Index
Susana Tosca
(University of Southern Denmark, Denmark)
Sameness and Repetition in Contemporary Media Culture
ISBN: 978-1-80455-955-0, eISBN: 978-1-80455-952-9
Publication date: 2 August 2023
This content is currently only available as a PDF
Citation
Tosca, S. (2023), "Index", Sameness and Repetition in Contemporary Media Culture, Emerald Publishing Limited, Leeds, pp. 183-186. https://doi.org/10.1108/978-1-80455-952-920231010
Publisher
:Emerald Publishing Limited
Copyright © 2023 Susana Tosca. Published by Emerald Publishing Limited
INDEX
Absentation
, 77
Adaptation
, 99, 107
Aeneid, The
, 85–87
Aesthetic conventions
, 100
Aesthetic experience
, 116
Aesthetic philosophy
, 116
Aesthetic taste
, 114–115
Aesthetic theory
, 16
Affordances
, 139, 170–171
Algorithmic culture criticism
, 132
Algorithmic imaginary
, 132–133
Algorithmic recommendation systems
, 114, 132–133
complication & annoyance
, 129–131
interlude
, 118, 125, 128, 132–133, 138
introduction & enthusiasm
, 129
recommendation systems work
, 125–128
resolution and despair
, 131–132
taste
, 114–118
Amazon recommendation emails
, 128–129
Amazon recommendation system
, 128
Among Us
, 51
Analogue search-find strategies
, 125–126
Appropriation
, 107
Archetypes
, 76, 79–80
Art
, 13–14
Artificial intelligence (AI)
, 145
AI-generated images
, 150
AI-generated portraits
, 148–149
image generators
, 163
Aura-less
, 14
Automatism
, 18–19
Banal rhythms of game rituals
, 50–53
Bandersnatch (film)
, 92–93
Blockbuster films
, 109
Bolter and Grusin’s concept of remediation
, 146–147
BookBub
emails
, 137
Narcissistic User of
, 133–138
Camping strategy
, 40
Canon and algorithm
, 118–125
Captological approach
, 140
Causality
, 65
ChatGPT
, 145
Citation
, 11
Cognition
, 9
Cognitive perspective loop
, 31–32
Cognitive process
, 22–23
Cognitive scientists
, 144
Collar X Malice
, 96
Collective norm
, 114–118
Combinational creativity
, 143, 157–158, 165–167
generative art
, 161–165
remix
, 158–161
Computer games
, 33–34, 44, 54–55
banal rhythms
, 50–53
flow
, 48–50
game over
, 41–44
grind
, 44–48
Conceptual art
, 2
Consumption
, 25
Contemporary media phenomena
, 12–13
Conversations
, 75
Counter-Strike Global Offensive
, 39
COVID-19 pandemic
, 51, 81, 83, 161
Creation pleasure
, 20
Criticism
, 11
Cultural capital
, 117
Cultural products
, 12–13
Cultural taste
, 119–120
Culture
, 1
Dada
, 144–145
Daedalus
, 141–142
DALL-E
, 163
Dance of continuity and newness
, 71–76
Danish national television
, 52
Data loop
, 132–133
Database mode of consumption
, 172
Decoding
process
, 89–90
structural repetition
, 80
Deepfakes
, 147, 150, 166
effect
, 149–150
technology
, 147–148
Deleuze’s approach to repetition
, 16
Deliberate repetition
, 19–21
Dialectic relation
, 22–23
Dialogical linguistic repetition
, 26
Digital art
, 145
Digital formats
, 90
Digital information
, 14
Digital Media Theory
, 14–15, 94
Digital storytelling
, 90
Distributed creativity concept
, 157
Diverse repetitive strategies
, 112
Do it yourself (DIY)
, 151–152
communities
, 154
Don Quixote
, 124
Dynamic creative process
, 150–151
Echo
, 113–114
Edge of Tomorrow (science fiction film)
, 98
Elíade’s paradigm
, 44
Enthusiasm
, 129
Enunciation
, 9
Everyday creativity
, 152–153
Experience points (XPs)
, 46
Exploratory creativity
, 158
Familiarity
, 1
Fantasy
, 11–12
Fiction
, 5
Flow theory
, 48–49
Fluxus
, 144–145
Formal repetitive elements
, 83
Fragment
, 23–24
Freudian interpretation
, 69
Game rituals
, 50–53
Games
, 52
Generative art
, 161–165
Genre
, 71, 75–76, 80
Genuine art
, 4
Genuine culture
, 2
Groundhog Day (film)
, 97–98
Habits
, 18–19
Hardcore
, 43–44
Hegemonic categorization practices
, 76
Hermeneutic movement
, 22–23
Human life
, 35–36
Hypertexts
, 90
branching structure of
, 92–93
Iliad, The
, 58–60, 65, 85–86
Imitatio
, 150, 157, 166
duets
, 156–157
historical costuming
, 151–154
life hacks
, 154–156
resonates
, 151
Individual inclination
, 114–118
Industrialisation
, 143–144
Intellectual Property (IP)
, 108–109
Intense repetition
, 35–36
Interaction rules
, 163
Interactivity
, 145
Intermediation process
, 127–128
Intertextuality
, 11
Item-to-item collaborative filtering
, 128
Kierkegaard loop
, 31–32
Lacanian mirror
, 110
Languages
, 15–16, 27–28
