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Published By University Of Groningen Press

1875-9505, 0168-2148

2020 ◽  
Vol 37 (1) ◽  
pp. 38-54
Author(s):  
Ester Jiresch ◽  
Vincent Boswijk

This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.


2020 ◽  
Vol 37 (1) ◽  
pp. 19-37
Author(s):  
Juliane Egerer

Maren Uthaug's razor-sharp and self-deprecating cartoons reflect Sami people in a seemingly offensive way, addressing sensitive Indigenous issues such as cultural disorientation, racism, suicide, and addiction in an outspoken way. However, it was Sami people – Uthaug's relatives – who asked for and successfully published these cartoons. Why do Sami people request cartoons like these? Outlining some relevant aspects of highly divergent Western Comics Studies, the analysis and interpretation of selected cartoons is an opportunity to compare Uthaug's provocative strategies to the functions of humour in First Nations literature. Accordingly, the paper focuses on Indigenous humour as a means of emotional and social healing in the processes of decolonization and reconciliation and, additionally, adopts Frank Farrelly's concept of provocative therapy which is defined as a way of teasing people into health. Relying on Native American Terry Tafoya's (Taos Pueblo) description of Farrelly as a kind of medicine man, the paper asks whether also Uthaug acts as a cartoon-drawing Chiffoneti, a blend of priest, healer, and trickster regarding Indigenous and non-Indigenous readers.


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