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10

The ethics of documentaries and films and tv series based on true stories

For many people, true stories are far more compelling than fiction and so there is an ever growing market for documentaires and tv series based on true stories. However, there are some ethical considerations that need to be taken into account.

Firstly, when filming documentaires, do producers have an obligation to represent information as wholly and accurately as possible? We can see the simple of nature documentaries wherein the lion eats the zebra, but the event can be seen as either a victory or a defeat depending on whether the documentary focuses ont the lion or the zebra. Do those who make documentaries have a responsibility to represent both perspectives?

Secondly, what kind of obligations should be held in regards to the subject of a documentary or a film based on a true story? Especially in the case of a tragedy, it is possibly for filmmakers to take advantage of a person's grief for the sake of the story.
Finally, does the dramatisation of true stories in some way glorify the event? This is an especially pressing issue when it comes to films about serial killers, for example ted bundy when he was portrayed by Zac Efron, or Jeffrey Dahmer who was protrayed by Evan Peters. Following the release of Dahmer in particular, there have been complaints from the families of victims and a response from viewers that was shockingly unempathetic. Extremely wicked shockingly vile and evil even garnered fan girls for the serial killer Ted Bundy. Do dramatisations of tragedies create a warped discourse surrounding these tragedies?

  • This is a brilliant and relevant point. In the onslaught of "based on a true story" kind of entertainment, I think there should be requirements for creators to go through to green-light certain projects. An example is Dahmer's father never giving consent to release tapes or create any of the documentaries surrounding his son. Blonde is a great example of the fetishization of Marilyn Monroe's trauma to the point of fabricating traumatic events while using her name to push a narrative that is only tangentially related to her. They knew that if they created a fictional starlet as the vehicle for violating and violent sexual assault, people would be horrified and it would never be cleared. There is an ethical issue at the heart of this topic. It would be crucial to provide equal examples of when it's done right in honoring the topic and when its simply glorifies one side. – LadyAcademia 2 years ago
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  • This is still so relevant today. Every time I see a serial killer documentary or a series like Dahmer, it kind of annoys me. I wish people would stop glorifying these killers because every time they're released it only creates new crazed fans of these killers as seen in the aftermath of Dahmer. It also most definitely is disrespectful to the victims and their families who have actually have to live through these events and now have to relive them because of these fans. – farhana1102 2 years ago
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  • This is a great topic and can innovates many thinkings around ethical storytelling. I think it is important to give distinctions on documentary, film and TV series. For documentary, the producer is looking to approach the true story as close to reality as possible. Hence, it requires less drama and more objective view. For film and TV series, I think producers must respect every person who involved in the true story. That means they should not misinterpret and over glorify the evil. The script or screen writer is also important when discussing this topic. They also have the obligation to know the story thoroughly and not making the script sounds silly. – Eddie 2 years ago
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The Legacy of Supernatural

It occupied television screens for fifteen years, and two-and-a-half years after concluding its run, it’s still inescapable on social media. Debuting in 2005 and finishing in 2020, Supernatural was an incredibly long-running series about monster-fighting brothers Sam and Dean Winchester. During its run, the show’s immense popularity was demonstrable not only in how long it remained on air, but in the overwhelming presence it had in online fandom spaces. However, despite the love for Supernatural during its run, the show has left a very mixed legacy in recent years. Many fans criticised the show’s last three episodes, with particular critique going towards Castiel’s death moments after confessing his unrequited love to Dean. This criticism has spilled over to Supernatural’s prequel/sequel series, The Winchesters, which has received low viewership numbers, despite the star Jensen Ackles’ involvement in the production. Real-world events, from co-lead Jared Padalecki’s exclusion from The Winchesters to international dubs altering Castiel’s love confession to be requited have contributed to discourses surrounding Supernatural. On the flip side, however, other shows involving Supernatural’s main cast – Jared Padalecki’s Walker, Jensen Ackles’ The Boys, and most recently, Misha Collin’s Gotham Knights – have all achieved high viewership numbers and/or seasonal longevity, suggesting that fans still hold great affection for the series and its stars. The proposed article would explore the legacy left by one of the CW’s flagship shows.

