scholarly journals Mythology, Religion, and Altered States of Consciousness as a Basis of Audio and Video Content in a Computer Game (Case Study of “Hellblade: Senua’s Sacrifice”)

2018 ◽  
pp. 154-161
Author(s):  
Andrey V. Lapin ◽  
◽  
Elena D. Aganina ◽  
2021 ◽  
Vol 7 (2) ◽  
pp. 88-104
Author(s):  
Iia Gordiienko-Mytrofanova ◽  
◽  
Serhii Sauta ◽  

The article purpose: to describe in specific terms and enrich the psychological structure of fugitive as a component of playfulness / ludic competence on the basis of theoretical, methodological and empirical research. The study results has allowed us to make the following conclusions: 1) based on the analysed using of the “fugue” word in the scientific discourses in different fields, we have assumed that “fugue” was used by the Japanese colleagues for one of the of playfulness scales as a paronym of “fugitive”; 2) by generalization of dictionary definitions, we have determined the need to replace the term “fugue” as a component of playfulness with “fugitive”; 3) the distinguished and described levels of playfulness in examined literature, video content and cases allowed us to rethink the content of fugitive and to articulate such a component as the ability to “acquire” a new identity through simulation of feigned states; 4) an “acquired” new identity determines the genre specification of “Holy Fool” ludic position: on the one hand, the variability of its cognitive, affective, behavioural manifestations (in general) and verbal and non-verbal characteristics (in particular), and on the other hand, the stereotyped behaviour imitating the “symptoms” of feigned states; 5) the criteria for the development of fugitive can be: a high level of playfulness, tolerance for uncertainty, openness to new experience, resistance to shame, creativity, the ability for self-observation, an aggressive style of humour. We define fugitive, a component of playfulness, as an ability to “acquire” a new identity through simulation of feigned states, for example, another intellectual level - genius / stupidity / insanity; another stage of moral development; altered states of consciousness - alcoholic (or narcotic) intoxication / trance / ecstasy; a state with a reduced / absent response to the world around us - sleep / fainting / death. At the same time, feigned behaviour reflected by a player him/herself and observed by Other is aimed at enhancing the sense of identity.


2020 ◽  
Vol 11 (1) ◽  
pp. 4-22
Author(s):  
Olav Hammer ◽  
Karen Swartz

Charisma is an unstable basis upon which to build authority. Charismatic leaders need their followers to perceive them as being endowed with extraordinary, even supernatural, gifts. Detractors can in turn question whether the leader actually possesses these unique qualities. Using Judith von Halle and her conflicts with the Anthroposophical Society as a case study, we address the question of how charismatic authority can be constructed and deconstructed in polemical texts. At various points throughout her career, Von Halle has made extraordinary claims. She presents herself as being clairvoyant and as having received stigmata. Anthroposophists who believe these claims cite them as their reasons for regarding her doctrinal statements as being trustworthy. Skeptical Anthroposophists, on the other hand, question her experiences and motives. Using a theoretical framework inspired by Foucault and Bourdieu, we discuss how both camps discuss von Halle’s charismatic status in terms that are opaque to outsiders unfamiliar with Anthroposophical discourse.


2014 ◽  
Author(s):  
James K. Ambler ◽  
Ellen M. Lee ◽  
Kathryn R. Klement ◽  
Tonio Loewald ◽  
Brad J. Sagarin

Author(s):  
Jonathan Weinel

This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.


Author(s):  
Jonathan Weinel

This chapter discusses altered states of consciousness in audio-visual media, such as films, psychedelic light shows, and VJ performances. First, some background theory is introduced, explaining the main categories of film sound, and what research tells us regarding the way in which sound influences the perception of visual images and vice versa. Following this background section, a tour is provided through various films that represent altered states of consciousness, including surrealist movies, ‘trance films’, and Hollywood feature films. These demonstrate a progression, where more recent movies are able to make use of digital audio and visual effects to represent the subjective experience of altered states with improved accuracy. Meanwhile, beyond the traditional confines of the cinema, ‘expanded cinema’ works such as visual music, psychedelic light shows, and VJ performances have provided increasingly sophisticated synaesthetic experiences, which are designed to transform the consciousness of their audience.


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