Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games

Autores
Rodríguez, Gerardo Fabián; Miranda, Lidia Raquel
Año de publicación
2022
Idioma
inglés
Tipo de recurso
artículo
Estado
versión publicada
Descripción
Just as medieval literary work was determined by contextual elements (the acoustic-momentary axis and the domain of gestural, instrumental and vocal codes, among other aspects) that conditioned producers and interpreters when it came to cultivating and perfecting their capacities and performance, on which the message as a whole depended, today the media and entertainment industry also use complex and rich connections between verbal and visual signs to produce highly symbolic messages through imaginary re-enactments of the past.In this way, the pragmatic-communicative perspective, appropriate to analyze the wide range of discursive productions of the Middle Ages, also offers adequate methodological tools to study contemporary semiotic practices that, when interpreting documentary sources of various types and pouring them into suitable fictional formats for the general public (such as films, television series, cartoons, videogames or virtual reality), they constitute playful reconfigurations of the historical, literary and fantastic Middle Ages.Accordingly, this paper attempts to examine certain devices and components of mass culture that have transformed narratives, characters and fictional worlds, distinctive of the Middle Ages, into communicative and semiotic practices that reinterpret historical and literary documents as a way of reflecting on people, social life and its problems in the present world. We will concentrate on TV series, films and videogames that focus on the representation of the human body and senses as areas of dispute about identity, otherness and society, since semantic plurality and diachronic bases of the idea of body and senses enable an interdisciplinary and comparative study to understand their historicity, their ideological effect and the innumerable aesthetic possibilities that they promote in different areas of culture. As in any instance of cultural translation, we will take into account the bodily and sensory aspects of the Middle Ages selected by series, films and videogames that have an impact, as significant elements, on current cultural orientations and attitudes.
Fil: Rodríguez, Gerardo Fabián. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Mar del Plata; Argentina
Fil: Miranda, Lidia Raquel. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de La Pampa; Argentina
Materia
BODY
SENSES
MEANING
MIDDLE AGE
Nivel de accesibilidad
acceso abierto
Condiciones de uso
https://creativecommons.org/licenses/by-nc-sa/2.5/ar/
Repositorio
CONICET Digital (CONICET)
Institución
Consejo Nacional de Investigaciones Científicas y Técnicas
OAI Identificador
oai:ri.conicet.gov.ar:11336/218507

id CONICETDig_e1767443a261d5500dc2024ae02fe31b
oai_identifier_str oai:ri.conicet.gov.ar:11336/218507
network_acronym_str CONICETDig
repository_id_str 3498
network_name_str CONICET Digital (CONICET)
spelling Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video gamesRodríguez, Gerardo FabiánMiranda, Lidia RaquelBODYSENSESMEANINGMIDDLE AGEhttps://purl.org/becyt/ford/6.5https://purl.org/becyt/ford/6Just as medieval literary work was determined by contextual elements (the acoustic-momentary axis and the domain of gestural, instrumental and vocal codes, among other aspects) that conditioned producers and interpreters when it came to cultivating and perfecting their capacities and performance, on which the message as a whole depended, today the media and entertainment industry also use complex and rich connections between verbal and visual signs to produce highly symbolic messages through imaginary re-enactments of the past.In this way, the pragmatic-communicative perspective, appropriate to analyze the wide range of discursive productions of the Middle Ages, also offers adequate methodological tools to study contemporary semiotic practices that, when interpreting documentary sources of various types and pouring them into suitable fictional formats for the general public (such as films, television series, cartoons, videogames or virtual reality), they constitute playful reconfigurations of the historical, literary and fantastic Middle Ages.Accordingly, this paper attempts to examine certain devices and components of mass culture that have transformed narratives, characters and fictional worlds, distinctive of the Middle Ages, into communicative and semiotic practices that reinterpret historical and literary documents as a way of reflecting on people, social life and its problems in the present world. We will concentrate on TV series, films and videogames that focus on the representation of the human body and senses as areas of dispute about identity, otherness and society, since semantic plurality and diachronic bases of the idea of body and senses enable an interdisciplinary and comparative study to understand their historicity, their ideological effect and the innumerable aesthetic possibilities that they promote in different areas of culture. As in any instance of cultural translation, we will take into account the bodily and sensory aspects of the Middle Ages selected by series, films and videogames that have an impact, as significant elements, on current cultural orientations and attitudes.Fil: Rodríguez, Gerardo Fabián. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Mar del Plata; ArgentinaFil: Miranda, Lidia Raquel. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de La Pampa; ArgentinaNew Bulgarian University2022-12info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfapplication/pdfhttp://hdl.handle.net/11336/218507Rodríguez, Gerardo Fabián; Miranda, Lidia Raquel; Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games; New Bulgarian University; Digital Age in Semiotics & Communication; 5; 12-2022; 126-1562603-35852603-3593CONICET DigitalCONICETenginfo:eu-repo/semantics/altIdentifier/url/https://ojs.nbu.bg/index.php/DASC/article/view/853info:eu-repo/semantics/altIdentifier/doi/10.33919/dasc.22.5.7info:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-sa/2.5/ar/reponame:CONICET Digital (CONICET)instname:Consejo Nacional de Investigaciones Científicas y Técnicas2025-09-03T09:59:32Zoai:ri.conicet.gov.ar:11336/218507instacron:CONICETInstitucionalhttp://ri.conicet.gov.ar/Organismo científico-tecnológicoNo correspondehttp://ri.conicet.gov.ar/oai/requestdasensio@conicet.gov.ar; lcarlino@conicet.gov.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:34982025-09-03 09:59:33.173CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicasfalse
dc.title.none.fl_str_mv Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
title Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
spellingShingle Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
Rodríguez, Gerardo Fabián
BODY
SENSES
MEANING
MIDDLE AGE
title_short Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
