«Deputy of the Baltic»: dramatic representation of the image of an intellectual in Soviet culture

Author(s):  
E. D. Eremenko ◽  

Theatrical and cinematic future of so-called by «revolutionary tale» by L. Rakhmanov is unique by its establishment. Both script and screenplay went through several editions. The result contains typical signs of soviet propaganda of 1930s, in all their contradictory continuity. Artistical research is united with soviet agitation, gravity of dramaturgical conflict is united with gravity of philosophical conflict. Main character, professor Polezhaev, is good representative of prerevolutionary intelligentsia, positively accepts changes after 1917. His opinion becomes the reason of occurrence of two groups, supporters and opponents of main character. Leonid Rakhmanov’s libretto had four varieties: staged one («Hectic senility») and two screenplays. All of them are different from “Baltic deputy” (1937, ed. by I. Hejfic and A. Zarchi). Analysis of plot evolution, from the scenario idea to the finished fi lm, is important for the large amount of people, from the cinephiles to the experts such as dramatists, editors and directors. Authors’ ways of «Polezhaev’s case» creation (on the stage, in scripts and fi lm) are significant. Theme of intellectual who lives in eras’ breaking point and confidently declares his honest citizenship is still important.

Boreas ◽  
2002 ◽  
Vol 31 (1) ◽  
pp. 65-74 ◽  
Author(s):  
Christian Christiansen ◽  
Helmar Kunzendorf ◽  
Kay-Christian Emeis ◽  
Rudolf Endler ◽  
Ulrich Struck ◽  
...  

Author(s):  
Nathan Walter ◽  
Yariv Tsfati

Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character in Grand Theft Auto IV mediates the effect of interactivity on attributions of responsibility for the main character’s antisocial behavior. Using the framework of the fundamental attribution error, we demonstrated that those who actually played the game, as opposed to those who simply watched someone else playing it, identified with the main character. In accordance with the theoretical expectation, those who played the game and came to identify with the main character attributed the responsibility for his actions to external factors such as “living in a violent society.” By contrast, those who did not interact with the game attributed responsibility for the character’s actions to his personality traits. These findings could be viewed as contrasting with psychological research suggesting that respondents should have distanced themselves from the violent protagonist rather than identifying with him, and with Iyengar’s (1991) expectation that more personalized episodic framing would be associated with attributing responsibility to the protagonist.


PsycCRITIQUES ◽  
2011 ◽  
Vol 56 (20) ◽  
Author(s):  
C. Albert Bardi
Keyword(s):  

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