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Rethinking the apocalypse

Zeno's Conscience and Death Stranding

Datos Bibliográficos

ID2176454
AutoresP Bartoloni (0000-0003-4892-4328, Ollscoil na Gaillimhe – University of Galway), Enea Bianchi (0000-0001-9756-7182, Ollscoil na Gaillimhe – University of Galway, autor de correspondencia)
Año2024
Volumen28
Número1
Páginas14-33
Fecha de publicación2024-01-02
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaJournal for Cultural Research (JOURNAL)
Identificadores de la revistaISSN: 1479-7585 • E-ISSN: 1740-1666
EditorialInforma UK Limited (PUBLISHER • GB)
DOI10.1080/14797585.2023.2291356
OpenAlexW4389565535
IdiomaEN
Citas recibidas1
Referencias citadas26

The moment we live in is a moment of multiple crisis – environmental, political, economic, and viral – a moment, that is, where the reality of damage, fallibility and faultiness, and the ensuing fear, anxiety, rage, trauma, protest, and mobilisation have reached a critical point. Past and present narratives of crisis and trauma can help navigate this process. In this article we have chosen to focus on Italo Svevo's Zeno's Conscience (1923) and Hideo Kojima's videogame Death Stranding (2019) for several reasons. The most important of all are Svevo's and Kojima's choices to deal with the trauma of crisis by emphasising and investigating the process leading to crisis, and of focusing on the zone in-between the 'normal' and the unknown. In so doing both narratives underscore the significance of ruins, desolation and the broken as a backdrop for rediscovering everyday life and forging meaningful connections in a fragmented world

Aesthetics · Conscience · Epistemology · Psychoanalysis · Sociology · Zeno's paradoxes · Philosophy · Psychology · Shakespeare, Adaptation, and Literary Criticism

  • Life Deactivated

    Open Access•P Bartoloni, Enea Bianchi•Theory Culture & Society•2025

  • Longing, Ruin, and Connection in Hideo Kojima's Death Stranding

    Amy M Green•Longing, Ruin, and Connection in…•2021

  • Migrancy, Culture, Identity

    Iain Chambers•Migrancy, Culture, Identity•2008

  • Industrial Ruins

    T Edensor•Industrial Ruins•2005

  • What Do Pictures Want?

    W J T Mitchell, William J Mitchell•What Do Pictures Want?•2005

  • Wandering Games

    Open Access•Melissa Kagen•Wandering Games•2022

  • Place in the Sun

    Patrizia Palumbo, Angelo Del Boca et al.•Place in the Sun•2004

  • The Worries of a Patriarchy

    Melissa Kagen•Journal of Gaming & Virtual Worlds•2020

  • Writing and Difference

    Jacques Derrida, Alan S Bass et al.•Writing and Difference•1980

  • Games as Text, Games as Action

    Open Access•Catherine Beavis•Journal of Adolescent & Adult…•2014

  • Dark Ecology

    T Jake Dionne•Rhetoric and Public Affairs•2018

  • The Sociology of Georg Simmel

    George Simmel, Kurt H Wolff•The Sociology of Georg Simmel•1964

  • Poetry, language, thought

    Martin Heidegger•Being and time•2001

  • Thus Spoke Zarathustra

    Open Access•Horst Hutter•Canadian Journal of Political…•2007

  • Towards a Phenomenology of Cinematic Mood

    John Rhym•New Literary History•2012

  • The Well-Wrought Broken Hammer

    Graham Harman•New Literary History•2012

Obras citantes distintas1
Citas por año1
Intervalo de citas2025 - 2025 (1)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 1
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