Doodle, czyli Lem cyfrowo odczytywany w poszerzonym polu literackim

A. Mazurkiewicz
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Abstract

The article analyses how Stanisław Lem’s writing is used in the doodle meant to honour the 60th anniversary of the publication of The Astronauts by this author (1951–2011). Nevertheless, it is the heroes of The Cyberiad that are employed in the game. The grotesque character of these stories corresponds to the aesthetics of the game, viewed not only in terms of a literary adaptation, but also as an illustration of the manner in which digital culture reaches for literary works. What can be seen is the lack of linguistic invention typical of Lem’s stories: it is impossible to translate the writer’s neologisms into a picture. This is the cultural price for converting literature into the language of images. The currently prevailing digital and audiovisual cultural paradigm undoubtedly affects the ways of reading texts which function within it. Yet at the same time, paradoxically, the traditional form of literature is still observable and thus new possibilities for its interpretation emerge. The pragmatic context signalled here is, however, only sketched on the margin of considerations about the somatic relations between the doodle and Lem’s stories, to which the authors of the game refer.
这篇文章分析了Stanisław Lem的作品是如何被用于纪念作者《宇航员》出版60周年(1951-2011)的涂鸦中。然而,游戏中使用的却是《the Cyberiad》中的英雄。这些故事的怪诞特征与游戏的美学相呼应,这不仅是一种文学改编,也是数字文化对文学作品的一种诠释。我们可以看到,莱姆的故事缺乏语言上的创造性:不可能把作家的新词翻译成一幅图画。这就是将文学转化为形象语言的文化代价。当前流行的数字和视听文化范式无疑影响着在其中发挥作用的文本阅读方式。然而,与此同时,矛盾的是,传统的文学形式仍然是可以观察到的,因此它的解释出现了新的可能性。然而,这里所传达的实用主义背景只是关于涂鸦和Lem故事之间的肉体关系的边缘考虑,而这正是游戏作者所提到的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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