Riddle as a Structural Element of the Quest Genre

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One of the most popular forms of contemporary mass culture today is the genre of ‘quest’, which is presented in a variety of formats, from videos games and cinema to city tours and specially equipped game spaces. Whatis the secret of the popularity of the quest form, which roots may be found in the sphere of the archaic, in myths and rituals? The author believes that, initially, the presence of riddle in the structure of quest determines its popularity in literature, and then in cinema, video games and reality quests.

At the moment, the actual trend is the simulation of virtual experience in reality in modern media culture, which is often expressed through the form of quests and riddles. The phenomenon of the riddle in the context of “real virtuality” was not previously explored from the culturological perspective since the discussed art-game forms have appeared relatively recently and just begin to be understood. Art history and film science analysis methods have been used to study the ar aspect of the subject. Descriptive and comparative analyses, based on the studies in the history of cinema and visual arts (including modern art), were used in regard to new forms of mass culture.

Ever since the days of the archaic, riddles performed various functions: ritual, social, cognitive, entertaining, and neutralizing. In modern quests, riddles are a synthesis of various traditions, devoid of sacred meaning, but reproducing certain archetypes. As a postmodernist type of creativity, the modern quest is a multi-layered quotation of various cultural layers, symbols, and references — both in regard to myths and literary works, as well as in regard to cinematic images.

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Yankovskiy Alexander N

Assistant Professor of Sound Engineering Department


Film & Television School (GITR)
, Moscow

Author for correspondence.
Email: editor@vestnik-vgik.com

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Copyright (c) 2018 Yankovskiy A.N.

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