Learning process
, 20–21, 41–42
Life hacks
, 155
Linear rhythms
, 49–50
Linguistic repetition
, 26–27
Literacy
, 21
Literary fiction
, 134–136, 138
Live Action Roleplaying (LARPing)
, 153
Market segmentation techniques
, 125
Mass arts
, 2
Mass media
, 3
Mathematical theory of communication
, 26–27
Media
, 2
Mediatic repetition
, 24–25
Mesoactions
, 39
Microactions
, 38–39
Midjourney
, 163
Migrations
, 130
Mimesis
, 142–143, 145, 150
deepfakes
, 147–150
Mimesis concept
, 3
Minecraft games
, 43
Mircea Elíade’s concept of eternal return
, 43–44
Modern art movements
, 4
Monological linguistic repetition
, 26
Monomyth
, 77
Multiplayer games
, 39–40
Music
, 2, 17
Narrative computer games
, 94–95
Netflix
, 125, 127
Netflix recommendation system (NRS)
, 126
New media landscape
combinational creativity
, 157–165
Imitatio
, 150–157
mimesis
, 145–150
New Media theory
, 30
Niche genres
, 74–75
Odyssey The
, 58–60, 78, 85–87
Opera
, 2
Originality
, 73–74
Oscillation process
, 55
Otome games
, 95, 98–99
OULIPO
, 144–145
Painting
, 2, 17–18
Perceiving repetition
, 15–19
Perceiving sameness
, 172
Perception
, 9
Personal taste
, 118–125
Personalisation strategies
, 7
Playing games
, 51
Plot
, 65–71
Poetry
, 2, 87–88
Polyphonic linguistic repetition
, 26
Post-modern popular entertainment forms
, 1–2
Postmodernism
, 4
Postmodernist creations
, 4
Primitive ontological conception
, 44
Process pleasure
, 20
Production
, 9, 24–25
Products
, 110
Progression games
, 40–41
Rat Queens
, 78
Raven, The
, 87–88
Reality media
, 146–147
Reanimation
, 102–103
Recommendation algorithms
, 133, 140
Recommendation systems
, 125, 139–140
Redundance
, 11
Remediation concept
, 146–147
Remix concept
, 158–161
Repetition
, 3–4, 7, 9–10, 12, 14–15, 20–21, 25, 32, 55, 66, 87–89, 97–98, 112, 120
in adaptations
, 111
appropriating
, 28
compulsion
, 28–29
creates tension between engagement and boredom
, 30–31
deliberate
, 19–21
in games
, 37
perceiving
, 15–19
pleasurable in ways
, 28–29
repeating unit calls attention
, 25–28
social dimension
, 29–30
transcendence
, 31–32
Repetitive creativity
, 143
Repetitive macro-dimension
, 39–40
Repetitive storytelling strategies
, 169
Repetitive strategies
, 11
Repetitive video game actions
, 49
Reproduction technique
, 14
Rhythmic expressivity
, 49
Role-playing games (RPGs)
, 48
Romanticism
, 1–2
Sameness
, 10, 12, 120, 138–139
adaptation
, 99–107
short sequences
, 87–99
transmedial worlds
, 107–110
and variation
, 86
Sameness-maximising systems
, 2
Scaffold
, 78
Sculpture
, 2, 17–18
Semi-autonomous system
, 163
Seriality
, 65, 69, 71, 80
Sims, The (20-year-old game)
, 45
Simulation
, 146
Social media
, 166
Space Invaders
, 33–34, 46
Spontaneous formulaicity
, 27
States of flow
, 48–49
Storytelling
, 60, 67
Stuplimity
, 54
Super Mario 3D World
, 41–42
Super Mario Bros
, 37–39, 50
Super Mario game series
, 37, 40–41
Super Mario Kart
, 40–41
Supplication
, 61–62
Symptomatic process
, 14
Taste
, 124
formation
, 120
Text
, 25
The Lizzie Bennet Diaries (TLBD)
, 104
Theory of Adaptation
, 102
TikTok
, 7, 29, 156–157
duets
, 160
life hacks
, 154–155
video
, 155
Time loop games
, 41
Time loop movies
, 98
Transcendence, repetition provide
, 31–32
Transformational creativity
, 158
TV Tropes
, 64
Umberto Eco
, 4, 22, 68–70
skepticism
, 70–71
Unit calls repetition
, 25–28
Universal Decimal Classification System
, 75
Voynich manuscript
, 15
Wellerman trend
, 160
Western Canon
, 58–59
Wundt curve
, 30–31
YouTube
, 7, 166
series
, 104–105
Zombie genre products
, 82
- Prelims
- Introduction
- Chapter 1 Definitions: Repetition, Sameness, Cognition and Learning
- Chapter 2 Learning to Love Your Stone: The Aesthetics and Experience of Computer Games
- Chapter 3 Sing, Goddess, of the Anger of Achilles Formal Repetition in Storytelling
- Chapter 4 Many Happy Returns: Sameness in Digital Literature, Narrative Games, Adaptations and Transmedial Worlds
- Chapter 5 If You Liked That, You Will Love This: On Sameness-Based Algorithmic Recommendation Systems
- Chapter 6 Good Artists Copy, Great Artists Steal: Creativity and Originality in a New Media Landscape
- Chapter 7 In Praise and Criticism of Repetition: The Cultural Affordances of Repetitive Media Formats
- Bibliography
- Index