  • One of the things Supernatural did right was pay attention to its fans. The actors and writers had good friendly relationships with their fans - there's a variety of Moments at conventions worth considering for this article - and they put homages to the fans in some of their episodes. Then they proceeded to not do a couple of things some of the fans would have wanted them to do, like make the Destiel relationship fully canon. Part of the disappointment was probably based on a perceived betrayal of the fans' trust. The things fans liked about their fifteen-year relationship with the show have persisted after the show ended, and therein lies the show's legacy. – noahspud 1 year ago
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The Impact of Blue and Bluey

A popular meme showing Blue of Blue's Clues fame and Bluey of the eponymous Australian cartoon reads, "Every so often, a blue dog appears to guide a new generation." Tongue-in-cheek humor aside, one cannot deny the popularity and relevance of Blue and Bluey for millennials and Gen Z in particular.

Examine and analyze these two blue canines, their compatriots, and their shows. Compare and contrast them. What makes them both so engaging, yet unique to the generations at which they were originally aimed? What makes both so special for both the children and parents who watch them now? Why have both shows succeeded in netting older "periphery demographics" (e.g., older elementary students) where other shows have not? Or conversely, if one show or the other drove, or is driving, other older viewers up the proverbial wall, why is that?

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    The Rise of the Split Time Novel

    Currently, split time novels are some of the most popular in the fiction market. These novels usually pair a historical protagonist with a contemporary one, connecting their stories across time through similar themes and motifs or sometimes a significant object or event. For instance, one protagonist might have lived through World War I or II, and the other might be that protagonist's grandchild or great-grandchild looking for answers regarding what happened to that grandparent during the war years, but the other family members never talk about.

    Despite the popularity of these stories, they're arguably becoming formulaic. Some time periods and plotlines are becoming overdone. For instance, it is no longer uncommon for World War II to be the featured historical period. A contemporary protagonist is often drawn to care about the past only if he or she "gets something out of it," such as a promotion at work or a "last chance" to connect with a grandparent dealing with dementia (the question becomes, why didn't the grandchild ever attempt to connect before)?

    Discuss some of the more popular split time novels and what sets them apart from their myriad counterparts. Discuss what historical time periods aren't being taken advantage of right now that could be, or what plotlines contemporary characters could experience. For instance, could time travel be a possibility? Body or identity switches? Historical and future timelines?

    • I suggest including good examples of split-time novels to give authors a basis to work from. – noahspud 1 year ago
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    • I agree with noahspud, some examples would be perfect. – Beatrix Kondo 1 year ago
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    • I think something that could break the formulaic nature of the trope would be to have an integration of two different cultures and timelines that are neither modern nor Eurocentric. As you have mentioned the contemporary counterpart is usually the default, acting as the representative of the modern audience, however as an example, if someone from 18th-century Japan met someone from Ancient Egypt or 14th-century Brazil, there can be more chances for complexity. The downside would be introducing the viewer to too many unknown systems. The benefit of the eurocentric and modern counterpart is that it acts as a blank slate. Could this potentially work? – LadyAcademia 1 year ago
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    Is The Peripheral a gateway to Hard Sci-Fi?

    The Peripheral (2022) is a recent sci-fi TV drama series based on the book by the same name by William Gibson. It was developed by Westworld creators and has a similar aesthetic. The series is set roughly a decade in the future with a focus on how technology can change society (similar themes to Westworld), but primarily follows the creation of an alternate reality that a VR gamer gains access to. The main narrative begins in the Blue Ridge mountains in the USA where Flynn and her brother Burton accept an opportunity to beta test an advanced VR game.

