2019
Loponen, Mika
The semiospheres of prejudice in the fantastic arts: The inherited racism of irrealia and their translation Väitöskirja
Englantilainen filologia, Helsingin yliopisto, 2019, ISBN: 978-951-51-4887-2.
Abstract | Links | BibTeX | Avainsanat: englanninkieliset väitöskirjat, fantasy, game studies, racism, science fiction, semiotics, transmediality
@phdthesis{Loponen2019,
title = {The semiospheres of prejudice in the fantastic arts: The inherited racism of irrealia and their translation},
author = {Mika Loponen},
url = {http://urn.fi/URN:ISBN:978-951-51-4888-9},
isbn = {978-951-51-4887-2},
year = {2019},
date = {2019-01-01},
school = {Englantilainen filologia, Helsingin yliopisto},
abstract = {This study discusses the evolution of racialized concepts in the genres of the fantastic, especially fantasy, science fiction, and supernatural horror. It provides the first detailed interpretation of how such concepts are constructed and how they develop based on their interaction with the evolving cultural landscapes, thus showing how characteristics are borrowed from real world cultural stereotypes. The analysis concentrates on fantastic renderings of racialized stereotypes based on real world cultural fears. The concepts are examined both in their source cultures and through the lenses of transmediality and translation. As the fantastic arts have always been heavily transmedial in nature, the study is not limited to a certain art form, but views all media as complementary in producing concepts of the fantastic, either by adding new facets to the concepts, or by changing them on a temporal basis.
Contextualizing concepts in the fantastic arts through their linkage to the real world cultural development provides a method through which we can perceive how the concepts are built on – and preserve – racialized stereotypes of their cultures of origin. In order to do so, this study provides a framework that utilizes several approaches from cultural semiotics as well as translation studies. Furthermore, it presents a view of the evolution of the genres in specific media through case studies. The framework is applied to some well-known fantastic concepts (orcs, dwarves, goblins, and gnomes), by mapping their entry into the fantastic arts and examining how the changes in their signifying imagery have affected their allusive links to the real world stereotypes that are (intentionally or non-intentionally) portrayed through them. In addition, translational tools are applied in a case study to examine how racialized features are transported to a new cultural setting in translation.
The study argues that the inclusion of properties of racialized stereotypes from real world cultures to fantastic concepts is widespread and that especially negative racialized allusions often survive in texts of the fantastic, even after they have been perceived as offensive in the real world cultures from which they stem. It displays how racialized narratives can change when fantastic concepts inherit properties from new real world racialized stereotypes, and how inheriting signifiers from a “positive” real world racialization can affect the negative properties of fantastic concepts.},
keywords = {englanninkieliset väitöskirjat, fantasy, game studies, racism, science fiction, semiotics, transmediality},
pubstate = {published},
tppubtype = {phdthesis}
}
This study discusses the evolution of racialized concepts in the genres of the fantastic, especially fantasy, science fiction, and supernatural horror. It provides the first detailed interpretation of how such concepts are constructed and how they develop based on their interaction with the evolving cultural landscapes, thus showing how characteristics are borrowed from real world cultural stereotypes. The analysis concentrates on fantastic renderings of racialized stereotypes based on real world cultural fears. The concepts are examined both in their source cultures and through the lenses of transmediality and translation. As the fantastic arts have always been heavily transmedial in nature, the study is not limited to a certain art form, but views all media as complementary in producing concepts of the fantastic, either by adding new facets to the concepts, or by changing them on a temporal basis.
Contextualizing concepts in the fantastic arts through their linkage to the real world cultural development provides a method through which we can perceive how the concepts are built on – and preserve – racialized stereotypes of their cultures of origin. In order to do so, this study provides a framework that utilizes several approaches from cultural semiotics as well as translation studies. Furthermore, it presents a view of the evolution of the genres in specific media through case studies. The framework is applied to some well-known fantastic concepts (orcs, dwarves, goblins, and gnomes), by mapping their entry into the fantastic arts and examining how the changes in their signifying imagery have affected their allusive links to the real world stereotypes that are (intentionally or non-intentionally) portrayed through them. In addition, translational tools are applied in a case study to examine how racialized features are transported to a new cultural setting in translation.
