"Who Am I Today?" -- Asks the Hero The Actor and Spectator of a Daily Hypertext.
This paper seeks to raise a series of questions regarding the changes that have occurred in the paradigm of self-identity discourses and representations of young people, commonly known today as The Digital Generation, focusing on the differences between the "spectator's condition" and that of the PC...
| Publicado en: | Caietele Echinox Vol. 20; pp. 189 - 198 |
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| Formato: | Artículo |
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Echinox Cultural Foundation
Jun2011
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=61822244&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 61822244 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 1582960X 90EZ jtl: Caietele Echinox issn: 1582960X maglogo: N pubinfo: dt: Jun2011 vid: 20 pid: 52779 pub: Echinox Cultural Foundation artinfo: ui: 61822244 ppf: 189 ppct: 9 formats: fmt: @attributes: type: P size: 277KB tig: atl: "Who Am I Today?" -- Asks the Hero The Actor and Spectator of a Daily Hypertext. aug: au: Runcan, Miruna su: Hypertext literature Identity (Philosophical concept) Self Electronic games Experience sug: subj: Hypertext literature Identity (Philosophical concept) Self Electronic games Experience keyword: Audience Computer Games Player Self-Representation Spectatorship ab: This paper seeks to raise a series of questions regarding the changes that have occurred in the paradigm of self-identity discourses and representations of young people, commonly known today as The Digital Generation, focusing on the differences between the "spectator's condition" and that of the PC gamer. Its main interest is the circular road of self-presence representations, from linear narrative to level-stratified practice of the computer game, and vice versa. Following a short summary of the current tendencies in interpreting the shifts from spectatorship to game-controlling representations, the paper will try to formulate several hypotheses/ theories concerning the displacement of the moral and aesthetic values, as the classical foundation of audience motivations in cultural consumption, towards the "experience" value, regarded as a chance to identify, build and consume different and alternative constructs of the Subject/ Self. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Caietele Echinox is the property of Echinox Cultural Foundation and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Caietele Echinox holder: Echinox Cultural Foundation dt: @attributes: year: 2011 holdings: @attributes: islocal: N |
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