scholarly journals El consumo de la Prehistoria a través del videojuego, representaciones, tipologías y causas = The Prehistory through the Videogames: Representations, Tipologies and Causes

Author(s):  
Alberto Venegas Ramos

Las representaciones de la Prehistoria en la cultura popular siempre han sido parciales, deformadas por los propios creadores para fijar una “marca prehistórica” que fuera fácilmente reconocible para los consumidores. En este trabajo intentaremos trazar un recorrido por la historia de las representaciones del videojuego ambientados en la Prehistoria para establecer una tipología y una serie de rasgos generales. Como conclusión ligaremos esta tipología, las diferentes representaciones y rasgos generales con las nociones de consumo, el pasado y el uso de la Historia en la cultura popular expresadas en los trabajos de Barthes Samuel (2012), David Lowenthal (2015) y Jerome de Groot (2016).The representation of the Prehistory in popular culture have been always partial, deformed by the creators of contents to create a “prehistoric brand” that be easily recognoscible for the consumer. In this paper we will try to trace a history of the prehistoric representations in the video games and stablish a typology for the different manifestations. In the last place, we will question himself the reasons for this representations in relation with the works of Barthes Samuel (2012), David Lowenthal (2015) and Jerome de Groot (2016) and their notions of the relation between the consuming, the past and the use of History in the popular culture.

2018 ◽  
Vol 28 ◽  
pp. 323
Author(s):  
Alberto Venegas Ramos

Resumen: La intención de este artículo es presentar el concepto “retrolugar” como la repetición de lugares imaginados del pasado dentro de la cultura popular debido a razones sociológicas, políticas y comerciales asociadas a la nueva cultura del capitalismo. Para lograr este objetivo insertaremos el concepto dentro de un marco historiográfico más general y situaremos ejemplos tanto de su concepción como de su desarrollo. Todo ello nos conducirá a la idea de empleo o utilización estética del pasado con razones políticas, sociales o comerciales. Usos del tiempo pretérito alejados del oficio del historiador, pero alojados extensamente entre la población debido a la integración de estos dentro de las manifestaciones culturales más populares.Palabras clave: Retrolugar, Usos públicos de la Historia, Cultura Popular, Mitohistoria, Industria cultural.Abstract: This article introduces the ‘retroplace’, the concept of recreating imagined places of the past within the popular culture on the basis of sociological, political and comercial reasons associated with the new culture of capitalism. To achieve this goal, the concept is examined within a more general historiographic framework, and examples of both its conception and its development are given. This analysis reveals the employment or the aesthetic use of the past for political, social or commercial motives. Although these uses of the past tense are far removed from the trade of the historian, they are widely accepted among the population due to their integration within the most popular cultural manifestations.Key words: Retroplaces, Public use of History, Popular Culture, Mythistory, Cultural industry.


2020 ◽  
Vol 21 (47) ◽  
pp. 194-222
Author(s):  
Annachiara Mariani

This article explores the educational value of using audiovisual media to enhance the learning of history and civilization in foreign language and culture classes. More specifically, it analyzes the pedagogical impact of learning about the Italian Renaissance through a television series about the Medici family, the most acclaimed patrons of the Renaissance. Focusing on the televised adaptation of this family, the article examines how media can revisit and reshape the history of this period through streaming television distribution, the important and highly popular internet-based delivery system of services such as Netflix, Hulu, HBO Go, Amazon Prime Video, YouTube TV, Sling TV, and Fubo TV. I argue that students can become conscious of the mechanisms of historical adaptation by considering their own learned perspectives, and by reshaping them through a highly dramatized and psychologically rooted narrative. Questioning students about the extent to which their understanding of the past is filtered or modified through popular culture—and about the way popular culture uses the past—leads them to think critically about historical continuity. The article pays specific attention to the two main characters in the series, entitled Medici: The Magnificent (2018): the hero, Lorenzo de’ Medici, and the villain, Jacopo Pazzi. An accurate historical and cinematic discussion of the two characters will allow me to elucidate the medium-specific potential of the TV series to teach historical facts. Drawing on a few courses I taught on Renaissance Italy, where I implemented this approach, I will demonstrate that students are not just entertained, but also actively engaged in the cognitive aspects barely to be found in written history, namely, the characters’ inner lives and struggles. The article will demonstrate that a comparison of the historical sources with their cinematic adaptation is of great pedagogical value for students.


