当代审美文化视野中的暴力现象探析
发布时间:2018-10-13 12:55
【摘要】:暴力并不必然是一种审美现象,但它必然是当代审美文化中的重要现象。本文将暴力现象置于当代审美文化的理论视域中进行研究,以期客观地审理这一重要现象。文章由如下几部分组成: 引言部分,首先对本文涉及的两个重要概念即“当代审美文化”与“暴力”,进行了严格地界定,然后简要评述学术界研究状况,进而阐明本文的研究宗旨。 第一部分,从理论上探讨了当代文化背景下,暴力现象为何被纳入审美视野。首先探究了暴力现象被纳入审美视野的必然逻辑,认为矛盾是文艺与暴力联系的重要纽结;继而探讨了暴力现象被欣赏的深层根源,即男权文化、好斗性与好胜心、好奇心与猎奇心态、从众心态等:接着探求了当代文化观念方面的原因,最后对文学语言、图像和影像、赛博空间等媒介表现暴力并使得暴力走向审美化的优势进行了分析。 论文以文学作品、影视作品和电子游戏中的暴力现象为个案进行研究。第二部分,按时间顺序分析了不同阶段文学作品中的暴力现象及其文化内涵。寻根思潮下文学作品中的暴力现象,在很大程度上张扬了民族活力与原始生命力,从而富有了深刻的文化意蕴;稍后于寻根思潮的先锋文学作品中的暴力现象,虽然有其“文本实验”的缺点,但更多地具有一种批判性的指归;上世纪90年代以来文学有雅俗流变的趋势,其中的暴力现象不免有商业目的;世纪末以来日常生活审美化的形势下,暴力在文学作品中并未有特别展示,而莫言的《檀香刑》用语言的狂欢与审美化的笔调赏玩暴力,也契合了当时的文化背景。 第三部分,探究了影视作品中的暴力现象。该部分在对影视作品中的暴力现象进行概述的基础上,从全球化语境与我国当下语境两个层面进行分析,然后分别探究了影视作品暴力现象的形式与内容与影视审美之间的复杂关系。 第四部分,探究了电子游戏中的暴力现象。该部分结合西方美学史上传统“游戏”概念,评述电子游戏的暴力现象,认为暴力现象与电子游戏内在特征的契合,使得其得以较多地展示。进而探讨了电子游戏中暴力现象与其带来的世俗审美之间的关系,最后从电子游戏制作者和“玩家”两个方面分别提出要求,期望通过电子游戏能达到真正自由的审美境界。 结语部分,收束全文,总结了当代文学作品、影视作品和电子游戏三种文化形态中的暴力现象的相同性与差异性,正面价值与负面价值,及其与人们审美意识的复杂关系,并对这三种形态中的暴力现象进行了审理,展望了其发展前景。
[Abstract]:Violence is not necessarily an aesthetic phenomenon, but an important phenomenon in contemporary aesthetic culture. In this paper, the phenomenon of violence is studied from the perspective of contemporary aesthetic culture in order to deal with this important phenomenon objectively. The article is composed of the following parts: introduction, the first two important concepts involved in this article, namely, "contemporary aesthetic culture" and "violence", are strictly defined. Then briefly review the academic research situation, and then clarify the purpose of this paper. The first part theoretically discusses why the phenomenon of violence is brought into the aesthetic view under the background of contemporary culture. First of all, it probes into the inevitable logic of the phenomenon of violence being brought into the aesthetic field of vision, and thinks that contradiction is an important knot of the connection between literature and art and violence, and then probes into the deep root of the appreciation of the phenomenon of violence, that is, the patriarchal culture, the combative nature and the competitive heart. Curiosity, crowd mentality and so on: then it explores the causes of contemporary cultural concepts, and finally analyzes the advantages of the media such as literary language, images and images, cyberspace and so on to express violence and make the violence to aesthetic. This paper studies the phenomenon of violence in literature, film and video games. In the second part, the author analyzes the phenomenon of violence and its cultural connotation in different stages of literary works in chronological order. The phenomenon of violence in literary works under the trend of root-seeking has to a large extent promoted the vitality of the nation and its primitive vitality, thus enriching the profound cultural implications; later, the phenomenon of violence in the vanguard literary works of the root-seeking trend of thought, Although it has the shortcomings of "text experiment", it has a more critical meaning, and the literature has a tendency of elegance and vulgarity since the 1990s, and the phenomenon of violence has commercial purpose. Under the situation of aestheticization of daily life since the end of the century, violence has not been specially displayed in literary works, and Mo Yan's "Honolulu punishment" plays violence with the style of language carnival and aesthetic style, which also fits the cultural background at that time. The third part explores the phenomenon of violence in film and television works. On the basis of summarizing the phenomenon of violence in the film and television works, this part analyzes the globalization context and the present context of our country. Then it explores the complex relationship between the form and content of violence in film and television works and the aesthetics of film and television. The fourth part explores the phenomenon of violence in video games. Combined with the traditional concept of "game" in the history of western aesthetics, this part comments on the phenomenon of violence in video games, and points out that the combination of the phenomenon of violence and the inherent characteristics of video games makes it possible to display more. Then it discusses the relationship between the phenomenon of violence in video games and the secular aesthetics it brings, and finally puts forward the requirements from two aspects of video game makers and "players", hoping that the real aesthetic realm of freedom can be achieved through video games. In the conclusion part, the author summarizes the similarities and differences of violence in the three cultural forms of contemporary literature, film and television and video games, positive value and negative value, and their complex relationship with people's aesthetic consciousness. The violence phenomenon in these three forms is reviewed and its development prospect is prospected.