    What is interesting about The Peripheral is that it is Hard Sci-Fi: it includes alternate realities, consequences of technology, dystopian societal states, VR, body modifications and nanotechnology. Throughout the show the technology both in the near future reality in USA and the futuristic capital of London is based in scientific developments that are a mere step from our present. The extrapolations are linked to scientific discovery and justified well within the scope of the progression in the series. By beginning in a more relatable near future with the slow introduction of different technology, the viewer is lead smoothly and easily into accepting such technology as a reality within the context of this series. The careful handling of the plotting allows even the most mainstream viewers to be eased into what is basically Hard Sci-Fi.

    This is a very brief overview of a complicated progression through a series that makes every hour episode feel like a movie with the density of events and character development. It would be interesting to map this more fully, and explore the actual progression of how and in what order different technology is introduced and explored to help scaffold a viewer's experience of being eased into Hard Sci-Fi. It is also an interesting series to look at how the handling of futuristic Sci-Fi can be managed without becoming disjointed or pretentious (for instance a comparison to MoonHaven would be interesting to explore). Finally, the series eludes quite strongly to the consequences of our current state of affairs with the Jackpot and an analysis of the implications of this to where we are currently located would be interesting to explore the extrapolation of a near dystopic future of our actual world.

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      The rise and fall of the turn based rpg

      Turn based rpgs were at one point the height of video games. Dragon Quest and Final Fantasy are some of the most well known, as their success lead to huge franchises that continue today, but there were also many more inspired by them or experimenting on their format.
      Turn based rpgs still exist today – just look at the sweeping success of Undertale, or at strategic turn based rpgs like XCOM or Darkest Dungeon. But turn based rpgs are no longer at the forefront of gaming, instead primarily being a genre used by nostalgic games or indie projects.
      Even Final Fantasy, a game that was once synonymous with the turn based rpg, no longer uses that play style. The popular Fallout series did similar.
      This article would discuss the turn based rpg, why it was so popular in its heyday, and why many major studios moved away from it.

      • This could be a very interesting topic to discuss. I think it's important to focus on the fact that the turn-based RPG stems from the Dungeons and Dragons model of pre-video game role-playing games. The evolution (for better or worse) has evolved as technology has allowed for more immersive experiences for the gamer. On a personal note, I still love playing FFX, but as much of a huge FF fan I am, there's still a reason they added fast-forward modes on the other ports. – A G Macdonald 1 year ago
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      • You also can't ignore the pokemon games, probably the most popular turn based RPG that's still doing numbers, even if it isn't exactly the same vein as FF. – Cedarfireflies55 1 year ago
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      • Miitopia, which originally came out in 2016 and was re-released in 2021, is an interesting game to consider because it uses a very simplified turn-based combat system. The player can control their avatar in battle, but the turns of the NPC party members are all controlled by AI. If the player wants to, they can even select an option that allows AI to control their avatar’s turns as well. While this is just one game (and it has more in common with Pokémon than Dragon Quest or Final Fantasy), Miitopia’s simplified turn-based combat system could suggest that even when contemporary games do use turn-based combat systems, they are not the intensely strategy-focused systems of the past. – Magnolia 1 year ago
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      • Another thing to consider is that is wasn't just rpgs that were turned based; essentially every video game was, even platformers--you lose your lives and go back to the beginning of the level/game or hand the controller over to your friend. This could be because the notion of what constituted a "game" was perhaps more rigid then. Games were primarily competitive and turns where part of ensuring fairness. So, pretty much all games were turned based. Even solitaire had turns. If anything, it might be rpgs and their focus on narrative experiences that helped evolve the idea of what a game is, which, maybe ironically, led to the downfall of turn-based rpgs. – zmedlin 1 year ago
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      Is a part 3 of The Last of Us really necessary?