The study argues that the inclusion of properties of racialized stereotypes from real world cultures to fantastic concepts is widespread and that especially negative racialized allusions often survive in texts of the fantastic, even after they have been perceived as offensive in the real world cultures from which they stem. It displays how racialized narratives can change when fantastic concepts inherit properties from new real world racialized stereotypes, and how inheriting signifiers from a “positive” real world racialization can affect the negative properties of fantastic concepts.
Contextualizing concepts in the fantastic arts through their linkage to the real world cultural development provides a method through which we can perceive how the concepts are built on – and preserve – racialized stereotypes of their cultures of origin. In order to do so, this study provides a framework that utilizes several approaches from cultural semiotics as well as translation studies. Furthermore, it presents a view of the evolution of the genres in specific media through case studies. The framework is applied to some well-known fantastic concepts (orcs, dwarves, goblins, and gnomes), by mapping their entry into the fantastic arts and examining how the changes in their signifying imagery have affected their allusive links to the real world stereotypes that are (intentionally or non-intentionally) portrayed through them. In addition, translational tools are applied in a case study to examine how racialized features are transported to a new cultural setting in translation.
The study argues that the inclusion of properties of racialized stereotypes from real world cultures to fantastic concepts is widespread and that especially negative racialized allusions often survive in texts of the fantastic, even after they have been perceived as offensive in the real world cultures from which they stem. It displays how racialized narratives can change when fantastic concepts inherit properties from new real world racialized stereotypes, and how inheriting signifiers from a “positive” real world racialization can affect the negative properties of fantastic concepts.
2016
Seregina, Anastasia
Performing fantasy and reality Väitöskirja
Markkinointi, Aalto-yliopisto, 2016.
Abstract | Links | BibTeX | Avainsanat: art-based research, consumer culture, englanninkieliset väitöskirjat, fantasy, imagination, larp, performance, theatre
@phdthesis{Seregina2016,
title = {Performing fantasy and reality},
author = {Anastasia Seregina},
url = {https://urn.fi/URN:ISBN:978-952-60-6902-9},
year = {2016},
date = {2016-01-01},
urldate = {2016-01-01},
school = {Markkinointi, Aalto-yliopisto},
abstract = {Fantasy is a phenomenon that has a strong presence in both everyday life and in research. Fantasy is a central part of contemporary, consumption-oriented culture through its strong ties to the development of identity, the construction of communities, the attainment of desires, and the creation of meanings. Nevertheless, fantasy in itself is rarely the focus of research and thus remains undefined and under-explained. Moreover, research that does note fantasy tends to accentuate only its entertaining and leisurely aspects, presenting it as something unserious, irrational, and escapist. Studies further tend to present fantasy as something purely cognitive and imagery-based. However, fantasy is also a bodily and shared experience that is tied to materiality, space, and culture. It therefore becomes important to explore fantasy as a phenomenon in its own right from a bodily and negotiated point of view.
In this research, I explored how individuals engage in the performance of fantasy in order to gain a better understanding of the phenomenon as a subjective experience that is a part of contemporary Western culture. Talking on a performance methodology that focuses on experience, participation, and interaction, I collected data ethnographically in the context of live action role-playing games. I supported the ethnography with art-based research that took form in visual art addressing the theory and data analysis of this study.
I propose that fantasy can be described as the conscious engagement in two parallel performances, the performance of reality and its transformation that is outside of our symbolic order. Fantasy is therefore a different approach to and interpretation of normalised performance and reality. I further show that fantasy is intrinsically tied into the performance of reality. Fantasy allows investment into reality through its explicitly reflexive nature that pushes individuals to become aware of and thus also critical of the structures of their everyday performances. Lastly, I map out two different types of fantasy performance, entertainment-driven fantasy and exploration-driven fantasy. These differ in the ways individuals negotiate roles, interaction, space, time, and materiality as part of the performance. Entertainment-driven fantasy allows momentary attainment of personal desires, while exploration-driven fantasy leads to more long-term agency through reflexive learning.
