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A Medium Is Born: Participatory Media and the Rise of Clubhouse in Russia and Ukraine During the Covid-19 Pandemic 媒介的诞生:新冠肺炎大流行期间俄罗斯和乌克兰的参与式媒体和俱乐部的兴起
Baltic Screen Media Review Pub Date : 2022-04-01 DOI: 10.2478/bsmr-2022-0003
Kateryna Boyko, Roman Horbyk
{"title":"A Medium Is Born: Participatory Media and the Rise of Clubhouse in Russia and Ukraine During the Covid-19 Pandemic","authors":"Kateryna Boyko, Roman Horbyk","doi":"10.2478/bsmr-2022-0003","DOIUrl":"https://doi.org/10.2478/bsmr-2022-0003","url":null,"abstract":"Abstract Clubhouse is a social network allowing only real-time oral communication. While its 2020 worldwide launch went largely unnoticed in Eastern Europe, it took countries such as Ukraine and Russia by storm in February 2021. Users were enticed by the platform’s exclusivity (invitation only and limited to IOS users), unusual format, and compatibility with post-covid social life. For some time, Clubhouse was the dominant theme of discussions on other social media, mainstream news media organizations started launching daily talk shows in the app, and early adopters engaged in a plethora of participatory activities ranging from propagandist broadcasts to 24/7 rooms where bots would recite Russian classical poetry, from fervently seeking ways to monetise their participation to creating the somewhat unexpected genre of audial fakes. In this article we intend to analyse the turbulent arrival of the new app in Russia and Ukraine from the perspectives of media ecology and media archaeology. Focusing on the app’s mediality and remediation, the social media discourse about it and particular content in some of the notable rooms, we highlight the conjunction of social environment, the already existing and novel technological affordances, as well as users’ perceptions and expectations in the emergence of a new niche in the ecology of participatory media. Based on this, we will also try to outline some possible scenarios for the new platform in Eastern Europe’s dense mediascapes. We argue that the prompt rise of Clubhouse’s popularity was not thanks to its special authenticity, as some suggest, but rather because of the normalization of group long-distance conversations (e.g., via Zoom), coupled with the intentional monomedia poverty of affordances and clearly delimited boundary between the roles of broadcasters and listeners, which was perceived as liberating in a produsage-saturated environment. This actually limits the participatory media potential of content creators and influencers, increasing their power and reviving monological models of communication that suggest a passive audience.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131678345","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“You Won’t Even Know Who You Are Anymore”: Bakthinian Polyphony and the Challenge to the Ludic Subject in Disco Elysium “你甚至不知道你是谁了”:巴克希尼复调和对迪斯科极乐世界中滑稽主题的挑战
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0009
Daniel Vella, M. Cielecka
{"title":"“You Won’t Even Know Who You Are Anymore”: Bakthinian Polyphony and the Challenge to the Ludic Subject in Disco Elysium","authors":"Daniel Vella, M. Cielecka","doi":"10.2478/bsmr-2021-0009","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0009","url":null,"abstract":"Abstract When approaches to the notion of the ‘self’ as it exists in the game have been discussed in game studies – for instance, through work in existential ludology or through discussions of agency – the ‘self’ in question, explicitly or implicitly, has tended to be the rational, stable, unified and coherent self of the humanist tradition. By fracturing the ludic subject into a set of contrasting and conflicting voices, each with their own apparent motivations and goals, Disco Elysium presents a challenge to this singular and unified understanding of selfhood. That this challenge is situated within the representation of a figure who, at face value, seems to represent the very locus of the authoritative, self-possessed subjectivity of humanism – not only a straight, middle-aged white man, but also a figure of police and colonial authority – strengthens the game’s critical slant. Drawing on theories of ludic and virtual subjectivity, this paper will approach Disco Elysium with a focus on this undermining of stable and unitary understanding of subjectivity. First, the game will be considered in relation to the tradition of film noir, and the way the genre both established and subverted the figure of the detective as the avatar of stable, rational, authoritative masculine selfhood. Next, its treatment of the theme of amnesia will be considered, drawing a parallel to Jayemanne’s (2017) reading of Planescape: Torment to examine how the loss of memory creates structures of discontinuity and rupture in the represented ludic self. Finally, Bakhtinian notions of polyphony will be invoked to address the game’s plurality of different voices not (as it is usually present) in a dialogue between individual subjects but within a single, fragmented subjectivity.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128898036","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Editorial: Special Issue on Disco Elysium 社论:迪斯科极乐世界特刊
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0001