      "The Last of Us" has become an acclaimed game due to its story, memorable characters, and post-apocalyptic world. With the release of two sucessful games, many fans are anticipating a potential third part. However, with this, comes the question: is a part 3 of The Last of Us really necessary?

      By exploring the potential direction of the game series, it is important to consider the implications of continuing the story. Has the narrative reached a natural conclusion or is there still more to be told? A part 3 could provide an opportunity to expand upon the world and characters established in the previous games, while also resolving any lingering questions or story arcs.

      At the same time, there are valid concerns about the potential risks of a third part. How might a part 3 change the established lore or character dynamics? Could it detract from the impact of the previous games or damage the series forever?

      In this article, we could explore the pros and cons of a part 3 of The Last of Us, considering both the potential benefits and drawbacks of continuing the story. Discuss the ways in which a third part could expand the world and characters of the previous games, as well as the potential risks that must be avoided to preserve the integrity of the series.

      • Good concept but execute the question with more clarity. Specify "series forever," "continuing history," "what potential direction," and what expansion would you like the writer to discuss? – Montayj79 1 year ago
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      11

      Anime Goes AI: The Pros and Cons of Automating the Animation Industry

      The future of anime may seem promising with the use of artificial intelligence, but it comes with its own set of challenges. Recent articles have been exploring the pros and cons of automating the animation industry. On the positive side, AI can reduce the time and cost required to create anime, while also improving the quality of the final product. However, the downside is that these tools can potentially erase people's jobs. Many animators already fear that their jobs are at risk when AI is involved. Additionally, the lack of jobs in the field may lead to less diversity and creativity in anime productions. It's imperative to weigh the good, the bad, and the ugly of AI in the anime industry and find ways to use this technology fairly and efficiently.

      • This is a very interesting article and one that is hard to take a firm stance on. I can see why Corridor would want to 'democratise' animation since they require large teams and a lot of money. It would be interesting to see the variety of storytelling that would be available (though the downside to anybody being able to make their own animation is that ANYONE can make their own animation). On the flip side, you are taking jobs from professional animators. It would be fascinating to explore if there is a place for both (perhaps AI can assist in independent material, which would never otherwise be made, while animators' jobs are protected in the future). Excellent topic. – A G Macdonald 1 year ago
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      The Problem with the Dark Aesthetics in Film and Shows

      As a viewer, among other reasons, we watch movies and TV shows to escape and be entertained. However, the use of dark imagery has become a trend in many productions, which can contribute to a bad watching experience.

      When scenes are overly dark or lack proper lighting, it can make it difficult to see what is happening on screen. This can lead to confusion for the viewer and detract from the story being told. It can also be physically uncomfortable to strain our eyes to see what's happening.

      While it's important to respect the author's intent, there are ways to incorporate mood and atmosphere without sacrificing the viewer's experience. Lighting should be used to create tension or set the tone without compromising visibility.

      Additionally, it's essential to think about accessibility. Dark imagery can be particularly challenging for viewers with visual impairments or older audiences who may struggle with their sight. It's important to ensure that everyone can enjoy the production fully.

      Is this really a question of opinion or fact? Some even say that the alleged similar experience faced by a character in the dark is not faithfully reproduced on screen because of the way our eyes and vision adapt to dark surroundings.

