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Metalepsis in Animation

Paradoxical Transgressions of Ontological Levels

Feyersinger, Erwin

Film and Television Studies, Bd. 1

2017

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Abstract

The narratological term metalepsis describes a seemingly paradoxical transgression of narrative or ontological levels that are perceived as mutually exclusive. While metalepsis can be found across a variety of media, it is a specifically important device in animated films and television Series. Prominent examples are the hand of the animator reaching into the diegesis of her or his creations or characters escaping into the world of their creators. 'Metalepsis in Animation: Paradoxical Transgressions of Ontological Levels' explores various functions and uses of metalepses throughout the history of animation and develops models of mental processes that govern their cognitive production and reception.

Inhaltsverzeichnis

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Cover C
Title Page 3
Imprint 4
Table of Contents 5
Acknowledgments 7
1 Introduction 9
2 The Term and Concept Metalepsis 11
3 Metalepsis in Animation 19
3.1 Extradiegetic Intervention in the Diegesis 21
3.2 Characters Escape to a Framing Extradiegesis 23
3.3 Characters Alter Their Own Worlds 24
3.4 From Diegesis to Metadiegesis: Entering Images 25
3.5 Permeating the Screen: The Extrafilmic Frame 26
3.6 Ontologically Distinct Elements within One Diegesis 28
3.7 Naturalized, Violent, and Continuous Metalepses 29
4 Metalepsis, Metaization, and the Renaissance of Animation 33
4.1 Metareferentiality and the Current Boom of Animation 33
4.2 Three Metareferential Catalysts for the Boom of Animation: ‚Who Framed Roger Rabbit‘, MTV, and ‚The Simpsons‘ 34
4.3 Historicizing Meta-Metareference: A New Level of Metaization 39
4.3.1 The Representation of Prototechnologies in ‚Tim Tom‘ 40
4.3.2 The Representation of Precursory Techniques in ‚Tim Tom‘ 42
4.3.3 The Representation of Older Recording Media in ‚Tim Tom‘ 43
4.4 Conclusion 45
5 Metalepsis and TV Crossovers 47
5.1 Configurations of Metalepses and Metaleptic Effects in Crossovers 49
5.1.1 Metaleptic Spin-offs 50
5.1.2 Inconsistent Fictionality Status 51
5.1.3 Strange Loops 53
5.1.4 Transgressing Promotional Paratexts 54
5.1.5 Naturalized Metaleptic “Crossovers” 56
5.2 Theorizing Crossovers and Metalepses 57
5.2.1 Dynamic World Construction: Diegetization 58
5.2.2 Static Concepts of Worlds 61
5.2.3 Basic Structures of Metalepsis and Crossover 62
5.2.4 Potential Configurations of Transgressions 65
5.2.5 Modes of Representation and the Identity of a Character 70
5.3 Conclusion 74
6 The Theory of Conceptual Blending 77
7 Metalepsis and the Integrity of a Character 79
7.1 Duck Amuck as Object of Study 80
7.2 The Identity of a Character Based on Intrafilmic Blends 81
7.3 Three Perspectives on Daffy’s Evolution 85
7.4 Daffy Struggling Through Film Genres 88
7.5 Daffy Makes a Movie 92
7.6 Daffy as Studio Star 96
7.7 Conclusion 100
8 Metamorphoses 103
8.1 Animation’s Affinity with Metamorphoses 104
8.2 Character-Based Metamorphosis in General 105
8.3 Character-Based Metamorphosis in Animation 106
8.3.1 Anthropomorphism and Conceptual Blending 108
8.3.2 Metamorphic Hyperbodies 113
8.3.3 Metamorphosis of Character and Setting 115
8.4 Conclusion 123
9 Metalepsis and Blending Theory 125
9.1 Blending and Metalepsis: Theoretical Overlaps 125
9.2 Metalepsis and Blending in Literature 128
9.3 Metalepsis and Blending in Film 136
9.4 The Conceptual Blending of Metalepsis: A Generic Model 142
9.5 Conclusion 144
10 Final Thoughts 145
11 Bibliography 149
Backcover 164