T. Apperley, Anna M. Ozimek
{"title":"Editorial: Special Issue on Disco Elysium","authors":"T. Apperley, Anna M. Ozimek","doi":"10.2478/bsmr-2021-0001","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0001","url":null,"abstract":"","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124985818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“What kind of cop are you?”: Disco Elysium’s Technologies of the Self within the Posthuman Multiverse “你是什么警察?”:迪斯科极乐空间在后人类多元宇宙中的自我技术
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0007
Conor McKeown
{"title":"“What kind of cop are you?”: Disco Elysium’s Technologies of the Self within the Posthuman Multiverse","authors":"Conor McKeown","doi":"10.2478/bsmr-2021-0007","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0007","url":null,"abstract":"Abstract I suggest in this article, drawing upon Francesca Ferrando, Karen Barad and N Katherine Hayles, that Disco Elysium illustrates the human through the mode of a ‘posthuman multiverse’. Per Ferrando, humans and other beings act as nodes in a material multiverse while what we think, eat, our behaviours and relations, create part of a rhizomatic ecology that can be understood as who and what we are. This, I illustrate, overcomes a complicated tension in existing posthuman theory, particularly as it relates to game studies. Although theorists have detailed the entanglement of players and machines, and the new materialist nature of becoming, it is unclear to what extent human-machine assemblages can be said to be a singular ‘thing’. This is tackled in Disco Elysium as the seemingly mundane and often invisible actions the player takes, all play a role in constructing Harry Dubois and the world that is also endlessly producing him. Game actions, therefore, can be viewed as ‘technologies of the multiverse’, the ontological functions through which beings come to exist in a dimension. The game positions the player in a ‘relational intra-activity’ not only with the actions and outcomes of play, as discussed in previous scholarship, but also with the hypothetical outcomes of choices they have not made. When read through the lens of Ferrando’s philosophical posthuman multiverse, Disco Elysium represents a valuable resource for bridging gaps in contemporary posthuman scholarship.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130417369","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Book Review: Tristan Priimägi, 101 Eesti filmi [101 Estonian Films], Tallinn: Varrak, 2020, ISBN 978-9985-3-5021-8, 239 pp. 书评:特里斯坦Priimägi, 101爱沙尼亚电影[101爱沙尼亚电影],塔林:瓦拉克,2020,ISBN 978-9985-3-5021- 8,239页。
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0010
Eva Näripea
{"title":"Book Review: Tristan Priimägi, 101 Eesti filmi [101 Estonian Films], Tallinn: Varrak, 2020, ISBN 978-9985-3-5021-8, 239 pp.","authors":"Eva Näripea","doi":"10.2478/bsmr-2021-0010","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0010","url":null,"abstract":"","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125964585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Selling Elysium: the political economy of radical game distribution 出售极乐世界:激进游戏分配的政治经济学
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0003
A. Gekker, D. Joseph
{"title":"Selling Elysium: the political economy of radical game distribution","authors":"A. Gekker, D. Joseph","doi":"10.2478/bsmr-2021-0003","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0003","url":null,"abstract":"Abstract This paper explores Disco Elysium’s first major expansion, “Working Class Update” as emblematic of the potential fracture between the game’s themes and its politics of production and distribution. Our central claim is that in this update, the studio has reacted to the audience’s appreciation for the game’s labor themes within broader dissatisfaction with the industry’s otherwise exploitative practices, yet was constrained by the contemporary dynamics of said industry. First, we examine Disco Elysium’s radical political orientation and the platformized political economy of digital game distribution through ZA/UM’s origins within the Estonia-specific ICT scene. Second, we describe the current state of videogames distribution, in critical dialog with Dyer-Witheford and De Peuter’s concept of a “game of multitude.” We show the limits and contradictions of Disco Elysium to enact radical political stance in a grow-ingly consolidated and platform-dependent video games market. Finally, through a qualitative empirical analysis of the community’s responses to the Worker’s Class Update on Reddit and Steam, we examine the game’s fit into the above-mentioned framework through key themes of dissonant development, tactical games and software commons.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130413519","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
“Making Sense in a Senseless World”: Disco Elysium’s Absurd Hero “在毫无意义的世界中创造意义”:Disco Elysium的荒谬英雄
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0008
Thomas Spies