      • I suggest you Google this trend because it is a trend. Check Variety and others. Accessibility is totally on point here. How can you appreciate a movie if you cannot see the scenes? 14 million people in the US are visually impaired (2006, according to the National Institute of Health). http://surl.li/ghnlm — Check it, a quick Google research on the theme. And I do not need to give tons of examples and stuff. This is a topic suggestion, not an article afaik. This is not a personal matter at all, this is considering other people who might have other problems with accessibility. – Beatrix Kondo 1 year ago
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      • This is a topic I've seen complained about recently. In discussion of it, I often see a quote from the cinematographer of the Lord of the Rings movies brought up: when asked on a set where the light comes from, he simply said 'same place as the music'. Some people (me included) see this as a good approach, with lighting being important to have even when it's not 'realistic'. – AnnieEM 1 year ago
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      • This is a fantastic observation of an aesthetic issue. The film industry has relied on lighting to provide depth and ambiance since the golden age of Hollywood. Many black-and-white movies relied on stark lighting differences in order to communicate the tone and the weight of the moment, such as On The Waterfront, Stage Fright, and other films. Another aspect is the use of color. Wong Kar-wai is a master in mood lighting without sacrificing color or suspense. Seeing the ways that old Hollywood mastered communication through lighting and the way that international cinematographers create visual complexity could be a good aspect to explore. – LadyAcademia 1 year ago
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      • Dark aesthetic is beautiful but I agree, one can only appreciate it if one can see it. Both Peter Jackson and Gullimore del Toro have commented on the artificial 'unreal' lighting on their sets, that it's perfectly fine to have dark aesthetics, but one needs to see the art you create so you have to take some liberties in order for it to be appreciated, and I completely agree. – Veara 1 year ago
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      10

      Itachi Uchiha: Villain Or Tragic Hero?

      Analyze what makes Itachi Uchiha, from Naruto, a villain or a tragic hero (based on the Greek archetype of tragic heroes).
      He was responsible for the massacre of his family, even if for noble reasons. A pacifist, a prodigy, who caused lots of pain.
      Contrary to villains, however, his motivations were pure, and he led a miserable life, maculated by his choices.
      Compare him to either Batman or a "darker" or tragic hero, as opposed to a villain or even an anti-hero.

      • Example: Due to his noble birth and good character, Macbeth is a tragic hero in the traditional sense. But his ambition — his deadly flaw — causes his demise at the play's conclusion. As he sinks farther and further into the shadows, it also drives him to commit several crimes, including murder. He embodies the archetype of the tragic hero, despite some of his characteristics falling short of perfection. – Beatrix Kondo 2 years ago
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      • Itachi Uchiha reminds me of another tragic hero, Cassius au Bellona from Red Rising. – Morgan Tracy 10 months ago
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      “Better Call Saul”: Lawyers and Law Firms

      Along with medics and police officers, lawyers are the most portrayed professionals in movies and TV shows. This portrayal, most of the time, is not very favorable because society at large sees lawyers as deceiving and cold-hearted. Professor Michael Asimov, who dedicated a great deal of research to the representation of lawyers in film, contends that lawyers in solo practice are usually depicted as more upright or honest than law firms, which are definitely seen as an “embodiment of evil.” After the final season of “Better Call Saul,” this affirmation is more likely to be demonstrated. As a solo practitioner lawyer, Jimmy McGill daily confronts the obstacles that his brother and his gigantic law firm put up for him. Kim Wexler also realizes that law firms are usually at the service of huge corporations and powerful people who systematically oppress and crush the poor and marginalized, so she decides to do solo practice. An analysis of this TV show’s takes on lawyers and law firms could definitely be something interesting, especially if it stays away from the habitual subjects that people associate with this show (drugs, cartels and crime).

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        The Problem With Sliding Timelines in Comic Books

        Major comic book publications DC and Marvel have been around for the better part of the century. In that time, the most popular superheroes in the world have been through a lot — far too much for just one life. Comic books use a sliding or floating timeline to allow characters to remain relatively ageless and storylines to stay relevant. For example, Peter Parker (Spider-man) debuted in 1962 and aged in real time for 3 years until his high school graduation in The Amazing Spider-man issue #28. Yet, nearly 60 real-time years and 900 issues later (not to mention countless other limited and extended runs), Peter is still a young adult. While engaging storylines can still be written in the ongoing Spider-man comics, some readers may find there is a limit to how far their suspension of disbelief can be stretched. Discuss the prevalence of the sliding timeline in major comic book publications and how it creates problems with continuity, character development, and reader engagement. Consider solutions to these problems, such as with DC's ever-rebooting universe, the increasing popularity of standalone series, 'Elseworlds' and 'Black Label' stories, and limited runs.

