Pregled bibliografske jedinice broj: 1150343
Digital Game as an Artistic Mimesis and a Cult Brand
Digital Game as an Artistic Mimesis and a Cult Brand // Conference Proceedings from the International Scientific Conference, Megatrends and Media: Home Officetainment / Jana Radošinská ; Monika Prostináková Hossová ; Martin Solík (ur.).
Trnava: Faculty of Mass Media Communication, University of SS. Cyril and Methodius in Trnava, 2021. str. 528-543 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1150343 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Digital Game as an Artistic Mimesis and a Cult Brand
Autori
Jukić, Dinko
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Conference Proceedings from the International Scientific Conference, Megatrends and Media: Home Officetainment
/ Jana Radošinská ; Monika Prostináková Hossová ; Martin Solík - Trnava : Faculty of Mass Media Communication, University of SS. Cyril and Methodius in Trnava, 2021, 528-543
ISBN
978-80-572-0183-0
Skup
International Scientific Conference Megatrends and Media: Home Officetainment
Mjesto i datum
Trnava, Slovačka, 21.04.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
art, brand, culture, digital game, mimêsis, sign, The Walking Dead
Sažetak
This paper will analyse the issue of the digital game as a modern art and as a brand. In the first part of the paper, the construct of culture in the context of popular culture will be preliminarily determined. Then, culture in a broader interdisciplinary sense will be considered, starting from Williams theory of culture, Eagleton's perspective of culture, and Griswold's theory of the cultural object. The second part will analyse Huizinga’s theory, which shows the game as the basic core of human expression, and Barthes' theory of myth on the example of the digital game The Walking Dead. The units of research analysis are scenes from the digital games that will be presented, interpreted, and explained. Ultimately, we will implement Kapferer’s theory of brand identity on digital game identity. The digital game is thus viewed as a brand, and its main characters as brand extensions. The aim of this paper is to present, research and analyse the phenomenon of digital play as an art, but also as a cultural brand. The contribution of the work is manifested in the interdisciplinary approach of cultural theory, media pedagogy, semiotics, and marketing. Digital game is viewed in the context of art where mimesis is understood as an artistic experience of reality.
Izvorni jezik
Engleski
Znanstvena područja
Ekonomija, Pedagogija, Interdisciplinarne društvene znanosti
Napomena
Indeksiran:
WoS CC; SSCI