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Tétel Korlátozottan hozzáférhető Representation of Traumatic Experiences in Video GamesOlah, Andrea; Győri, Zsolt; DE--Bölcsészettudományi KarMy thesis explores the ways in which the digital interactive platform, such as video games capture traumatic experience, how such incomprehensible experience can be transformed into understandable concepts for players and how it is constructed. A comparison of video games and films highlights how imagination works differently in these two medium. A possible inspiration for these games are films where the motif of investigation and traumatic events of the past intertwine. Despite Fran Bow and That Dragon, Cancer's different approach to the portrayal of trauma over a lost child or parents, both prove to be authentic and universal since they transform their personal devastation into the realm of collective trauma, more involving than cinema or literature.Tétel Korlátozottan hozzáférhető Venice, Space and the Self in Jeanette Winterson’s The Passion and in Ian McEwan’s The Comfort of StrangersOlah, Andrea; Györke, Ágnes; DE--Bölcsészettudományi KarVenice has always been a source of interest among people who want to analyse the mysteries of an enigmatic city and who want to be amused by the endless possibilities that the city can offer. In my thesis, I discuss Venice and its influence on the protagonists, focusing on how they change mentally or physically, and on the function of maps in Ian McEwan’s The Comfort of Strangers and Jeanette Winterson’s The Passion. I argue that on the basis of comparison both texts have similar features regarding the city structure, Venice’s influence on lives and the uselessness of maps.