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
- Institución
- Consejo Nacional de Investigaciones Científicas y Técnicas
- OAI Identificador
- oai:ri.conicet.gov.ar:11336/218507
Ver los metadatos del registro completo
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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 |
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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 |
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CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas |
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dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar |
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13.13397 |