为参与式粉丝圈修复幻想叙事:托尔金的故事及其在电影、电子游戏、音乐和其他文化产业产品中的翻译

E. Papadaki, Nestoras Volakis
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引用次数: 0

摘要

在过去的十年里,许多研究人员和学者都在讨论幻想跨媒介现象(Rebora 2016)。在竞争激烈的新媒体环境中,需要创造有吸引力的文化产品,这导致许多文化产业和/或文化生产者之间产生协同效应,例如电影、音乐、文学和电子游戏产业等。通过各种媒体,许多知名的和粉丝发展的叙事已经被修复-重新包装和重新分发,以回应当代对过去的怀念(Williams 2016),对熟悉和亲密的珍惜,以及进一步普及“预先设想的商品产业”(Ball 2002)的需要,为粉丝社区创造新的副产品,甚至提供逃避世界,幻想叙事成功地创造了。本文将研究托尔金的指环王(指环王)的翻译和改编到不同的媒体和文化产业,如:-彼得·杰克逊的电影,-角色扮演游戏(rpg), -音乐产业-参考著名的歌曲和乐队。通过对《指环王》产业市场的某些细分市场和粉丝在数字平台上的评论进行对比分析,本文强调了托尔金宇宙的基本故事元素,并对上述每种变体进行了改编,并考察了粉丝在数字符号圈中的作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Remediating fantasy narratives for participatory fandom: Tolkien’s stories and their translations in films, video games, music and other products of the culture industries
The phenomenon of fantasy transmediality (Rebora 2016) has been discussed by many researchers and scholars during the last decade. The need for the creation of alluring cultural products in the highly competitive new media environment has led to synergies between many cultural industries and/or cultural producers, such as film, music, literature and videogame industries, etc. Many well-known and fan-developing narratives have been remediated – repackaged and redistributed – through the various media, answering to the contemporary nostalgia of pastness (Williams 2016), the cherishing of the familiar and intimate, as well as the need to further popularize “a pre-conceived merchandising industry” (Ball 2002), create new side-products for a fan community or even offer escapelands, which fantasy narratives succeed in creating. This paper will examine the translation and adaptation of Tolkien’s Lord of the Rings (LOTR) to different media and cultural industries, such as:- Peter Jackson’s films, - role-playing games (RPGs), - the music industry – with reference to well-known songs and bands.Through comparative analysis of certain segments of the LOTR industry market and comments made by fans on digital platforms, the paper underlines the basic story elements of the Tolkien universe, as adapted to each above-mentioned variant and examines the role of fans in the digital semiosphere.
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