Laughing otherwise: comic-critical approaches in alternative comedy
In: Journal for cultural research, Band 21, Heft 4, S. 394-413
ISSN: 1740-1666
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In: Journal for cultural research, Band 21, Heft 4, S. 394-413
ISSN: 1740-1666
In: The journal of popular culture: the official publication of the Popular Culture Association, Band 54, Heft 2, S. 341-364
ISSN: 1540-5931
In: Palgrave Studies in Comedy
Part 1.Scaffolding and how to fall off it: Theories and concepts.-1. Ludo-Comedic Consonance: An Introduction to Video Games and Comedy.-2. Comedy and the Dual Position of the Player.-3. Press X to Punch(line): The Design and Cognition of Interactive Gags.-4. The Rubber Chicken's Ergodicity: On Puzzle Punchlines in The Secret of Monkey Island.-5. On Nintendo's Visual Humour: Slapstick Cinema and Comic Theatre in Super Smash Bros.-6. Benign Trials, Vexing Violations: Reading Humour in Puzzle Games -- Part 2.Clowning Around: Contexts, Cultures,and Communities -- 7. The Illuminatus Space Game: From an April Fools' Joke to Digital Cultural Heritage.-8. Red Comrades Save the Galaxy: Early Russian Adventure Games and the Tradition of Anecdote.-9. "Sorry, You Had Won": Satirical French Digital Games Responding to National Sociopolitical Crisis (1984–1986).-10. Making Fun of Tetris: Humour in Parodies of a Computer Game Classic.-11. Ridiculing the Player: Live-Action Visualisations of Game Experience in YouTube Parody Videos as an Ambivalent Strategy of Self-Fashioning.-12. Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events -- Part 3. Five Ways to Spoil A Joke: Case Studies -- 13. Cybernetic Irony: Racial Humour from Mecha-Hitler to Nuclear Gandhi.-14. "Mark Matthews Stars in 'Anatomy is Hard!' A Struggling Student Tries to Make the Grade with His Professor": Sexual Humour and Queer Space in Coming Out on Top.-15. "A Tool of Efficiency and Consumption to Destroy Man": Irony and Sincerity in Travis Strikes Again: No More Heroes.-16. Humour in Pornographic Browser Games: From Undertale to Uddertale, a Case Study.-17. That Joke Isn't Funny Anymore (Or Is It?): On Hitman and Gamer Humour(lessness).
https://dl.acm.org/doi/abs/10.1145/3402942.3403007 ; The persuasive potential of games and their use in political propaganda and raising social awareness are well-established components of the game studies discourse, and the literature around persuasive games highlights satire among the expressive tones of several games. Despite this, what persuasive games' literature still lacks is a complete and stand-alone defining account of satire in games, which could be useful in analyzing both analog and digital games used for satirical purposes. Our intention with this paper is to frame satire within the field of game studies through notions and perspectives borrowed from other media studies and narratology. In that pursuit, we initially give an operational definition of satire focusing on concepts such as entertainment, critique, and rhetoric. Subsequently, we explore how this definition relates to, and interacts with, key concepts in game studies, such as procedural rhetoric, and the implied designer. ; peer-reviewed
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This comparative study looks into the proposed "vaccine passport" initiative from various human rights aspects. It was undertaken by the Global Digital Human Rights Network, an action started under the EU's Cooperation in Science and Technology programme. The network currently unites more than 80 scholars and practitioners from 40 countries. The findings are based on responses to questions put to the network members by the authors of this study in February 2021 (questions attached in Annex I). We acknowledge individual contributions from colleagues (listed in the table of contributors above), whose views are sometimes presented in a generalised fashion. The study concentrated on the availability of a legal framework for the proposed "vaccine passport", whether such a "passport" would create binding obligations in the public and private sectors or, alternatively, what would be the scope of discretion allowed to public and private entities to make their decisions affecting rights holders' access to various services. The attitudes prevalent in different states and in the media were also analysed, along with the aspects that need to be considered to avoid potential human rights violations. There has been no thorough analysis in most countries as to whether a normative national basis exists to restrict fundamental rights through the requirement of having a "vaccine passport" to access certain locations or services. Compatibility of the proposed passport with European and/or international human rights rules and principles is a marginal issue in public discourse. Conceptualisation about such compatibility remains general and theoretical, and has not reached the level of practicality and effectiveness. Most countries have not enacted concrete legislative acts or provisions to deal with a pandemic of this scale and magnitude. [Excerpt from Introduction and Synopsis] ; peer-reviewed
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