Author(s):  
Peter Stanley

India is a nation in which paradoxically, the past is omnipresent but the age of any given structure can be annoyingly indeterminate. It is a place where the past can be both absolutely present and frustratingly remote; in which versions of the past co-exist; in which they can contend without necessary contradiction, though sometimes bringing risk of denunciation, controversy and even death. It is a culture in which layers of meaning and significance accrete around historical events – even historical events recorded in the daily newspaper. India takes its many pasts seriously – but can ignore aspects of its history in ways unthinkable in other societies. The Great War of 1914-1918 is an inescapable part of the history of Australia or New Zealand, and even in Britain remains a part of the currency of everyday speech and popular culture. In the nations of South Asia, by contrast, the Great War remains obscure and unimportant....


2018 ◽  
Vol 13 (1) ◽  
pp. 61-80
Author(s):  
Carole Cusack

Prehistoric monuments in Britain are sites that have "drawn" people throughout history, due to their impressive size, dramatic location in the landscape, and the sense of permanence and timelessness they convey. The religious attraction of such stones for modern Pagans has been studied in some detail, particularly in terms of renowned circles like Stonehenge and Avebury, but the appeal that Neolithic monuments have for "spiritual tourists" has not been assessed to date. This article focuses on the Rollright Stones near Chipping Norton in Oxfordshire, a relatively accessible group of monuments that has an established body of folklore attached to the site, a profile in popular culture, and a recent history of use by modern Pagans as a ritual site. The author's fieldwork at the Rollright Stones in 2014 produced three interrelated hypotheses: first, the primary appeal of prehistoric monuments for "spiritual tourists" is aesthetic; second, that responding aesthetically to such monuments is an experience that feels "special" and often involves an experience of the "numinous"; and third, this "specialness" is linked to ideas about what it means to be human, the relationship of the past to the present and future, and to the process of identity-construction and the search for wellbeing that spiritual tourists typically engage with in their travels.


Author(s):  
Andrew J. Friedenthal

This book argues that the narrative/world-building technique known as retroactive continuity, often overlooked by literary scholars and media historians alike, has become a naturalized and ubiquitous part of popular culture. A careful look at the history of retroactive continuity–or retconning– reveals how its growing acceptance as a part of popular narratives has led to a complex, complicated understanding of the ways in which history and story can interact, ultimately creating a cultural atmosphere that is increasingly accepting of revisionist historical narratives. This can be seen most potently in the way that the editable hyperlink, rather than the stable footnote, has become the de facto source of information in America today. The groundwork for this major cultural shift has been laid for decades via our modes of entertainment. To embrace the concept of retroactive continuity in fictional media means accepting that the past, itself, is not a stable element, but rather something that is constantly in contentious flux. Thus retconning, on the whole, has a positive impact on society, fostering a sense of history itself as a constructed narrative and engendering an acceptance of how historical narratives can and should be recast to allow for a broader field of stories to be told in the present.


10.29007/zcxp ◽  
2018 ◽  
Author(s):  
Ivan Garrido-Marquez ◽  
Laurent Audibert ◽  
Jorge García-Flores ◽  
François Lévy ◽  
Adeline Nazarenko

The rapid evolution and informational growth of blogs requires enhanced functionality for searching, navigating and linking content. This paper presents the French Blog Annotation Corpus \textsc{FLOG}, intended to provide a research testbed for the study of annotation practices, and specifically tagging and categorizing blog posts. The corpus covers a ten year time span of blog posts on cooking, law, video games and technology. Statistical analysis of the corpus suggests that tag annotation of posts is more frequent than category attribution, but on the other hand categories provide a richer semantic structure for post classification and search. The review of the state of the art on automatic tag suggestion shows that tag suggestion tools are not of widespread use yet between bloggers, which might be a consequence of methods that do not take into account the past tagging history of the blog, the context of the post within the blog and the tagging pattern of each blog author.


