Index

Susana Tosca (University of Southern Denmark, Denmark)

Sameness and Repetition in Contemporary Media Culture

ISBN: 978-1-80455-955-0, eISBN: 978-1-80455-952-9

Publication date: 2 August 2023

This content is currently only available as a PDF

Citation

Tosca, S. (2023), "Index", Sameness and Repetition in Contemporary Media Culture, Emerald Publishing Limited, Leeds, pp. 183-186. https://doi.org/10.1108/978-1-80455-952-920231010

Publisher

:

Emerald Publishing Limited

Copyright © 2023 Susana Tosca. Published by Emerald Publishing Limited


INDEX

Absentation
, 77

Adaptation
, 99, 107

Aeneid, The
, 85–87

Aesthetic conventions
, 100

Aesthetic experience
, 116

Aesthetic philosophy
, 116

Aesthetic taste
, 114–115

Aesthetic theory
, 16

Affordances
, 139, 170–171

Algorithmic culture criticism
, 132

Algorithmic imaginary
, 132–133

Algorithmic recommendation systems
, 114, 132–133

complication & annoyance
, 129–131

interlude
, 118, 125, 128, 132–133, 138

introduction & enthusiasm
, 129

recommendation systems work
, 125–128

resolution and despair
, 131–132

taste
, 114–118

Amazon recommendation emails
, 128–129

Amazon recommendation system
, 128

Among Us
, 51

Analogue search-find strategies
, 125–126

Appropriation
, 107

Archetypes
, 76, 79–80

Art
, 13–14

Artificial intelligence (AI)
, 145

AI-generated images
, 150

AI-generated portraits
, 148–149

image generators
, 163

Aura-less
, 14

Automatism
, 18–19

Banal rhythms of game rituals
, 50–53

Bandersnatch (film)
, 92–93

Blockbuster films
, 109

Bolter and Grusin’s concept of remediation
, 146–147

BookBub

emails
, 137

Narcissistic User of
, 133–138

Camping strategy
, 40

Canon and algorithm
, 118–125

Captological approach
, 140

Causality
, 65

ChatGPT
, 145

Citation
, 11

Cognition
, 9

Cognitive perspective loop
, 31–32

Cognitive process
, 22–23

Cognitive scientists
, 144

Collar X Malice
, 96

Collective norm
, 114–118

Combinational creativity
, 143, 157–158, 165–167

generative art
, 161–165

remix
, 158–161

Computer games
, 33–34, 44, 54–55

banal rhythms
, 50–53

flow
, 48–50

game over
, 41–44

grind
, 44–48

Conceptual art
, 2

Consumption
, 25

Contemporary media phenomena
, 12–13

Conversations
, 75

Counter-Strike Global Offensive
, 39

COVID-19 pandemic
, 51, 81, 83, 161

Creation pleasure
, 20

Criticism
, 11

Cultural capital
, 117

Cultural products
, 12–13

Cultural taste
, 119–120

Culture
, 1

Dada
, 144–145

Daedalus
, 141–142

DALL-E
, 163

Dance of continuity and newness
, 71–76

Danish national television
, 52

Data loop
, 132–133

Database mode of consumption
, 172

Decoding

process
, 89–90

structural repetition
, 80

Deepfakes
, 147, 150, 166

effect
, 149–150

technology
, 147–148

Deleuze’s approach to repetition
, 16

Deliberate repetition
, 19–21

Dialectic relation
, 22–23

Dialogical linguistic repetition
, 26

Digital art
, 145

Digital formats
, 90

Digital information
, 14

Digital Media Theory
, 14–15, 94

Digital storytelling
, 90

Distributed creativity concept
, 157

Diverse repetitive strategies
, 112

Do it yourself (DIY)
, 151–152

communities
, 154

Don Quixote
, 124

Dynamic creative process
, 150–151

Echo
, 113–114

Edge of Tomorrow (science fiction film)
, 98

Elíade’s paradigm
, 44

Enthusiasm
, 129

Enunciation
, 9

Everyday creativity
, 152–153

Experience points (XPs)
, 46

Exploratory creativity
, 158

Familiarity
, 1

Fantasy
, 11–12

Fiction
, 5

Flow theory
, 48–49

Fluxus
, 144–145

Formal repetitive elements
, 83

Fragment
, 23–24

Freudian interpretation
, 69

Game rituals
, 50–53

Games
, 52

Generative art
, 161–165

Genre
, 71, 75–76, 80

Genuine art
, 4

Genuine culture
, 2

Groundhog Day (film)
, 97–98

Habits
, 18–19

Hardcore
, 43–44

Hegemonic categorization practices
, 76

Hermeneutic movement
, 22–23

Human life
, 35–36

Hypertexts
, 90

branching structure of
, 92–93

Iliad, The
, 58–60, 65, 85–86

Imitatio
, 150, 157, 166

duets
, 156–157

historical costuming
, 151–154

life hacks