All in all, this research brings new insight into the understanding of fantasy as part of contemporary consumer culture, tying it into experiences of space, materiality, agency, desire, Utopia, nostalgia, mass media, and entertainment. Through shedding light on fantasy's intrinsic connection to reality, this study examines not only the human experience of the non-real, but also our current subjective experience of reality, society, and shared meaning.},
keywords = {art-based research, consumer culture, englanninkieliset väitöskirjat, fantasy, imagination, larp, performance, theatre},
pubstate = {published},
tppubtype = {phdthesis}
}
Fantasy is a phenomenon that has a strong presence in both everyday life and in research. Fantasy is a central part of contemporary, consumption-oriented culture through its strong ties to the development of identity, the construction of communities, the attainment of desires, and the creation of meanings. Nevertheless, fantasy in itself is rarely the focus of research and thus remains undefined and under-explained. Moreover, research that does note fantasy tends to accentuate only its entertaining and leisurely aspects, presenting it as something unserious, irrational, and escapist. Studies further tend to present fantasy as something purely cognitive and imagery-based. However, fantasy is also a bodily and shared experience that is tied to materiality, space, and culture. It therefore becomes important to explore fantasy as a phenomenon in its own right from a bodily and negotiated point of view.
In this research, I explored how individuals engage in the performance of fantasy in order to gain a better understanding of the phenomenon as a subjective experience that is a part of contemporary Western culture. Talking on a performance methodology that focuses on experience, participation, and interaction, I collected data ethnographically in the context of live action role-playing games. I supported the ethnography with art-based research that took form in visual art addressing the theory and data analysis of this study.
I propose that fantasy can be described as the conscious engagement in two parallel performances, the performance of reality and its transformation that is outside of our symbolic order. Fantasy is therefore a different approach to and interpretation of normalised performance and reality. I further show that fantasy is intrinsically tied into the performance of reality. Fantasy allows investment into reality through its explicitly reflexive nature that pushes individuals to become aware of and thus also critical of the structures of their everyday performances. Lastly, I map out two different types of fantasy performance, entertainment-driven fantasy and exploration-driven fantasy. These differ in the ways individuals negotiate roles, interaction, space, time, and materiality as part of the performance. Entertainment-driven fantasy allows momentary attainment of personal desires, while exploration-driven fantasy leads to more long-term agency through reflexive learning.
All in all, this research brings new insight into the understanding of fantasy as part of contemporary consumer culture, tying it into experiences of space, materiality, agency, desire, Utopia, nostalgia, mass media, and entertainment. Through shedding light on fantasy's intrinsic connection to reality, this study examines not only the human experience of the non-real, but also our current subjective experience of reality, society, and shared meaning.
In this research, I explored how individuals engage in the performance of fantasy in order to gain a better understanding of the phenomenon as a subjective experience that is a part of contemporary Western culture. Talking on a performance methodology that focuses on experience, participation, and interaction, I collected data ethnographically in the context of live action role-playing games. I supported the ethnography with art-based research that took form in visual art addressing the theory and data analysis of this study.
I propose that fantasy can be described as the conscious engagement in two parallel performances, the performance of reality and its transformation that is outside of our symbolic order. Fantasy is therefore a different approach to and interpretation of normalised performance and reality. I further show that fantasy is intrinsically tied into the performance of reality. Fantasy allows investment into reality through its explicitly reflexive nature that pushes individuals to become aware of and thus also critical of the structures of their everyday performances. Lastly, I map out two different types of fantasy performance, entertainment-driven fantasy and exploration-driven fantasy. These differ in the ways individuals negotiate roles, interaction, space, time, and materiality as part of the performance. Entertainment-driven fantasy allows momentary attainment of personal desires, while exploration-driven fantasy leads to more long-term agency through reflexive learning.
All in all, this research brings new insight into the understanding of fantasy as part of contemporary consumer culture, tying it into experiences of space, materiality, agency, desire, Utopia, nostalgia, mass media, and entertainment. Through shedding light on fantasy's intrinsic connection to reality, this study examines not only the human experience of the non-real, but also our current subjective experience of reality, society, and shared meaning.