title_full Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
title_fullStr Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
title_full_unstemmed Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
title_sort Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games
dc.creator.none.fl_str_mv Rodríguez, Gerardo Fabián
Miranda, Lidia Raquel
author Rodríguez, Gerardo Fabián
author_facet Rodríguez, Gerardo Fabián
Miranda, Lidia Raquel
author_role author
author2 Miranda, Lidia Raquel
author2_role author
dc.subject.none.fl_str_mv BODY
SENSES
MEANING
MIDDLE AGE
topic BODY
SENSES
MEANING
MIDDLE AGE
purl_subject.fl_str_mv https://purl.org/becyt/ford/6.5
https://purl.org/becyt/ford/6
dc.description.none.fl_txt_mv Just as medieval literary work was determined by contextual elements (the acoustic-momentary axis and the domain of gestural, instrumental and vocal codes, among other aspects) that conditioned producers and interpreters when it came to cultivating and perfecting their capacities and performance, on which the message as a whole depended, today the media and entertainment industry also use complex and rich connections between verbal and visual signs to produce highly symbolic messages through imaginary re-enactments of the past.In this way, the pragmatic-communicative perspective, appropriate to analyze the wide range of discursive productions of the Middle Ages, also offers adequate methodological tools to study contemporary semiotic practices that, when interpreting documentary sources of various types and pouring them into suitable fictional formats for the general public (such as films, television series, cartoons, videogames or virtual reality), they constitute playful reconfigurations of the historical, literary and fantastic Middle Ages.Accordingly, this paper attempts to examine certain devices and components of mass culture that have transformed narratives, characters and fictional worlds, distinctive of the Middle Ages, into communicative and semiotic practices that reinterpret historical and literary documents as a way of reflecting on people, social life and its problems in the present world. We will concentrate on TV series, films and videogames that focus on the representation of the human body and senses as areas of dispute about identity, otherness and society, since semantic plurality and diachronic bases of the idea of body and senses enable an interdisciplinary and comparative study to understand their historicity, their ideological effect and the innumerable aesthetic possibilities that they promote in different areas of culture. As in any instance of cultural translation, we will take into account the bodily and sensory aspects of the Middle Ages selected by series, films and videogames that have an impact, as significant elements, on current cultural orientations and attitudes.
Fil: Rodríguez, Gerardo Fabián. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Mar del Plata; Argentina
Fil: Miranda, Lidia Raquel. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de La Pampa; Argentina
description Just as medieval literary work was determined by contextual elements (the acoustic-momentary axis and the domain of gestural, instrumental and vocal codes, among other aspects) that conditioned producers and interpreters when it came to cultivating and perfecting their capacities and performance, on which the message as a whole depended, today the media and entertainment industry also use complex and rich connections between verbal and visual signs to produce highly symbolic messages through imaginary re-enactments of the past.In this way, the pragmatic-communicative perspective, appropriate to analyze the wide range of discursive productions of the Middle Ages, also offers adequate methodological tools to study contemporary semiotic practices that, when interpreting documentary sources of various types and pouring them into suitable fictional formats for the general public (such as films, television series, cartoons, videogames or virtual reality), they constitute playful reconfigurations of the historical, literary and fantastic Middle Ages.Accordingly, this paper attempts to examine certain devices and components of mass culture that have transformed narratives, characters and fictional worlds, distinctive of the Middle Ages, into communicative and semiotic practices that reinterpret historical and literary documents as a way of reflecting on people, social life and its problems in the present world. We will concentrate on TV series, films and videogames that focus on the representation of the human body and senses as areas of dispute about identity, otherness and society, since semantic plurality and diachronic bases of the idea of body and senses enable an interdisciplinary and comparative study to understand their historicity, their ideological effect and the innumerable aesthetic possibilities that they promote in different areas of culture. As in any instance of cultural translation, we will take into account the bodily and sensory aspects of the Middle Ages selected by series, films and videogames that have an impact, as significant elements, on current cultural orientations and attitudes.
publishDate 2022
dc.date.none.fl_str_mv 2022-12
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
http://purl.org/coar/resource_type/c_6501
info:ar-repo/semantics/articulo
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/11336/218507
Rodríguez, Gerardo Fabián; Miranda, Lidia Raquel; Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games; New Bulgarian University; Digital Age in Semiotics & Communication; 5; 12-2022; 126-156
2603-3585
2603-3593
CONICET Digital
CONICET
url http://hdl.handle.net/11336/218507
identifier_str_mv Rodríguez, Gerardo Fabián; Miranda, Lidia Raquel; Body and senses in the production of cultural meaning: from Middle Ages to TV series, films and video games; New Bulgarian University; Digital Age in Semiotics & Communication; 5; 12-2022; 126-156
2603-3585
2603-3593
CONICET Digital
CONICET
dc.language.none.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv info:eu-repo/semantics/altIdentifier/url/https://ojs.nbu.bg/index.php/DASC/article/view/853
info:eu-repo/semantics/altIdentifier/doi/10.33919/dasc.22.5.7
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
https://creativecommons.org/licenses/by-nc-sa/2.5/ar/
eu_rights_str_mv openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by-nc-sa/2.5/ar/
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv New Bulgarian University
publisher.none.fl_str_mv New Bulgarian University
dc.source.none.fl_str_mv reponame:CONICET Digital (CONICET)
instname:Consejo Nacional de Investigaciones Científicas y Técnicas
reponame_str CONICET Digital (CONICET)
collection CONICET Digital (CONICET)
instname_str Consejo Nacional de Investigaciones Científicas y Técnicas
repository.name.fl_str_mv CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas
repository.mail.fl_str_mv dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar
_version_ 1842269586587648000
score 13.13397