988 resultados para cultural criticism


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Este estudo resgata a atuação de Patrícia Galvão no jornalismo cultural em Santos entre 1954 e 1961, adotando uma perspectiva histórico-sociológica. A partir do acompanhamento de sua trajetória intelectual, identificou-se, por meio de uma análise de conteúdo qualitativa da coluna Literatura, produzida pela jornalista entre 1957 e 1961 no jornal A Tribuna, as características definidoras de sua produção ao longo de quatro décadas de dedicação à imprensa: a busca constante pela divulgação da vanguarda, a preocupação didática, a autonomia intelectual, a defesa da literatura como forma de emancipação social e o diálogo com os escritores e intelectuais locais, nacionais e internacionais. O estudo situou Patrícia Galvão em uma geração que contribuiu para modernizar o debate de idéias e a própria linguagem dos periódicos. A produção destes intelectuais reforçou o papel do jornal como instrumento de análise e crítica frente às discussões sobre cultura e sociedade, o que permite entender a imprensa como um território de conflitos que abriga produções simbólicas diversas.

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This thesis compares two perspectives on the production of Holocaust memory: a novel that leads up to The Holocaust in Britain and one that reflects the hindsight perspective of a liberator in the Soviet Union. The novels are Virginia Woolf’s BETWEEN THE ACTS and Vasily Grossman’s LIFE AND FATE. The analysis offers a locus of analysis for the diasporic literary energy created by the catastrophe in the 20th and 21st centuries. The project offers a theorized standpoint on the role of literature on official historical archives. Proposing a method through which contemporary readers can engage the diasporic event of The Holocaust, the project adopts both the extended metaphor and literal expression of soundscapes. Soundscapes encompass the immaterial processes of memorialization and the literal sonic textures developed in Holocaust novels. The critical perspective incorporates contemporary notions of narratology, archival practices, and cultural manifestations of language into the notion of literary ethnomusicology.

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This dissertation is an exploration of how a small but important group of Romantic critics, finding fault in the ideal of three unities developed by neoclassical Academicians and wrongly attributed to Aristotle, turned to the terminology and practices of the fine arts to emphasize their conception of organic unity in literature. The Romantic analogy to painting in particular enables a philosophical criticism of literature to present the aesthetic semblance of painting, the comprehension of a multitude of details in a harmonious whole that is a natural unity to its medium, as a paradigm of modern-romantic poetry and its aspirations to similar complexity, particularity, and imaginative colour. Further, in extension of the French Querelle des anciens et des modernes of the seventeenth century, the division of ancient and romantic art by Romantic critics like August Schlegel, Samuel Taylor Coleridge, and William Hazlitt not only establishes an ethnological and historical difference between the artistic productions of these two cultural periods but also allows, unlike the neoclassical unities, a non-anachronistic philosophical vocabulary of whole and parts or of the general and particular in the criticism of poetry, which involution provides a “rule” more consonant with the laws of the imagination rather than with the rhetorical and absolutist dicta that were thither available in the literary canon.

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Nationalism may involve the combination of culture and politics, but for many of its most prominent students, the former is subordinate to the latter. In this view, nationalist appeals to culture are a means to a political end; that is, the achievement of statehood. Hence, for Ernest Gellner (2006 [1983]: 124), culture is but an epiphenomenon, a ‘false-consciousness … hardly worth analyzing …’. For their part, Eric Hobsbawm and Terrence Ranger (1983) suggest that national traditions are ‘invented’ by elites concerned with the legitimization of state power. Similarly, John Breuilly (2006 [1982]: 11) defines national movements as ‘political movements … which seek to gain or exercise state power and justify their objectives in terms of nationalist doctrine’. A broadly similar characterization of nationalism can be found in the writings of many other esteemed scholars (Giddens, 1985; Laitin, 2007; Mann, 1995; Tilly, 1975). The privileging of politics over culture remains the dominant approach to understanding nationalism, but it is not without criticism. There is now a vast and rapidly growing body of literature insisting that the role of culture should be made more prominent. In opposition to the argument that nationalist appeals to culture are but an exercise in legitimation, this body of literature suggests that they can be ends unto themselves. This latter phenomenon, generally referred to as cultural nationalism, is the subject of this chapter. The chapter proceeds as follows. I begin with the definition and history of cultural nationalism before discussing several key themes in its study. To conclude, I briefly outline several lines of research that I believe hold particular potential for developing the field. In the light of the huge array of literature on cultural nationalism, the review is focused on seminal contributions.

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The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.

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