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Dante in film and television, Program from the Italian Cultural Institute of Oslo (2021)

December 1, 2022 By Sebastian Spadavecchio

dante-700-nel-mondo“The dialogue between the work of Dante and film will be the theme of Professor Helge Rønning‘s conference, organized by the Italian Cultural Institute of Oslo and streaming live on the Institute’ s Facebook page.

“This happy conjunction is taking place in the year of the celebrations for the 700th anniversary of the poet’s death and in the week of the 2021 edition of Fare Cinema, the Ministry of Foreign Affairs and International Cooperation’s festival dedicated to promoting Italian film and its trades. The possibilities arising from the encounter between Dante – in particular the Divine Comedy and the Inferno – and film (and later television) have long fascinated filmmakers, ever since the days of silent films.”    –“Dante in film and television,” Italiana, July 15, 2021 (link expired, but see the Wayback Machine’s archived version here)

 

Categories: Digital Media, Performing Arts
Tagged with: 2021, 700th anniversary, Cinema, Film, Inferno, Media, Movies, Norway, Oslo, Silent Films, Television

Katherine Powlesland, Narrative Strategies for Participation in Dante’s Divine Comedy (2021)

October 27, 2021 By Sephora Affa, FSU '24

videogame-theory-in-katherine-powleslands-narrative-strategies-for-participation-in-dantes-divine-comedy-2021“Katherine Powlesland’s new book Narrative Strategies for Participation in Dante’s Divine Comedy, which will be Italian Perspectives 53, brings an entirely new angle to Dante studies. This is a bold claim, given that Dante studies is enjoying its 700th anniversary this year, but Katherine is bringing to bear theories from cognitive neuroscience and from the critical study of videogames, so I think we can be fairly sure that the medieval scholiasts did not get there before her. But there is a certain affinity between the desire of modern game writers, and the desire of 13th-century epic poets, to enmesh their readers in a participatory experience.

“An immersive game today, or a text like the Divine Comedy or the Roman de la Rose, very much want the reader to experience for herself: to be in that wood, to find her way around that wall, to look into that mirror-like pool with her own eyes. Katherine sees both media as governed by mechanics of narrative participation.” [. . .]    –“Bringing Video Game Theory to Dante,” Modern Humanities Research Association, June 27, 2021

The book will be released in 2022. See more information about it, in particular a discussion of its cover art, here.

Categories: Written Word
Tagged with: 2022, Books, Digital Games, Games, Immersive Games, Media, Narrative, Neuroscience, Participatory Culture, Video Games

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How to Cite

Coggeshall, Elizabeth, and Arielle Saiber, eds. Dante Today: Citings and Sightings of Dante’s Works in Contemporary Culture. Website. Access date.

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