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2021 ◽  
pp. 53-76
Author(s):  
Liza Gennaro

Examination of Agnes de Mille as a radical dance maker in her choreographic trifecta—Oklahoma! (1943), One Touch of Venus (1943), and Bloomer Girl (1944)—reveals an ideological shift in the production of dance on Broadway and the development of a paradigm for making dances in the musical theater. This chapter further explores de Mille’s ability to employ dance as a medium for presenting social commentary, developing character, and creating a space for female spectatorship. Her artistic project required dancers who were not merely technicians but rather actor-dancers capable of embodying character and expressing legible story through dance. Displacing the stable of Broadway chorus men and women, de Mille introduced the actor-dancer to the commercial stage, thereby developing some of the greatest dance talents of the twentieth century, including Joan McCracken, Bambi Linn, Sono Osato, and James Mitchell. Selected dances from One Touch of Venus (1943), Bloomer Girl (1944), and Carousel (1945) are analyzed.


2021 ◽  
Vol 10 (3) ◽  
pp. 44-68
Author(s):  
Erin Pritchard

This paper examines how people with dwarfism1 are represented in the American animated sitcom Family Guy. Using autocritical discourse analysis, this paper reflects on my own response, as a person with dwarfism, to scenes featuring characters with dwarfism. Whilst the show has been criticised for its controversial humour, this paper argues that the show actually exposes negative social attitudes that people with dwarfism encounter from other members of the public while refraining from encouraging stereotypes of dwarfism. The paper builds upon Fink’s (2013) suggestion that animated comedies are a source of both humour and social commentary. This paper suggests that Family Guy has the potential to challenge social attitudes towards people with dwarfism and the way they are perceived in society through directing the humour towards those who mock them as opposed to those with dwarfism. However, how the scenes are interpreted depends on the audience, which can be related to Hall’s (1993) reception theory.


2021 ◽  
Vol 9 (1) ◽  
pp. 32-42
Author(s):  
Julian Novitz

Abstract Disco Elysium demonstrates many hallmarks of the Gothic through its storyline and representational elements, particularly its emphasis on the instability of its protagonist, the sense of decline and decay conveyed through its setting, and the interconnected secret histories that are revealed through exploration. Furthermore, many of the game’s stylistic and ludic features, such as its dense description and emotive language, and its overwhelming array of options, interactions, and responses, can be understood as engagements with the uncanny and disorienting excess of the Gothic tradition. These Gothic elements manifest most frequently through the game’s attempt to represent psychological complexity within its role playing system, its depictions of urban spaces, and its approach to questions of unresolved memory and history. The presence of these Gothic features in Disco Elysium work to contest the game’s categorisation as a ‘detective role playing game.’ While the genres are closely connected, detective fiction typically follows a trajectory in which the history of the central mystery becomes progressively clearer through the accumulation of information and detail, whereas the Gothic traditionally seeks to maintain and heighten a sense of disorientation. Exploring the tension between Disco Elysium’s Gothic elements and its status as a detective game allows for a richer appreciation of the political and social commentary that emerges from both its narrative and gameplay.


2021 ◽  

Studies of program music explore ways in which extra-musical material is expressed and interpreted through music. Conceptions of program music are broadly construed and vary throughout history in correlation with various aesthetic and philosophical perspectives—narrowly defined, programmatic compositions include an extra-musical program describing the musical expression, while a broader definition considers evocative titles, allusive musical material, and conventional musical significations as vehicles of extra-musical meaning. The question of aesthetic value arises in the debate surrounding the ability of music to communicate extra-musical ideas and the quality of music that claims to do so. This question is extensively explored through the polemics of the 19th-century “War of the Romantics,” pitting programmatic music against “absolute music.” Musical and theoretical writings of figures such as Berlioz, Liszt, Wagner, and Hanslick provide rich source material informing many studies on program music. The distinction between program music and absolute music is blurred through various approaches to deriving meaning from both types of music. Theories of narrativity propose methods of interpreting formal structures, tonal progressions, and thematic devices interacting in ways reminiscent of literary narrative. Semiotic approaches explore meanings that arise from conventional significations of genre, style, and “topics,” evoking cultural understandings of social position, setting, and affect. Applying interpretive strategies such as these to programmatic music allows for hermeneutic readings mapping the extra-musical program onto the musical events to explore meaningful points of intersection or contradiction. Further studies draw connections to composer biography and sociohistorical context, positioning the music in philosophical perspectives and reception. Broader cultural and political situations inform readings of underlying implications such as nationalism or social commentary. Current studies of program music explore musical narratives in nuanced contexts that parse the historical and cultural atmospheres surrounding composers, their music, and reception to propose new readings and frames of interpretation.