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          The Art of Subtlety: Unravelling the Enigmatic Lore of the Dark Souls Series

          Meticulously crafted by From Software, the Dark Souls games are infamous for their frustrating difficulty. But the real masterpiece of the Dark Souls franchise is its environmental storytelling, which forces the player to explore and deduce the narrative for themselves. Every way they turn, players are faced with bewildering dialogue, obscure item descriptions, and mystifyingly grotesque enemies. Discuss how the sense of mystery and confusion is integral to the Dark Souls series and how its unconventional narrative structure offers a distinct experience and has contributed to its cult status.

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            Does the Internet increase or decrease the permanence of writing?

            The Internet has wielded unprecedented impacts on writing: from methodology, to modality, to publication, to dissemination, to memory. In all of these cases, the Internet has (seemingly) offered expansion. New, inventive methodologies; an ever-changing landscape of modalities; an explosion of publication avenues; a global, instantaneous system of distribution; and endless memory and storage.

            However, with the absolute profusion of writing (from documents, to webpages, to web-text, to user-generated content like Facebook and Instagram, etc.), it feels as though writing is getting lost. Search Engine Optimization (SEO) has become crucial, and writers and companies struggle to craft their content to be relevant and, most importantly, to be seen.

            The writing is certainly stored online, but does storage equate to permanence? Does storage equate to memory? Do permanence and memory even matter, if the writing cannot be found?

            • This is very insightful. I agree that the profusion of writing to the web is draining something from the act itself; in the same way that Walter Benjamin saw a loss of aura or essence from the creation of art as a result of industrialized mass production (specifically with photography and film as opposed to painting/sculpting and live theater respectfully). Ultimately, storage does not equal permanence. The internet may disappear, just as many of us book-lovers fear that books may altogether disappear one day (a good example is in S. Delaney's "Nova", in which books are a long-lost phenomenon of the past; something many have attempted to replicate and few have succeeded. The insipidness of the internet, the growth and prevalence of online art, interaction and writing, is not necessarily a bad thing. However, the ways in which these writing forms often present is not healthy. This writing often places value in the perception of the audience over the reality of the writer. Plus, there is no guarantee that the internet is truly permanent. The internet can fail, just like the banks; and the bigger they are, the harder they fall. Banking systems have nothing on the internet in terms of size and spheres of influence. What happens then? We start from scratch I guess. – skjamin 2 years ago
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            • The internet certainly changes our relationship to memory and other forms of communication. Multiple articles and researchers have pointed out that people are relying less on memory and more on the ability to instantly search and find information when needed. Similarly, Plato rejected writing, as it declined the oral tradition and would reduce the amount of information that people would have to memorize, thus decreasing the art of memorization. The internet, with the ability to quickly search for information is taking this a step further, as people store less in their minds and are reliant on quick searches to yield information. Stephen Hawking in “Life in the Universe” notes that the rate at which new knowledge is produced is so rapid compared to times in the past, that it is impossible to become a true generalist a la Davinci, Francis Bacon, and Newton. The age of the “Renaissance Man” may have come to an end. Instead, now we must increasingly specialize our knowledge consumption to become well-read enough to produce knowledge that is useful in that field. We see this through the increasing specialization in the sciences: one is no longer a physicist, but a theoretical, experimental or quantum physicist. In these very specialized fields, individuals certainly have a permanence of knowledge pertaining to their focus areas, but one quickly discards information not related to their chosen field of study. From our understanding of neuroscience, we know that if pathways are not frequently used, they wither and it becomes more difficult to retrieve information stored on those pathways. However, the ability to quickly find information does not decrease the art of composing ideas. The internet, and computing technologies in general, are a tool that reduce our need to memorize hard facts, but still it is a fundamentally human activity to synthesize this information to create knowledge. I think the bigger question is “How has the ability to rapidly retrieve information effected our ability to produce knowledge outside of our specialized focuses/fields of study?” – Solomon 1 year ago
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            Theosophy, and America's attempts at a new religion

            Theosophy was an American religion which emerged during the Spiritualist movement of the late 19th century, and is considered to be the starting point from which various new-age ideologies originated. Analyze the ideas espoused by Theosophical texts, its effects on American art and culture, and how these ideas have influenced modern thinking.

