“Stealing Stuff Is about the Stuff, not the Stealing”: Rick and Morty and Narrative Instability

2020 ◽  
pp. 83-94
Author(s):  
Łukasz Muniowski

Rick and Morty, one of the most popular presently-airing American TV series, is deeply rooted in popular culture. Each episode is full of allusions and references to other cultural texts, accentuating the show’s own status as a pop cultural text. This article analyzes the third episode of the fourth season of Rick and Morty, “One Crew Over the Crewcoo’s Morty,” using Stefan Schubert’s concept of narrative instability. The episode mocks twist films by introducing a ridiculous number of twists, eventually making the viewer immune to the element of surprise usually brought on by what Schubert understands as unstable moments. In doing so, the episode also emphasizes the overuse of that narrative device in recent decades in films, TV series and video games. “One Crew Over the Crewcoo’s Morty” deconstructs twist films while sticking to the rules of the sub-genre and remaining entertaining in its own right. Instability can pose quite a problem for the showrunners, who usually have to adjust to the norms of serialized storytelling. By using Schubert’s theory of narrative instability to discuss a singular episode of a series, I hope to demonstrate the extent to which this quality has permeated modern storytelling. The episode highlights the effects of over-reliance on narrative instability as a tool, as even the most elaborate form is not enough to make up for the lack of essence. This is exactly what Rick criticizes in the episode, when he states: “stealing stuff is about the stuff, not the stealing.”

Author(s):  
Linda S. Schearing

The story of Moses occurs in a plethora of popular culture mediums (fiction, songs, films, television, video games, comics, digital internet sources, etc.). This essay examines three themes in which Moses as a cultural artifact plays a crucial role in contemporary popular culture: visualizing Moses (Moses in film), learning from Moses (Moses as metaphor or analogy), and laughing at or with Moses (Moses in humor). Such a survey shows graphically the elasticity of Moses as a multivalent cultural artifact that has both influenced and continues to influence American culture. Indeed, while some extract religious meaning from the Moses story, others see parallels between Moses’ struggles and their own.


2021 ◽  
pp. e20200012
Author(s):  
Heidi Rautalahti

The article examines player narratives on meaningful encounters with video games by using an argumentative qualitative interview method. Data gathered among Finnish adult video game players represents narratives of important connections in personal lives, affinities that the article analyzes as further producing three distinctive themes on meaningful encounters. Utilizing a study-of-religion framework, the article discusses meaning making and emerging ways of meaningfulness connected to the larger discussion on the “big questions” that are asked, explored, and answered in popular culture today. Non-religious players talk about intricate and profound contemplations in relation to game memories, highlighting how accidental self-reflections in mundane game worlds frame a continuing search for self.


Author(s):  
Chad Seales

This chapter addresses the fascinations of Protestants with certain “relics” of racial, political, and communal violence. In contrast to Catholicism, blatant Protestant relics are rare. While the ones they have are significant, there are not enough of them to comprise a Protestant tradition of devotional use of relics. However, there are southern Protestants who have had two major sources of relics as understood as the sacred remains of the dead: those produced by death in the Civil War and those made through the lynching deaths of African Americans. There are three possible options for the presence and persistence of religious relics in popular culture. The first is the importance of religious relics to subcultural memory. The second is the significance of religious relics to the cultural production and ritual construction of racial difference. The third is the power of those relics to resurface and strain against historical amnesia.


Video Games ◽  
2017 ◽  
pp. 3-28
Author(s):  
Arthur Asa Berger
Keyword(s):  

Author(s):  
Benjamin Rodrigue

This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their intersection tests that can be used to contain the graphical representation of objects in a video game. The first part of the chapter will cover the use of Axially Aligned Bounding Boxes (AABBs) and Radial Collision Volumes. The use of hierarchies with bounding volumes will be discussed. The next section of the chapter will focus on Object Oriented Bounding Boxes (OOBs). The third section is concerned with the Gilbert-Johnson-Keerthi distance algorithm (GJK). The last three sections will focus on ways of optimizing the collision detection process by culling unnecessary intersection tests through the use of type lists, sorted lists and spatial partitioning.


Author(s):  
Eric Niemi

This chapter conveys the results of a study examining how male students use video games to construct their masculinity. Applying a critical discourse methodology, the study provides insight into how men construct their masculinity within video game discourse communities and how the construction applies to other discourses. It examines how men enter the discourse, what they learn in the discourse, and then how they apply that learning to other discourse communities. It concludes with recommendations and suggestions regarding how video games are a critical part of popular culture that facilitates construction of an identity through the multitude of encounters and relationships within the discourse.


2019 ◽  
Vol 4 (2) ◽  
pp. 90-110 ◽  
Author(s):  
Inna Semetsky

This article adopts a semiotic (and edusemiotic) perspective that abolishes all binary divisions in favour of the process of semiosis that ensures a continuous translation of signs into other signs via the dynamic relations formed by the human mind, cultural artefacts, and events in real life. The mind, in edusemiotics, partakes of unconscious ideas in the form of mental images. As for culture, the field of communication phenomena calls for, according to Yuri Lotman, the identification of specific semiotic systems representing their ‘languages’, including non-verbal signs such as images, pictures, and other art forms that function as cultural texts. The methodology of bricolage (conceptualized in educational research by Joe Kincheloe) combines hermeneutics with narratology, and ‘reading’ images becomes imperative for advancing critical pedagogy. The article examines and interprets selected images, including those belonging to the low end of popular culture, and connects them with the exemplarily significant event at the level of socio-cultural reality.The paradoxical self-referential ‘logic’ is the prerogative of semiotic reason that constantly reflects on – thus bringing to cognition and transforming – our often unconscious assumptions, beliefs and habits thus contributing to the construction of subjectivity that uses critical reason informed by signs, which include the bricolage of images.


2019 ◽  
Vol 5 (1-2) ◽  
pp. 57-78
Author(s):  
Itzayana Gutiérrez

Kalimán is a Mexican superhero that has circulated Orientalist eugenic values for over fifty years across Latin America. Although Indian, and wearing traditional Indian subcontinental clothing, distinguishable only by a jewel-encased “K” on his turban, Kalimán is a muscular, blue-eyed, and white character. He was created in 1963 as the main protagonist of a radio series that spawned a comic magazine in 1965, two films in 1972 and 1976, and animations and video games in the early 2010s, in a massive process of remediation that has guaranteed a solid mark in the cultural patrimony of the Americas. Since Kalimán incarnates impulses of punishment and desire over racially contaminated brown and black characters, his undisturbed, easy-to-access, and enduring presence provides evidence of deeply ingrained anti-Asian violence in Latin American popular culture, as well as the urge to develop a critical look at graphic violence traditions which continue to be treasured.


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