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Wyświetlanie 1-3 z 3
Tytuł:
Przerażające i satyryczne obrazy czarownic w literaturze łacińskiej
Terrifying and Satirical Representations of Witches in Latin Literature
Autorzy:
Wołek, Anna Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/459876.pdf
Data publikacji:
2012
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
ancient literature
magic
witches
satire
scary
portrait
Opis:
This article shows the most important and the most powerful images of witches in the literature of Ancient Rome. The problem of magic and magic practitioners was very common in antiquity. People believed that during the night black magic was practiced, magic which was prohibited by law and the gods, and that harmed living creatures and even caused their death. Interestingly, it was women who predominantly practiced magic in antiquity. Needless to say, they were portrayed in an extremely negative way: witches were ugly, old and lascivious, but at the same time powerful and frightening. It is no wonder that the writers of Ancient Rome willingly touched upon the topic of spells, and presented witches in two ways: either to frighten or amuse the reader. Looking at the works of Apuleius, Lucan, Petronius and Horace, we in the first place see that both modes of representations were equally popular. We also realize how popular this motif was and how often it had been used and transformed.
Źródło:
Ogrody Nauk i Sztuk; 2012, 2
2084-1426
Pojawia się w:
Ogrody Nauk i Sztuk
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and Utopia
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/1202463.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game studies
magic circle
utopia
utopian studies
utopianism
video games
Opis:
The main theme of my article is the relationship between virtual worlds of video games and the concept of utopia. I aim to present a wide variety of different definitions and theories of utopia, which seem indispensable in order to further the relationship between video game and virtual reality research and the multitude of utopian studies discourses. The thesis starts with a short recollection of Alexander Galloway’s thesis on video games and utopias from his article on World of Warcraft which I am trying to supplement with some of the most interesting contemporary utopian studies research. The core of the article focuses on sketching an alternative proposal which includes a variety of definitions of utopia and utopianism. My aim is to introduce precise and useful notions which could be further utilized in game analysis and game research.
Źródło:
Acta Ludologica; 2018, 1, 1; 4-14
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Ambiguous Identity of a Dog as a Mongrelized Storyteller in John Bergers King (1999)
Autorzy:
Leleń, Halszka
Powiązania:
https://bibliotekanauki.pl/articles/653585.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
John Berger
point of view
dog as narrator
genre conventions
English dog idioms
post-fantastic characterisation
magic realism
ambiguity of character
Opis:
The dog named King, the central character and narrator of John Berger’s “King” published in 1999, is the offshoot of many apparently incongruent genre conventions as well as the offspring of the ambivalent prejudice and praise of the species encoded in the English idioms. This presentation aims to overview the contributing elements which gave rise to the Bergerian shift in character-narrator shaping and to discuss the function of such perspective for the novelistic format adopted. The discussion points out the central role of the ambiguity of King as a dog, demonstrating the post-fantastic nature of his characterisation rooted in the conventions of magic realism. The patterns used to shape King, the dog, as one of the community and at the same time the Other are discussed. He is a befriended dog who becomes almost a family member for the beggars and, at the same time, he is the other, different species. He is both one of the homeless and at the same time the independent one, the stranger who sees more because of the distance inscribed into his nature of a rambling dog. Such is also the function of the fantastic in his shaping, as it is sometimes not quite clear that he is just a talking dog, derived from the tradition of animal fable. He might as well be taken as a mentally challenged human being who lost his identity. The merging of perspectives on all levels of the novel contributes to the dialogic quality of the narration in the Bakhtinian sense, to which the central ambiguities inscribed in the shaping of the quasifantastic dog add the quality of uncertainty and polyvalence.
Źródło:
Analyses/Rereadings/Theories: A Journal Devoted to Literature, Film and Theatre; 2015, 3, 1
2353-6098
Pojawia się w:
Analyses/Rereadings/Theories: A Journal Devoted to Literature, Film and Theatre
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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