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The present paper is intended to focus on the feminine characters in The Hound of the Baskervilles and The Sussex Vampire. Starting from the analysis of imagery in these two texts I shall exemplify traits of the complex process of encoding otherness
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I start with an immanent critique of Husserls 5th Cartesian Meditation that reveals the weakness of the constitutional Analysis in this text, especially in the view of genetic phenomenology. First I argue for a methodically differentiation in concern to different privileged parts of our lived body. Hands and feet seems to be much more suitable for analogical apperception than facial expressions, because we do not know so much about our own mimics. My special interest is a specific genetic phenomenological analysis of our access to the other that is oriented on the function of the type. The type somehow carries all our experiences with others in it and I will argue that the layers of this history are also functioning in every apperception of an other.
As a relatively young medium, videogames have become an important part of global popular culture that cannot be underestimated. Due to rapid technological advances, the contents of today’s videogames are becoming increasingly complex. While games are publicly often denounced for causing aggression, violence, or even mental illness, game studies oppose such stereotypical views and seek possibilities to conduct research on digital games in a systematic and thorough manner. This paper draws on approaches from game studies to examine videogames from the perspective of Japanese studies. Assuming that videogames, like other mass media, take part in and shape socially relevant discourses, it will be analysed how the relation between ‘self’ and ‘other’ is constructed in Fire Emblem: Sōen no kiseki and Akatsuki no megami, Tales of Symphonia, and Zeruda no densetsu: Mujura no kamen. For this purpose, the games’ content and character design will be taken into account. Special emphasis will be placed on the question how the relationship between ‘self’ and ‘other’ becomes manifest in the relation between the player and the characters that is constructed during gameplay.
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