels est remplacée par une nouvelle définition centrée sur l’expérience du joueur. La troisième partie développe l’expérience comme concept théorique et la place au centre d’une nouvelle conception du genre, la pragmatique des effets génériques. Dans cette optique, tout objet est une suite d’amorces génériques, d’effets en puissance qui peuvent se réaliser pourvu que le joueur dispose des compétences génériques nécessaires pour les reconnaître. Cette nouvelle approche est démontrée à travers une étude approfondie d’un genre vidéoludique : le survival horror. Cette étude de cas témoigne de l’applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma. / This thesis provides an in-depth examination of the nature and application of the concept of genre for the video game. It is divided in three parts. Part one features an overview of genre theory in literature and film studies. The essential properties of genre as a concept are identified: it is an intuitive and “thumbnail” classification method, discursive rather than systemic in nature, and that owes its existence to a common cultural consensus rather than theoretical divisions. More importantly, the notions of tradition, innovation and hybridity are found to be central to genre. In part two, these findings are applied to the case of video game genre. A few typologies are examined to show that authoritative classifications are impossible. A model of the development of genres is laid out, based on three modalities: imitation, reiteration and innovation. By studying the history of the first-person shooter, the traditional conception of genre being based on formal mechanics is replaced by a new definition centered on player experience. Part three details experience as a theoretical concept and places it at the center of a new conception of genre, the pragmatics of generic effects. In this view, any object is a matrix of generic anchors bound to become generic effects, provided the player possesses the generic competences required to recognize them. This new approach is demonstrated through an examination of the survival-horror videogame genre. This case study showcases the potential of the pragmatics of generic effects for other fields, and provides a testimony for the recursion of the questions of genre between the video game, literature, and film.
25

Des typologies mécaniques à l'expérience esthétique : fonctions et mutations du genre dans le jeu vidéo

Arsenault, Dominic 08 1900 (has links)
Cette thèse examine en profondeur la nature et l’application du concept de genre en jeu vidéo. Elle se divise en trois parties. La première fait l’inventaire des théories des genres en littérature et en études cinématographiques. Les propriétés essentielles du genre comme concept sont identifiées : il s’agit d’une catégorisation intuitive et irraisonnée, de nature discursive, qui découle d’un consensus culturel commun plutôt que de systèmes théoriques, et qui repose sur les notions de tradition, d’innovation et d’hybridité. Dans la deuxième partie, ces constats sont appliqués au cas du genre vidéoludique. Quelques typologies sont décortiquées pour montrer l’impossibilité d’une classification autoritaire. Un modèle du développement des genres est avancé, lequel s’appuie sur trois modalités : l’imitation, la réitération et l’innovation. Par l’examen de l’histoire du genre du first-person shooter, la conception traditionnelle du genre vidéoludique basée sur des mécanismes formels est remplacée par une nouvelle définition centrée sur l’expérience du joueur. La troisième partie développe l’expérience comme concept théorique et la place au centre d’une nouvelle conception du genre, la pragmatique des effets génériques. Dans cette optique, tout objet est une suite d’amorces génériques, d’effets en puissance qui peuvent se réaliser pourvu que le joueur dispose des compétences génériques nécessaires pour les reconnaître. Cette nouvelle approche est démontrée à travers une étude approfondie d’un genre vidéoludique : le survival horror. Cette étude de cas témoigne de l’applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma. / This thesis provides an in-depth examination of the nature and application of the concept of genre for the video game. It is divided in three parts. Part one features an overview of genre theory in literature and film studies. The essential properties of genre as a concept are identified: it is an intuitive and “thumbnail” classification method, discursive rather than systemic in nature, and that owes its existence to a common cultural consensus rather than theoretical divisions. More importantly, the notions of tradition, innovation and hybridity are found to be central to genre. In part two, these findings are applied to the case of video game genre. A few typologies are examined to show that authoritative classifications are impossible. A model of the development of genres is laid out, based on three modalities: imitation, reiteration and innovation. By studying the history of the first-person shooter, the traditional conception of genre being based on formal mechanics is replaced by a new definition centered on player experience. Part three details experience as a theoretical concept and places it at the center of a new conception of genre, the pragmatics of generic effects. In this view, any object is a matrix of generic anchors bound to become generic effects, provided the player possesses the generic competences required to recognize them. This new approach is demonstrated through an examination of the survival-horror videogame genre. This case study showcases the potential of the pragmatics of generic effects for other fields, and provides a testimony for the recursion of the questions of genre between the video game, literature, and film.

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