【学位授予单位】:扬州大学
【学位级别】:硕士
【学位授予年份】:2005
【分类号】:I01
本文编号:2268712
[Abstract]:Violence is not necessarily an aesthetic phenomenon, but an important phenomenon in contemporary aesthetic culture. In this paper, the phenomenon of violence is studied from the perspective of contemporary aesthetic culture in order to deal with this important phenomenon objectively. The article is composed of the following parts: introduction, the first two important concepts involved in this article, namely, "contemporary aesthetic culture" and "violence", are strictly defined. Then briefly review the academic research situation, and then clarify the purpose of this paper. The first part theoretically discusses why the phenomenon of violence is brought into the aesthetic view under the background of contemporary culture. First of all, it probes into the inevitable logic of the phenomenon of violence being brought into the aesthetic field of vision, and thinks that contradiction is an important knot of the connection between literature and art and violence, and then probes into the deep root of the appreciation of the phenomenon of violence, that is, the patriarchal culture, the combative nature and the competitive heart. Curiosity, crowd mentality and so on: then it explores the causes of contemporary cultural concepts, and finally analyzes the advantages of the media such as literary language, images and images, cyberspace and so on to express violence and make the violence to aesthetic. This paper studies the phenomenon of violence in literature, film and video games. In the second part, the author analyzes the phenomenon of violence and its cultural connotation in different stages of literary works in chronological order. The phenomenon of violence in literary works under the trend of root-seeking has to a large extent promoted the vitality of the nation and its primitive vitality, thus enriching the profound cultural implications; later, the phenomenon of violence in the vanguard literary works of the root-seeking trend of thought, Although it has the shortcomings of "text experiment", it has a more critical meaning, and the literature has a tendency of elegance and vulgarity since the 1990s, and the phenomenon of violence has commercial purpose. Under the situation of aestheticization of daily life since the end of the century, violence has not been specially displayed in literary works, and Mo Yan's "Honolulu punishment" plays violence with the style of language carnival and aesthetic style, which also fits the cultural background at that time. The third part explores the phenomenon of violence in film and television works. On the basis of summarizing the phenomenon of violence in the film and television works, this part analyzes the globalization context and the present context of our country. Then it explores the complex relationship between the form and content of violence in film and television works and the aesthetics of film and television. The fourth part explores the phenomenon of violence in video games. Combined with the traditional concept of "game" in the history of western aesthetics, this part comments on the phenomenon of violence in video games, and points out that the combination of the phenomenon of violence and the inherent characteristics of video games makes it possible to display more. Then it discusses the relationship between the phenomenon of violence in video games and the secular aesthetics it brings, and finally puts forward the requirements from two aspects of video game makers and "players", hoping that the real aesthetic realm of freedom can be achieved through video games. In the conclusion part, the author summarizes the similarities and differences of violence in the three cultural forms of contemporary literature, film and television and video games, positive value and negative value, and their complex relationship with people's aesthetic consciousness. The violence phenomenon in these three forms is reviewed and its development prospect is prospected.
【学位授予单位】:扬州大学
【学位级别】:硕士
【学位授予年份】:2005
【分类号】:I01
【引证文献】
相关硕士学位论文 前5条
1 郝艳利;论新时期暴力叙事对“十七年”小说的审美颠覆[D];河北大学;2011年
2 梁喜静;论文化视野中的暴力[D];东北师范大学;2011年
3 丁琪;中国当代艺术创作中的暴力情结及其表达方式[D];华中师范大学;2012年
4 梁玉坤;社会学视域下媒体暴力对青少年的影响探析[D];西北大学;2012年
5 刘颖慧;当代审美文化语境中的野趣探析[D];湖南科技大学;2012年
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