2021 ◽  
Author(s):  
◽  
Eden Lee Lackner

<p>This thesis examines Edward Gorey's play with form and content across five literary genres, how that play results in the style that has come to be known as the "Goreyesque" and how the Goreyesque has influenced later artists and writers. Gorey consistently places style ahead of thematic and moral considerations, removing the purpose of each genre to reveal what remains in its absence. In doing so, Gorey maps out the boundaries of each form, providing genre- and period-specific details that act as signposts to how his audience should approach each narrative. With these markers in place, Gorey's readers are thus made aware of which genre expectations rule each piece. These expectations, however, are undermined as Gorey removes the audience-understood literary endgame, so that the work appears in all respects to be an accurate representation of the chosen genre, yet is missing the central heart.  Gorey's melodramas present scenarios in which deep familial loss and suffering are at the forefront of each narrative, yet as a result of the distance that Gorey places between the text and his readers, these works ultimately lack sentimentality. His Dickensian narratives, while populated with virtuous orphans and embittered, isolated men, lack moral pronouncements and just rewards, resulting in exceptionally bleak, nihilistic endings that provide little or no social commentary. His children's literature, although full of mnemonic systems, rejects all pedagogical functions in favour of inviting in adult audiences to luxuriate in sound and linguistic form. His mystery and detective fiction, while containing secrets, crimes and criminals, ignores any pretence of decoding the central mysteries. His Gothic horror revels in supernatural excesses, yet engenders no fear. By tracing Gorey's play with genre, we can identify the aesthetic parameters of the Goreyesque, and examine how they manifest in the works of other artists and writers, notably Tim Burton, Neil Gaiman and Roman Dirge.  In manipulating genre expectations, Gorey does more than simply leave readers with the shell of narrative purpose. Instead, he draws attention to the absence and pushes beyond expectation to reinvention. He normalizes the strange and fantastic by removing the very things that make the ordinary extraordinary. He infuses his works with a distance that shifts their purpose from generating high emotion and strong reactions to encouraging minute attention to narrative detail. Gorey's fantasies therefore represent odd, underwhelming moments that are otherwise ignored in the search for the uncommon and unique. By underplaying the significance of the events in his stories, Gorey represents and refreshes our concepts of the fantastic, and highlights the strangeness in the overlooked.</p>


2021 ◽  
Author(s):  
◽  
Eden Lee Lackner

<p>This thesis examines Edward Gorey's play with form and content across five literary genres, how that play results in the style that has come to be known as the "Goreyesque" and how the Goreyesque has influenced later artists and writers. Gorey consistently places style ahead of thematic and moral considerations, removing the purpose of each genre to reveal what remains in its absence. In doing so, Gorey maps out the boundaries of each form, providing genre- and period-specific details that act as signposts to how his audience should approach each narrative. With these markers in place, Gorey's readers are thus made aware of which genre expectations rule each piece. These expectations, however, are undermined as Gorey removes the audience-understood literary endgame, so that the work appears in all respects to be an accurate representation of the chosen genre, yet is missing the central heart.  Gorey's melodramas present scenarios in which deep familial loss and suffering are at the forefront of each narrative, yet as a result of the distance that Gorey places between the text and his readers, these works ultimately lack sentimentality. His Dickensian narratives, while populated with virtuous orphans and embittered, isolated men, lack moral pronouncements and just rewards, resulting in exceptionally bleak, nihilistic endings that provide little or no social commentary. His children's literature, although full of mnemonic systems, rejects all pedagogical functions in favour of inviting in adult audiences to luxuriate in sound and linguistic form. His mystery and detective fiction, while containing secrets, crimes and criminals, ignores any pretence of decoding the central mysteries. His Gothic horror revels in supernatural excesses, yet engenders no fear. By tracing Gorey's play with genre, we can identify the aesthetic parameters of the Goreyesque, and examine how they manifest in the works of other artists and writers, notably Tim Burton, Neil Gaiman and Roman Dirge.  In manipulating genre expectations, Gorey does more than simply leave readers with the shell of narrative purpose. Instead, he draws attention to the absence and pushes beyond expectation to reinvention. He normalizes the strange and fantastic by removing the very things that make the ordinary extraordinary. He infuses his works with a distance that shifts their purpose from generating high emotion and strong reactions to encouraging minute attention to narrative detail. Gorey's fantasies therefore represent odd, underwhelming moments that are otherwise ignored in the search for the uncommon and unique. By underplaying the significance of the events in his stories, Gorey represents and refreshes our concepts of the fantastic, and highlights the strangeness in the overlooked.</p>


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-15
Author(s):  
Yu Hao

By drawing on Joseph Beuys's notion of "social sculpture" and bringing together the discussions on participation from participatory art, participatory design, and game design, this paper seeks to expand the notion of participation in digital play. The expansive definition of participation allows us to better grasp computer games as a critical platform for dialogue and action, and computer gameplay as a transformative process of sculpting social fabric. By analyzing existing games in light of the concept of social sculpture, this paper explores how Beuys's central tenet-the discourse of participation-can "politicize" the practice of digital gaming and game design. Furthermore, the paper proposes a participation-centered game design approach that is politically responsible and engaging, attempting to arrive at new knowledge that will help to make games that can function as a platform for participation and social commentary.


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