Risk, creative spaces and creative identity in creative technologies research

2021 ◽  
pp. 614-621
Author(s):  
Oliver Bown
Keyword(s):  
2018 ◽  
pp. 35-40
Author(s):  
Sergey Anatol'evich Vodyakha ◽  
Yuliya Evgen'evna Vodyakha
Keyword(s):  

2021 ◽  
Author(s):  
◽  
Rebekah Galbraith

<p>The defining features of the female Künstlerroman in Virginia Woolf’s writing suggest a revision of the narrative form to accommodate, navigate, and interrogate the artist’s gender and origins of her creativity. This thesis plots the birth of the female artist and the conditions of her artistic development within Woolf’s writing by first examining the construction of Rachel Vinrace, the rudimentary artist of the equally embryonic text, Melymbrosia (1912-1982). Rachel’s failure to privately self-identify as an artist is contrasted with her reluctance to accept her future potential as a wife and mother, suggesting that “woman” and “artist” are two mutually exclusive identities. For this reason, Woolf’s use of the female Künstlerroman examines the complexities of the female artist’s ability and, indeed, inability to acknowledge and inhabit her creative identity.  But how, exactly, the narrative form develops in Woolf’s writing relies upon a reading of the relationship between the figure of the artist and the novel she occupies: Rachel Vinrace in Melymbrosia; Lily Briscoe and Mrs. Ramsay in To the Lighthouse (1927); Orlando in Orlando: A Biography (1928); Miss La Trobe and Isa Oliver in Between the Acts (1941). Each of these works present a modification of the female Künstlerroman, and, in doing so, a markedly different artist-as-heroine. Moreover, in Woolf’s later writing, the narrative development of the female artist incorporates aspects of historical non-fiction, the biographical and autobiographical, and epistolary and essayistic fictions. An analysis of the intertextual relationship between A Room of One’s Own (1929) and Orlando: A Biography, and Three Guineas (1938) and Between the Acts, is therefore critical to the argument of this thesis.  The following is an exploration of how a variety of female artist-figures are constructed within Woolf’s writing: a musician, a painter, a social artist, a poet, and a pageant-writer-director. Through Woolf’s diverse expositions on the creative process, her heroines embody the personal difficulties women encounter as they attempt to realise their artistic potential. In this way, the female Künstlerroman is used by Woolf to examine, often simultaneously, the aesthetics of failure, as well as the conditions of success. But that a multitude of creative mediums appear in Woolf’s writing suggests there are universal obstacles when the artist in question is a woman, an implication in the narrative of the female Künstlerroman that the gender of a protagonist is the primary source of complication. Therefore, the degree to which each heroine achieves a sense of creative fulfilment is dependent on her ability to recalibrate her identity as a woman with her self-authorisation as an artist.</p>


2018 ◽  
Author(s):  
Pascal Burgmer ◽  
Matthias Forstmann ◽  
Olga Stavrova
Keyword(s):  

2014 ◽  
pp. 137-151
Author(s):  
Lynne C. Vincent ◽  
Jack A. Goncalo
Keyword(s):  

2015 ◽  
Vol 154 (1) ◽  
pp. 15-24 ◽  
Author(s):  
Michele Willson

While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.


2016 ◽  
Vol 38 (1) ◽  
pp. 7-29 ◽  
Author(s):  
Mehdi Boussebaa ◽  
Andrew D. Brown

What are the power/identity implications of the increasing Englishization of non-Anglophone workplaces around the world? We address this question using an analytical framework that combines a focus on micro/meso-level processes of identity regulation with attentiveness to the macro-level discourse of English as a global language. Drawing on reflexive fieldwork conducted at a major French university, we show how Englishization is bound up with processes of normalization, surveillance and conformist identity work that serve to discipline local selves in line with the imperative of international competitiveness. Concomitantly, we also show that Englishization is not a totalizing form of identity regulation; it is contested, complained about and appropriated in the creative identity work of those subject to it. Yet, moving from the micro/meso- to the macro-level, we argue that Englishization is ultimately ‘remaking’ locals as Anglophones through a quasi-voluntary process of imperialism in the context of a US-dominated era of ‘globalization’ and ‘global English’. We discuss the theoretical implications of these insights and open some avenues for future research.


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