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Changes within localization practices : A case study of the Fatal Frame seriesNorén, Daniella January 2024 (has links)
Japanese video games have existed for decades now; however, the early games often lacked cultural elements and were thus easy to localize in other countries. As video games gained popularity and became more advanced, more of Japanese cultural elements started appearing in the games, which brought rise to translation problems. The localizers had to face the issue of whether to preserve or delete foreign culture elements within the game when these games were released in the West. As game localization of (Japanese) cultural elements is under-researched, this paper focuses solely on cultural terms. It attempts to see whether there is a change of translation techniques and if there is a shift regarding foreignization and domestication from the first game to the latest release within the game series Fatal Frame. The games were played in both their original form (Japanese) and the English localization in order to gather data which consists of cultural terms that appear in-game. Their translation was then analyzed to see if they were deemed to be foreignized or domesticated, followed by a comparison to see if there was a shift in the 22-year gap between the first and latest release. The result indicates that both games used the adaptation and equivalence (paraphrasing) techniques to a similar extent. The latest release preferred using the omission technique compared to the first, while the first game favored equivalence in conjunction with the borrowing technique. However, against expectation, the first game is considered more foreignized compared to the latest release, which goes against the trend seen in other mediums where translations are becoming more foreignized in modern times. This was also the result of a previous study within this area.
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La terreur de Fatal Frame : entre sacrifice et mortLandry, Marie-Pier 04 1900 (has links)
Ce mémoire propose une analyse de l'expérience de la terreur au sein de la franchise Fatal Frame, et plus particulièrement dans Fatal Frame III : The Tormented (TECMO, 2005). Dans un premier temps, nous resituons ce jeu vidéo dans le genre du survival terror en nous penchant essentiellement sur les émotions qu'il engendre, soit la peur et la terreur. Nous employons une approche qui s'intéresse aux émotions du joueur dans son rapport avec l'image, le son, et la jouabilité. C'est en abordant les tactiques de l'épouvante relevées par le groupe de recherche du LUDOV que nous dressons un portrait de l'expérience et analysons les éléments constitutifs instiguant les émotions recherchées. Puis, il est question du rapport entre le joueur et les ressources offensives disponibles. Dans un second temps, nous examinons l'environnement du jeu tant dans sa construction que dans sa présentation. Afin de mieux comprendre ses influences sur les émotions du joueur, nous décomposons le récit tout en nous référant aux légendes urbaines et à la religion shintoïste. Finalement, nous développons au sujet de la figure du fantôme avec sa représentation horrifique et surtout, de la façon dont le joueur peut agir face à cette menace. La thématique de la hantise est examinée de plus près. Il est d'abord question de la hantise transmédiatique. Puis, la hantise transvidéoludique est abordée en tenant compte des liens entre les jeux de la franchise. / This thesis proposes an analysis of the terror experience within the Fatal Frame franchise, more specificly in Fatal Frame III : The Tormented (TECMO, 2005). First of all, we situate the game within the survival terror genre and examine the emotions it generates, such as fear and terror. We employ an approach based on the player's emotions in relation to the image, sound and gameplay. Then we dress a portrait of the experience by applying the scare tactics underlined by LUDOV research group and we analyse the game elements that create the seeked emotions. We then consider the link between the player and the available offensive ressources. Secondly, we observe the game environment in its construction and presentation. To better understand its influences on the player's emotions, we break down the plot and refer ourselves to urban legends and the shintoïst religion. Finally, we develop on the figure of the ghost and its horrific representation and, mostly, the way the player can act towards this threat. The thematic of the haunting is then more closely examined. We first look at transmediatic haunting. Then, we approach transvideoludic haunting while considering the links between the games of the franchise.
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Gender representation through the horrors of Fatal frame (2001) : Textual analysis into female gender representation in the Japanese survival horror game, Fatal Frame (2001)Waller, Vanja January 2021 (has links)
Gender representation in the horror genre has many interesting discussions surrounding it through multiple perspectives such as psychoanalysis and culture. This article intends to expand the investigation of how female characters are portrayed in horror games. The research on female representation will investigate the potential connections between horror cinema and horror games in the survival horror game Fatal Frame (2001, Koei Tecmo), the first title of a series that is iconic f0r drawing inspiration from Japanese mythology and horror tropes while simultaneously using a large cast of female characters. To gather information about the audience to support the game analysis, an online survey will be released targeting players of the games. Thereafter, recorded, non-commentary footage of the first game, Fatal Frame (2001), will be observed and textually analysed through a framework with data points, based on the background of psychoanalysis, horror cinema, culture, and game theory.
