mohammad taghi karami; zahra mohamadzadeh
Abstract
The main object of the present thesis is to understand the representation of the "Second Wife" in Iranian cinema in the past two decades. To achieve this goal, we have overwied the theoretical concepts of representation and cinema as a medium of representation.We used qualitative analysis and semiology ...
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The main object of the present thesis is to understand the representation of the "Second Wife" in Iranian cinema in the past two decades. To achieve this goal, we have overwied the theoretical concepts of representation and cinema as a medium of representation.We used qualitative analysis and semiology technic in this thesis. Based on the pattern of Selby and Cowdory we have analyzed the technical codes. The refrences and implications in the movies have been found by Barthes narrative codes. By focusing on these patterns, which were tried in four films: "Shokaran", "Zan-e Dovom", "Pato zamin nazar" and "zandegi-e khosousi" that have been choosen on purpose; the second wife character has been analyzed. And the cinematic representation and the stereotypes of the second wife is revealed.By results of this study it can be said that the stereotypes like "find emotional support", "modern woman", "divorced woman", "seduction", " guiltless and innocence", "solitude", "motherhood", "religion", "secret relationship" and "dishonor" are the major stereotypes were raised in these films. In these film the second wife, though often initially appeared as a seductive and glamorous woman, gradually is seeking for being a real wife and start a family.Finally in representation of second wife in relationship we assumed that the second wife is guilless and innocent. In second marriage we blame the married man for starting the relationship.
Hadi khaniki; Mahya Barekat
Abstract
This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the ...
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This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the computer games. With a qualitative approach, we used Roland Barthes’ semiotic method to analyze cultural codes and Philip Tagg’s method to study media signs. The results indicate that the computer games did not use certain game capacities such as interactivity and player-made narrations. In terms of cultural values, the findings show that there is a close relationship between ideological content of the games and the cultural ideologies of the game producing organizations.
Sadegh Rashidi; Zahra Sabournedjad
Abstract
The present paper aims to study the concept of celebritization after the Internet and examine the effects of new virtual media in changing the meaning of stardom. Studying a local case and considering the meaning of celebritization and superstars in a movie from different perspectives we tried to study ...
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The present paper aims to study the concept of celebritization after the Internet and examine the effects of new virtual media in changing the meaning of stardom. Studying a local case and considering the meaning of celebritization and superstars in a movie from different perspectives we tried to study the role of the Internet and virtual spaces in transforming the meaning of a cinema superstar. In a qualitative research we approached the study from a cultural studies perspective and used semiotics as the method. The results indicate that cinema celebrities have made a considerable change by directly interacting with the audiences. Also sharing personal photos by celebrities have made a considerable change in the way people perceive the meaning of stardom. Celebrity making which used to be a process in the hands of mass media is now affected by the actors themselves. In fact, post-internet stardom is the new meaning of stardom.