            • Can you give examples of theosophical texts on which writers can base an article? Also, "American arts and culture" and "modern thinking" are good starting points, but broad. Can you narrow these down? This might help the argument you seem to be going for, which is that theosophical texts are contributing to a new religion (what kind of new religion? Based on what)? – Stephanie M. 1 year ago
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            Why are we drawn to tragedy in film?

            Tragedy in cinema is a large genre (Forrest Gump, Marriage Story, Steel Magnolias, etc.) but why are we drawn to movies that make us cry? Is there a similarity to listening to sad music? Maybe a big, cathartic cry is just what's needed to make it through a tough week. But does tragedy in cinema help us to express our emotions or make us feel worse?

            Discuss how tragedy relates to the ideas of romanticism, and why these themes are still prevalent in today's blockbusters.

            • Traditionally, the intention of tragedy has always been to cause catharsis (pleasure through pain) to the audience. But it has been discussed that many other genres or artistic forms can also produce or invoke catharsis. In the end, it is all a matter of personal or cultural preference. If it is true that some people are attracted to tragic stories, it is also true that many people actively avoid any form of tearjerker, too. – T. Palomino 2 years ago
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            • I think this could be examined through a lens of either upward or downward comparison: does seeing depictions of suffering more significant than ours elevate ourselves and make us feel better about our own relatively insignificant problems, or does viewing suffering as adjacent to our own validate our emotions and allow us justification to be upset? – lavenderhatchet 2 years ago
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            • Psychologically, negative events affect our brains more than positive ones. Tragic events have the potency to describes the higher amount of psychological arousal that a person experiences and is exposed to a negative or traumatic event compared with a positive event – Kammil 2 years ago
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            • Tragedy and comedy are two sides of the same coin- large, visceral emotions that often evoke a physical response in us; the same can be said of romanticism, though in a more subtle state. I think it would be interesting to compare the historical trends of popularity of tragedy in popular media and correlate that with what was happening in wider society at the time. – lbarling 1 year ago
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            The Iterations of Tony Stark and Ultimate Comics

            The MCU has taken a lot of it's inspiration specifically from the Ultimate line of comics. Thor's Stormbreaker, Spider-Man being in high school again, and Tony Stark's personality. Tony Stark has always been snarky, witty, and a pretty swollen ego, but a lot of the mainline comics' Tony Stark's rough edges have been sanded down. Stark was one of the founding members of the Illuminati, working for Kang the Conqueror, shooting Hulk into space, lots of his actions in both Civil War storylines, and not to mention his stint as Superior Iron Man, exploiting people and lots of other dubious actions.

            My question is, have we lost something? Are the rough edges what make Iron Man so compelling in the comics? Has the MCU's more palatable Iron Man worse or just different? What about other comic characters who've lost nuance like Wolverine in every movie besides Logan?

            Further, how do we go about adapting these characters from these thousands of issues to hours of film? Is it even possible? Is the loss of some nuance a necessary evil?