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Plotting HorrorHeuer, Thomas 06 May 2019 (has links)
Die Entwicklungsschübe der modernen Medien im 20. Jahrhundert haben die Wechselbeziehungen zwischen den Künsten, den Medien, den Sinnesmodalitäten, den verbalen und nonverbalen Ausdrucks- und Zeichenprozessen verstärkt und erweitert. Im Zuge dieser Entwicklungen sind Genre- und Formatfragen über das disziplinäre Interesse einzelner Kunst- und Medienwissenschaften hinaus ins Aufmerksamkeitsfeld einer vergleichenden Medienästhetik und -dramaturgie ge-rückt.
Aufbauend auf den Erkenntnissen von Kalisch 2014, 2016 und den Überlegungen Gaudreaults 2009 zu einer Unterscheidung zwischen Narration und Monstration, ist es gelungen ein Modell zur Analyse von Werken unter dem Ausgangspunkt von Dramaturgie und Präsentationsstruktur herauszubilden, das für jedwedes dramaturgisch motiviertes und fiktionales Werk verwendet werden kann, unab-hängig vom Medium. Als Mittel zur Verdeutlichung der Thesen wird Horror als ästhetische Kategorie definiert, die einen direkten Einfluss auf die narrativen Strukturen eines Werkes besitzt, was den narrativ-monstrativen Doppelcharakter von Werken belegt und ferner verdeutlicht, dass Erzählung und Formung eines Werkes untrennbar verbunden sind. Die Dualität von Dramaturgie und Präsenta-tionsstruktur wird in der Formung eines Werkes offenbar. Um dies zu verdeutli-chen, werden im Verlauf der Arbeit kursorisch Beispiele von Werken mit Schre-ckensinhalten diskutiert und analysiert.
Basierend auf diesem Modell wird eine Diskussion des Themenkomplexes von Intermedialität und Transmedialität im Spannungsverhältnis zur Komparistik der Künste durchgeführt. In der Folge wird eine Ästhetik des Schreckens diskutiert und anhand von ästhetischen Wertungskategorien aufgezeigt. Abschließend werden drei narrativ-motivierte Konzeptionen für dramaturgisch angetriebene Schre-ckensinszenierungen aufgeführt, die zur Kategorisierung von Werken angewendet werden können: düstere Präfiguration, düstere Konfiguration und düstere Manifestation. / The development in modern media during the 20th century (from movies over television to the hybrid forms of audiovisual and textual media in the internet) reveals interdependencies between art, media, the modalities of senses, the verbal and nonverbal dictions and semiotic processes that have evolved and expanded themselfes. According to this progress the interest in art and media studies should achive a collective interest in the changes of genre and formats, instead of a sepa-rated observation of only single disciplines.
Following the Prolegomena on a comperative drama of media by Eleonore Ka-lisch (Kalisch 2014) and the thougts of André Gaudreault on Narration and Mon-stration (Gaudreault 2009) this thesis bulids a system to analyse works of fiction (e. g. movies, pictures, literature, video games). This system allows to analyse and compare works of fiction based on drama and presentation structure. The horror genre is used to show the mechanics of this system. Horror has a direct influence on the narrative structure of a work and manifests a duality of narration and mon-stration (Kalisch 2016), that binds drama and presentation to each other and shows the necessity of a separated consideration on both aspects. The duality of drama and presentation reveals itself during the modeling of a work of fiction.
Build on the system the discourse is open to discuss intermetiality and transmedi-ality and their influence on the field of interest. Furthermore, an aesthetic of hor-ror is defined by evaluation categories of aesthetic indicators. In the end three types of narrativ driven concepts of horror are revealed and discussed: gloomy pre-figuaration, gloomy configuration and gloomy manifestation.
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