The article discusses Erving Goffman's notion of involvement in application to viewer's experience of interaction with mass culture products, a notion that clashes with and is an alternative to the notion of culture consumption. The research is done on the grounds of case studies: videogames and Japanese animation pieces. Involvement in a videogame is based on the fi rst-person perspective, that is player-character identifi cation, and on the meticulously crafted game world. Involvement in Japanese animation is based on (and amplifi ed by) an offered opportunity to experience traumatic events of Japanese history through animated fi lms and kawaii aesthetics. The article shows that involvement, when applied to viewer experience, is a key condition of joy derived in the process of interaction with products of mass culture, which is not innate to the product itself, but rather is a construct formed in the process of interaction with the viewer.
|Título traducido de la contribución||The Concept of Involvement in Viewer Studies: Theory and Practices|
|Publicación||Известия Уральского федерального университета. Серия 3: Общественные науки|
|Estado||Published - 2018|
- 18.00.00 ART. ART SCIENCES
Level of Research Output
- VAK List