2016 ◽  
Vol 74 (1) ◽  
Author(s):  
Hugh H. Davis ◽  
Ryan M. Smith

Alternative media are becoming more widely accepted as forms of literature.  Comic books and graphic novels are now mainstream, with characters and storylines appearing in movies, cartoons, video games, television shows, and more.  Comics and graphic novels are a billion dollar industry that can often go overlooked in the minds of readers.  The resources in this pathfinder will open readers’ eyes to the universe of stories and characters that are contained in comic books.  It will also give readers an idea of the rich history of the industry and the powerful impact that comic books and graphic novels have had on popular culture.  In addition, it will also provide teachers with a multitude of literary resources that they may otherwise overlook.


2013 ◽  
Vol 2 (2) ◽  
pp. 157
Author(s):  
MARCELO CARREIRO

<p><strong>Resumo:</strong> A historiografia contemporânea vem se utilizando, de forma cada vez mais segura, das novas mídias mistas como uma rica fonte histórica – é o caso do cinema e dos quadrinhos. Contudo, essa abertura metodológica a fontes não-textuais ganha nova dimensão com a consolidação da indústria de videogames como uma mídia audiovisual interativa, com elementos das mídias anteriores, mas resultando num caráter próprio. A recente maturidade da mídia, seu alcance demográfico e de mercado, assim como sua condição de arte de massa, colocam os videogames como fonte indispensável para a historiografia do tempo presente.</p><p><strong>Palavras-chave:</strong> Videogame – Fontes – Metodologia – História do tempo presente.</p><p> </p><p><strong>Abstract:</strong> Contemporary historiography has been using, in an increasingly confident way, new mixed media as a rich historical source – such is the case concerning movies and comics. However, this methodological opening to nontextual sources gains a new dimension with the setting of the video game industry as an interactive audiovisual medium, containing elements of previous media but resulting in a distinctive character. The recent maturity of this medium, its demographics and market reach – as well as its character of mass art – makes video games an indispensable source for the historiography of the present time.</p><p><strong>Keywords:</strong> Video game – Historical sources – Methodology – History of the Present Time.</p><strong></strong>


2015 ◽  
Vol 14 (2) ◽  
pp. 607-617
Author(s):  
MITCHELL G. ASH

The general theme that unites the works to be discussed here is the history of psychoanalysis in America over the past hundred years, particularly during the heyday of its public impact from the 1950s through the 1970s. The broad outlines of this story have been well known for some time. Interesting about the volumes discussed here is the step that each book takes in its own way beyond a narrow focus on Freud and his followers or the institutional history of the psychoanalytic profession to examinations of so-called neo-Freudianism and of the entry of psychoanalytic discourse into American middle- and highbrow popular culture. The question whether, how, or to what extent psychoanalysis became “Americanized” in the course of all this is addressed explicitly in the volume by Elizabeth Lunbeck, and implicitly in the other books under review. In the following I will discuss each volume in turn, pointing to linkages among them along the way.


Author(s):  
David M. Ball

This chapter argues that the history of physical, juxtaposed displays of comics and art in museum and gallery settings embodies curatorial containment strategies that perpetually fail. To pursue this claim is at the same time to assert that comics’ entrance into the art world, rather than a function of a postmodern turn and its contemporary reckoning, has been ongoing since the 1890s. To sketch this 130-year history, the chapter analyzes three key exhibitions in which museums and galleries have been unable to either fully disavow or fully integrate the connections between comics and art, comics as art, in the past century: the 1913 Armory Show, 1990’s “High and Low: Modern Art and Popular Culture” at MoMA, and the 2013 exhibition of Ad Reinhardt’s comics alongside his black cruciform paintings at the David Zwirner Gallery.


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