Grotesque realism and carnality : Bakhtinian inspirations in video game studies

2015
book section
conference proceedings
dc.abstract.enThe aim of this paper is to re-frame criticism of video-game portrayal of the human body and basic human interactions in light of Mikhail Bakhtin’s theory of carnivalesque and grotesque realism. According to the Russian scholar, the latter is a dominant aesthetic convention for the former, facilitating representation of the essence of carnival (understood as a worldview, not a festival). My claim is that various grotesque deformations of bodies in mainstream, high-budget video games, such as over-muscled male protagonists, hypersexual women and hideous or inhuman enemies, as well as the strange obsession with producing photorealistic settings, fall firmly into this aesthetic. The same is true for the fragmented, incomplete body of the first-person-perspective protagonist. The imaginary is further strengthened by the common way AAA videogames handle human interaction, as they are prone to reduce any contact to various collisions of bodies, eliminating any other social convention-even simple conversation - outside the realm of gameplay or else seriously reducing it. The most important collision of this kind is, of course, combat of an often excessively violent nature. Fighting conjures important aspects of the carnivalesque: ritual humiliation and the dismantling of hierarchies - represented by clear stratification of antagonists, varying by strength and danger they pose to the protagonist - by reducing them to their carnality. This mode of interpretation opens up further perspectives with regard to inquiry into the social importance of violent video games as possible vehicles for the expression of opposition to static ethical and political orders.pl
dc.affiliationWydział Polonistyki : Katedra Antropologii Literatury i Badań Kulturowychpl
dc.conferenceCentral and Eastern European Game Studies (CEEGS) conference
dc.conference.cityBrno
dc.conference.countryCzechy
dc.conference.datefinish2014-10-11
dc.conference.datestart2014-10-10
dc.contributor.authorMajkowski, Tomasz - 147028 pl
dc.contributor.editorBártek, Tomášpl
dc.contributor.editorMiškov, Janpl
dc.contributor.editorŠvelch, Jaroslavpl
dc.date.accession2016-06-30pl
dc.date.accessioned2016-07-05T11:54:01Z
dc.date.available2016-07-05T11:54:01Z
dc.date.issued2015pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.additionalStreszczenie po ang., bibliogr. Autor na pub. podpisany: Tomasz Z. Majkowskipl
dc.description.conftypeinternationalpl
dc.description.physical27-44pl
dc.description.publication1,1pl
dc.description.versionostateczna wersja wydawcy
dc.identifier.eisbn978-80-210-8045-4pl
dc.identifier.isbn978-80-210-8044-7pl
dc.identifier.urihttp://ruj.uj.edu.pl/xmlui/handle/item/28671
dc.identifier.weblinkhttp://gamestudies.cz/wp-content/uploads/ceegs-online-final-1.pdfpl
dc.languageengpl
dc.language.containerengpl
dc.pubinfoBrno : Masaryk Univesitypl
dc.rights.licenceInna otwarta licencja
dc.share.typeinne
dc.source.integratorfalse
dc.subject.engrotesque realismpl
dc.subject.engrotesque bodypl
dc.subject.encarnivalpl
dc.subject.enBakhtinpl
dc.subject.plrealizm groteskowypl
dc.subject.plciało groteskowepl
dc.subject.plkarnawałpl
dc.subject.plBachtinpl
dc.subtypeConferenceProceedingspl
dc.titleGrotesque realism and carnality : Bakhtinian inspirations in video game studiespl
dc.title.alternativeRealismo grotesco e carnalidade : inspirações Bakhtinianas em estudos de gamespl
dc.title.containerNew perspectives in game studies: proceedings of the Central and Eastern European Game Studies Conference Brno 2014pl
dc.typeBookSectionpl
dspace.entity.typePublication
dc.abstract.enpl
The aim of this paper is to re-frame criticism of video-game portrayal of the human body and basic human interactions in light of Mikhail Bakhtin’s theory of carnivalesque and grotesque realism. According to the Russian scholar, the latter is a dominant aesthetic convention for the former, facilitating representation of the essence of carnival (understood as a worldview, not a festival). My claim is that various grotesque deformations of bodies in mainstream, high-budget video games, such as over-muscled male protagonists, hypersexual women and hideous or inhuman enemies, as well as the strange obsession with producing photorealistic settings, fall firmly into this aesthetic. The same is true for the fragmented, incomplete body of the first-person-perspective protagonist. The imaginary is further strengthened by the common way AAA videogames handle human interaction, as they are prone to reduce any contact to various collisions of bodies, eliminating any other social convention-even simple conversation - outside the realm of gameplay or else seriously reducing it. The most important collision of this kind is, of course, combat of an often excessively violent nature. Fighting conjures important aspects of the carnivalesque: ritual humiliation and the dismantling of hierarchies - represented by clear stratification of antagonists, varying by strength and danger they pose to the protagonist - by reducing them to their carnality. This mode of interpretation opens up further perspectives with regard to inquiry into the social importance of violent video games as possible vehicles for the expression of opposition to static ethical and political orders.
dc.affiliationpl
Wydział Polonistyki : Katedra Antropologii Literatury i Badań Kulturowych
dc.conference
Central and Eastern European Game Studies (CEEGS) conference
dc.conference.city
Brno
dc.conference.country
Czechy
dc.conference.datefinish
2014-10-11
dc.conference.datestart
2014-10-10
dc.contributor.authorpl
Majkowski, Tomasz - 147028
dc.contributor.editorpl
Bártek, Tomáš
dc.contributor.editorpl
Miškov, Jan
dc.contributor.editorpl
Švelch, Jaroslav
dc.date.accessionpl
2016-06-30
dc.date.accessioned
2016-07-05T11:54:01Z
dc.date.available
2016-07-05T11:54:01Z
dc.date.issuedpl
2015
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.additionalpl
Streszczenie po ang., bibliogr. Autor na pub. podpisany: Tomasz Z. Majkowski
dc.description.conftypepl
international
dc.description.physicalpl
27-44
dc.description.publicationpl
1,1
dc.description.version
ostateczna wersja wydawcy
dc.identifier.eisbnpl
978-80-210-8045-4
dc.identifier.isbnpl
978-80-210-8044-7
dc.identifier.uri
http://ruj.uj.edu.pl/xmlui/handle/item/28671
dc.identifier.weblinkpl
http://gamestudies.cz/wp-content/uploads/ceegs-online-final-1.pdf
dc.languagepl
eng
dc.language.containerpl
eng
dc.pubinfopl
Brno : Masaryk Univesity
dc.rights.licence
Inna otwarta licencja
dc.share.type
inne
dc.source.integrator
false
dc.subject.enpl
grotesque realism
dc.subject.enpl
grotesque body
dc.subject.enpl
carnival
dc.subject.enpl
Bakhtin
dc.subject.plpl
realizm groteskowy
dc.subject.plpl
ciało groteskowe
dc.subject.plpl
karnawał
dc.subject.plpl
Bachtin
dc.subtypepl
ConferenceProceedings
dc.titlepl
Grotesque realism and carnality : Bakhtinian inspirations in video game studies
dc.title.alternativepl
Realismo grotesco e carnalidade : inspirações Bakhtinianas em estudos de games
dc.title.containerpl
New perspectives in game studies: proceedings of the Central and Eastern European Game Studies Conference Brno 2014
dc.typepl
BookSection
dspace.entity.type
Publication
Affiliations

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