{"title":"“Making Sense in a Senseless World”: Disco Elysium’s Absurd Hero","authors":"Thomas Spies","doi":"10.2478/bsmr-2021-0008","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0008","url":null,"abstract":"Abstract This article examines the representation of mental health issues in the computer role-playing game Disco Elysium by using Albert Camus’ theory of the absurd as a basis. Through his daily work routine as a detective, the protagonist Harry DuBois’ trauma unfolds through the course of the game while simultaneously revealing the psychosocial aspects of trauma. Interpreting Harry’s existential struggles as those of an absurd hero supports the idea that finding (greater) meaning is not a necessity when coping with trauma.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"289 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133677500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Disco Elysium as Gothic fiction 迪斯科极乐世界是哥特小说
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0004
Julian Novitz
{"title":"Disco Elysium as Gothic fiction","authors":"Julian Novitz","doi":"10.2478/bsmr-2021-0004","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0004","url":null,"abstract":"Abstract Disco Elysium demonstrates many hallmarks of the Gothic through its storyline and representational elements, particularly its emphasis on the instability of its protagonist, the sense of decline and decay conveyed through its setting, and the interconnected secret histories that are revealed through exploration. Furthermore, many of the game’s stylistic and ludic features, such as its dense description and emotive language, and its overwhelming array of options, interactions, and responses, can be understood as engagements with the uncanny and disorienting excess of the Gothic tradition. These Gothic elements manifest most frequently through the game’s attempt to represent psychological complexity within its role playing system, its depictions of urban spaces, and its approach to questions of unresolved memory and history. The presence of these Gothic features in Disco Elysium work to contest the game’s categorisation as a ‘detective role playing game.’ While the genres are closely connected, detective fiction typically follows a trajectory in which the history of the central mystery becomes progressively clearer through the accumulation of information and detail, whereas the Gothic traditionally seeks to maintain and heighten a sense of disorientation. Exploring the tension between Disco Elysium’s Gothic elements and its status as a detective game allows for a richer appreciation of the political and social commentary that emerges from both its narrative and gameplay.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132950615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The Object Gives Rise to Thought: Hermeneutics of Objects in Disco Elysium 客体产生思想:《迪斯科极乐世界》中的客体解释学
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0006
Michał Kłosiński
{"title":"The Object Gives Rise to Thought: Hermeneutics of Objects in Disco Elysium","authors":"Michał Kłosiński","doi":"10.2478/bsmr-2021-0006","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0006","url":null,"abstract":"Abstract The article presents an analysis and interpretation of Disco Elysium, an award-winning videogame published by ZA/UM studio in 2019. The main problem explored in the research concerns the ontological basis upon which the game builds the complex personality of its protagonist and his relationship with the storyworld. The main theoretical works utilized in the analysis and interpretation are Object-Oriented Ontology by Graham Harman and Existence and Hermeneutics by Paul Ricoeur. My thesis is that Disco Elysium presents time, events and history as the effects of various tensions between the protagonist and the objects. In doing so, the game offers a non-anthropocentric perspective on human being and gives rise to questions about objects as a basis for rethinking the human condition. The article concludes with the formulation of a possible new hermeneutical approach founded on Object-Oriented Ontology.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114368177","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The Hanged Rhizome on the Tree: Arborescence and Multiplicity in Disco Elysium 挂在树上的根茎:Disco Elysium的乔木性和多样性
Baltic Screen Media Review Pub Date : 2021-12-01 DOI: 10.2478/bsmr-2021-0005
Juan F. Belmonte
{"title":"The Hanged Rhizome on the Tree: Arborescence and Multiplicity in Disco Elysium","authors":"Juan F. Belmonte","doi":"10.2478/bsmr-2021-0005","DOIUrl":"https://doi.org/10.2478/bsmr-2021-0005","url":null,"abstract":"Abstract This paper looks at Disco Elysium as a model for a better understanding of Gilles Deleuze and Felix Guattari’s concept of the rhizome when applied to video games. It analyses the use and implementation of the many forms of expressing multiplicity that are present in Disco Elysium and that are manifested through the configuration of the avatar, the use of the player’s choice, and representations of space and time in the game. Ultimately, this paper also serves as a coalescence of existing Game Studies scholarship on rhizomic relations, multiplicities and affect to create a common ground for future conversations on these topics.","PeriodicalId":253522,"journal":{"name":"Baltic Screen Media Review","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115551590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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