, 154–156

resonates
, 151

Individual inclination
, 114–118

Industrialisation
, 143–144

Intellectual Property (IP)
, 108–109

Intense repetition
, 35–36

Interaction rules
, 163

Interactivity
, 145

Intermediation process
, 127–128

Intertextuality
, 11

Item-to-item collaborative filtering
, 128

Kierkegaard loop
, 31–32

Lacanian mirror
, 110

Languages
, 15–16, 27–28

Learning process
, 20–21, 41–42

Life hacks
, 155

Linear rhythms
, 49–50

Linguistic repetition
, 26–27

Literacy
, 21

Literary fiction
, 134–136, 138

Live Action Roleplaying (LARPing)
, 153

Market segmentation techniques
, 125

Mass arts
, 2

Mass media
, 3

Mathematical theory of communication
, 26–27

Media
, 2

Mediatic repetition
, 24–25

Mesoactions
, 39

Microactions
, 38–39

Midjourney
, 163

Migrations
, 130

Mimesis
, 142–143, 145, 150

deepfakes
, 147–150

Mimesis concept
, 3

Minecraft games
, 43

Mircea Elíade’s concept of eternal return
, 43–44

Modern art movements
, 4

Monological linguistic repetition
, 26

Monomyth
, 77

Multiplayer games
, 39–40

Music
, 2, 17

Narrative computer games
, 94–95

Netflix
, 125, 127

Netflix recommendation system (NRS)
, 126

New media landscape

combinational creativity
, 157–165

Imitatio
, 150–157

mimesis
, 145–150

New Media theory
, 30

Niche genres
, 74–75

Odyssey The
, 58–60, 78, 85–87

Opera
, 2

Originality
, 73–74

Oscillation process
, 55

Otome games
, 95, 98–99

OULIPO
, 144–145

Painting
, 2, 17–18

Perceiving repetition
, 15–19

Perceiving sameness
, 172

Perception
, 9

Personal taste
, 118–125

Personalisation strategies
, 7

Playing games
, 51

Plot
, 65–71

Poetry
, 2, 87–88

Polyphonic linguistic repetition
, 26

Post-modern popular entertainment forms
, 1–2

Postmodernism
, 4

Postmodernist creations
, 4

Primitive ontological conception
, 44

Process pleasure
, 20

Production
, 9, 24–25

Products
, 110

Progression games
, 40–41

Rat Queens
, 78

Raven, The
, 87–88

Reality media
, 146–147

Reanimation
, 102–103

Recommendation algorithms
, 133, 140

Recommendation systems
, 125, 139–140

Redundance
, 11

Remediation concept
, 146–147

Remix concept
, 158–161

Repetition
, 3–4, 7, 9–10, 12, 14–15, 20–21, 25, 32, 55, 66, 87–89, 97–98, 112, 120

in adaptations
, 111

appropriating
, 28

compulsion
, 28–29

creates tension between engagement and boredom
, 30–31

deliberate
, 19–21

in games
, 37

perceiving
, 15–19

pleasurable in ways
, 28–29

repeating unit calls attention
, 25–28

social dimension
, 29–30

transcendence
, 31–32

Repetitive creativity
, 143

Repetitive macro-dimension
, 39–40

Repetitive storytelling strategies
, 169

Repetitive strategies
, 11

Repetitive video game actions
, 49

Reproduction technique
, 14

Rhythmic expressivity
, 49

Role-playing games (RPGs)
, 48

Romanticism
, 1–2

Sameness
, 10, 12, 120, 138–139

adaptation
, 99–107

short sequences
, 87–99

transmedial worlds
, 107–110

and variation
, 86

Sameness-maximising systems
, 2

Scaffold
, 78

Sculpture
, 2, 17–18

Semi-autonomous system
, 163

Seriality
, 65, 69, 71, 80

Sims, The (20-year-old game)
, 45

Simulation
, 146

Social media
, 166

Space Invaders
, 33–34, 46

Spontaneous formulaicity
, 27

States of flow
, 48–49

Storytelling
, 60, 67

Stuplimity
, 54

Super Mario 3D World
, 41–42

Super Mario Bros
, 37–39, 50

Super Mario game series
, 37, 40–41

Super Mario Kart
, 40–41

Supplication
, 61–62

Symptomatic process
, 14

Taste
, 124

formation
, 120

Text
, 25

The Lizzie Bennet Diaries (TLBD)
, 104

Theory of Adaptation
, 102

TikTok
, 7, 29, 156–157

duets
, 160

life hacks
, 154–155

video
, 155

Time loop games
, 41

Time loop movies
, 98

Transcendence, repetition provide
, 31–32

Transformational creativity
, 158

TV Tropes
, 64

Umberto Eco
, 4, 22, 68–70

skepticism
, 70–71

Unit calls repetition
, 25–28

Universal Decimal Classification System
, 75

Voynich manuscript
, 15

Wellerman trend
, 160

Western Canon
, 58–59

Wundt curve
, 30–31

YouTube
, 7, 166

series
, 104–105

Zombie genre products
, 82