            • Might be useful to include some examples of what Ultimate Iron Man did and how he was different from mainline Tony. – noahspud 2 years ago
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            • I think that the rough edges in 616's Iron Man positioned him as more of an antagonist in many popular storylines. I think that the MCU definitely made conscious attempts to water down his actions, even in the Civil War storyline. Whereas in the Ultimate line of comics, he was definitely still snarky and narcissistic, but didn't make as many huge mistakes as 616 Tony, who's contributions to making the 'Thor' android lead to the death of Goliath in 'Civil War', who literally took Peter Parker in to Avengers tower and then sent a squad of villains after him who very nearly killed him. In the Ultimate Universe, Peter looks up to Tony, and I feel that the MCU very much ran with this idea, especially after Robert Downey Junior had endeared this character to so many people through the Iron Man and Avengers Films. I think that for this topic, it's worth considering the loss of the original characters' personality, and the replacement of something new — but not necessarily less palatable or less nuanced. I think that nuance depends greatly on the writer, director, and actor concerned with whatever iteration of Stark is present, whether in comics or film — such as with Logan, which you referenced. Adapting characters with nuance is definitely possible. It's all about going into the character with confidence, in my opinion. – Patrick 1 year ago
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            Name of the Game: Examining Branding in Moblie Games

            Mobile games have a tendency to aim for the flashiest possible branding in a seemingly desperate attempt to attract players in an over-saturated market, to the degree that the gaming sections of app stores tend to be an almost intimidating array of bright colors and rip-off characters, and names that look like they were chosen from a random mix of a few words. Terms like "Space," "Strategy," "Fight," "RPG," "King," and/or their synonyms are interspersed with colons, leading many of these games to be indistinguishable from one another for someone who hasn't played them.

            What are the branding styles these different developers seem to prefer, and are they effective? More specifically, what are the patterns within mobile game naming conventions, and is originality a worthwhile sacrifice for search engine optimization?

            Though not limited to the discussion of naming conventions, this article would mainly discuss other forms of branding and marketing in relation to naming.

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              Increased Film and Television Adaptations of Popular Video Games

              Through the ever growing search for new source material in television and film, many have turned to mining from the stories lying dormant in video games. With a previously established plot, characters and fanbase, video-games have come to provide a steady map for writers and directors to follow in trying to make a show or film with increased odds of success. In a way, such adaptations are almost adjacent to bringing one's favorite book series to life on the screen, just from a different angle. In recent years, however, this trend seems to have gained steam. Afterall, it seems as though each day a new streaming service pops up out of nowhere–along with a new and sudden need for stories to fill them. Netflix's "Arcane: League of Legends" based on League of Legends by Riot Games. Three separate movies (2001, 2003, and 2018) inspired by Core Design's Tomb Raider. HBO's acclaimed hit "The Last of Us," sprouted from Sony Interactive Entertainment's game by the same name. These are just a few examples from the past couple years, and it is unlikely they will be the last.

              As with any adaptation, though, one has to ask whether the original source material is being accurately represented. How true can one stay to the story of a video game when the story is determined with each person playing it? Do video games lend themselves better or movies or tv series? Are certain gaming formats easier to adapt than others? What makes a game especially well suited for translation to the screen? This article could be taken in a number of different directions, such as focussing on the validity of one adaptation, or trends that seem to exist across many. Overall, though, I just felt there have been many comparisons between book and film adaptations, and that video games might be the next contender to enter this ring of debate and analysis.

              • there is an increase in film and television over the years because of what different generations view as important . Nowadays it's about keeping up with the trends and more beliefs in the importance of solidarity and "self-care" – FANLOVE 2 years ago
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              • I think we might have something really special with the The Last of Us show but, in general, the original source is second plan as the goal is to make money with the trends. – allan reis 2 years ago
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              The Last of Us vs. Resident Evil; TV Video Game Adaptations

              Within the last two years we have received two horror video game inspired TV adaptations, one that was a smash hit, and one that flew under the radar. Neither of these shows stuck 100% to the source material so what made The Last of Us succeed and Resident Evil fail?

              • I don't think this is the place for an opinion piece, but you could still approach the topic from the perspective of the overall necessity of adaptations or the art of adaptation. Something more objective but focused. I hope that helps. – Leo Panasyuk 2 years ago
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