TELEFANTASIE. NEW PARADIGMS IMAGINATION
Marina D'Amato (Franco Angeli editions)
| Presentation of the book: | For the first time in world history nearly two billion people ( Children and young people) share in the same fantasy world. Television, internet, video games, role playing, offering myths, values, patterns of behavior that pervade an entire generation of humanity. The popular imagination is thus the privileged field of investigation and more important to understand the culture and contemporary society. sociology is a sociology of the imaginary depth because it attempts to grasp the motivations, the dynamics that underlie and motivate human societies. The imagery throughout the history of civilization, is an intrinsic part of social groups and in the end, a sociology could not exist without imagination, although there is still true to its tradition of sociology of the imaginary, of which this study will constitute a of the first steps. Unlike an area of \u200b\u200bsociology, based on surveys and polls, sociology of the imaginary is not yet a specific field of discipline clearly defined by its object, but is, at present, a unique way of interpreting social life because, an interest the imaginary dimension of relations between individuals, in fact cuts across all areas of analysis. For this study offers empirical evidence on the myths, values, role models, heroes, offered by television, western, Arab and Eastern European countries, video games, role-playing games online, games for mobile phones. Marina D'Amato teaches Sociology in the Faculty of Education at the University Roma Tre, where it also coordinates the Master in Education and the media. E 'professor at the University Rene Descartes Paris 5 Sorbonne University of Paris 8 Vincennes, at the School of Advanced Studies in Media Science and Technology of Tunis. Member of Steering Committee dell'AISLF (International Association of French Language Sociologists), chairs the National Centre for studies on childhood and adolescence of the Ministry of Social Solidarity. Member of the National Council of Members at the Authority for Communications, has published, among more recent works: The TV boys , ed. ERI, 2002; I teleroi , Editori Riuniti, 1999, 2006; Childhood and Society, New York, 2006; The idea of \u200b\u200bsport and competitive spirit between narcissism , Trieste, 2006; Children Multimedia Institute Innocenti of Florence, 2006. | |
| Index: | Part I. Theories of Society fantastic (Premise; imagery; Names and positions: play, art, myth conceptions and methods of analysis, values \u200b\u200band social representations; Appendix. Declensions imaginary) Traces of a sociology of the imaginary (Origins, Karl Marx and Friedrich Engels, Alexis de Tocqueville, Gustave Le Bon, Gabriel Tarde, The classics, Vilfredo Pareto, Emile Durkheim, Max Weber, Georg Simmel, Karl Mannheim, Marcel Mauss, Georges Bataille; Roger Caillois; Contemporary research, Cornelius Castoriadis, Edgard Morin, Jean Baudrillard, Michel Maffesoli, Gaston Bachelard, Gilbert Durand, Paul Ricoeur; Henry Corbin) Globalization and fantastic imagery (The imaginary childhood approaches to the fantastic, from the word image; Soldier; quotas Myths, New Stories, Time, The image that prevails on the word; Fantasy sale; Appendix. Types of cartoons) Appendix (Note method; References) Part II. The research telefantasia the Western world (The offer of fantasy Where are the children's programs?; When? What time?; The origin of the programs, the program actors: who are they?, Male and female; The time of history, the class, the new hero's identity, role, The status; The theme and the values \u200b\u200bof the protagonist, actions, environment, interaction) telefantasia The Arab world (A little 'history; Gender: identity, who I am is a national; Genres ; The thematic values; Nationality) The telefantasia Eastern Europe (A little 'history, The media in Moldova; Research, the television, TVM, TVR, ORT, Moldova's television programming; The thematic logic of programs) Videogames (A little 'history; Research, Myths, values, personalities, characteristics of the characters) online role-playing games (a little' history; Research; The setting, Temporality; Ethnic groups; purposes; values, models of behavior, ethics, Cynicism, The New Age, Shinto, Narcissism, Roles, The Masters, The Players) games phone (A little ' history, research, the most used features of mobile phones by teenagers, and how when you play with the phone, the main characters, values). | |
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