Telegraphing (entertainment)
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Telegraphing (entertainment)
Telegraphing, in the creation or performance of creative works, is conveying information to the audience through acting or nonverbal clues, providing a clear hint of the meaning or outcome of a dramatic action. Telegraphing may undercut suspense by advance disclosure or extreme hinting of an element in a composition, narrative plot, or recitation. A familiar example is stand-up comic and comedy films "telegraphing" the punch line of a joke, i.e. making its outcome obvious before it happens. This meaning for the term was coined shortly after the invention of the telegraph. In music and the visual arts, such techniques are respected as means of preparing the audience by "building up" to the foreseeable result, as musical overtures usually do. In role-playing games such as live-action role-playing it may refer to non-verbal communication with other players through gestures to convey the intentions of the player outside the game. Telegraphing is often compared to foreshadowing as a way ...
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Stand-up Comedy
Stand-up comedy is a comedy, comedic performance to a live audience in which the performer addresses the audience directly from the stage. The performer is known as a comedian, a comic or a stand-up. Stand-up comedy consists of One-line joke, one-liners, stories, observations or a shtick that may incorporate Theatrical property, props, comedy music, music, Magic (illusion), magic tricks or ventriloquism. It can be performed almost anywhere, including comedy clubs, comedy festivals, bars, nightclubs, colleges or theatres. History Stand-up as a Western world, Western art form has its roots in the Stump speech (minstrelsy), stump speech of American minstrel shows, which featured an actor in blackface delivering nonsensical monologue to the audience. While the intention of stump speeches was to mock African-Americans, they also occasionally contained political and social satire. The minstrel show would later influence theatrical traditions of the late 19th and early 20th centu ...
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Punch Line
A punch line (a. k. a. punch-line or punchline) concludes a joke; it is intended to make people laugh. It is the third and final part of the typical joke structure. It follows the introductory framing of the joke and the narrative which sets up for the punch line. In a broader sense, "punch line" can also refer to the unexpected and funny conclusion of any performance, situation or story. Etymology The origin of the term is unknown. Even though the comedic formula using the classic "set-up, premise, punch line" format was well-established in Vaudeville by the beginning of the 20th century, the actual term "punch line" is first documented in the 1920s; the Merriam-Webster dictionary pegs the first use in 1921. Linguistic analysis A linguistic interpretation of the mechanics of the punch line response is posited by Victor Raskin in his script-based semantic theory of humor. Humor is evoked when a trigger, contained in the punch line, causes the audience to abruptly shift its ...
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Joke
A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be interpreted literally. It usually takes the form of a story, often with dialogue, and ends in a punch line, whereby the humorous element of the story is revealed; this can be done using a pun or other type of word play, irony or sarcasm, logical incompatibility, hyperbole, or other means. Linguist Robert Hetzron offers the definition: It is generally held that jokes benefit from brevity, containing no more detail than is needed to set the scene for the punchline at the end. In the case of riddle jokes or one-liners, the setting is implicitly understood, leaving only the dialogue and punchline to be verbalised. However, subverting these and other common guidelines can also be a source of humour—the shaggy dog story is an example of an anti-joke; although presented as a joke, it contains a long drawn-out narrative ...
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Telegraph
Telegraphy is the long-distance transmission of messages where the sender uses symbolic codes, known to the recipient, rather than a physical exchange of an object bearing the message. Thus flag semaphore is a method of telegraphy, whereas pigeon post is not. Ancient signalling systems, although sometimes quite extensive and sophisticated as in China, were generally not capable of transmitting arbitrary text messages. Possible messages were fixed and predetermined and such systems are thus not true telegraphs. The earliest true telegraph put into widespread use was the optical telegraph of Claude Chappe, invented in the late 18th century. The system was used extensively in France, and European nations occupied by France, during the Napoleonic era. The electric telegraph started to replace the optical telegraph in the mid-19th century. It was first taken up in Britain in the form of the Cooke and Wheatstone telegraph, initially used mostly as an aid to railway signalling. Th ...
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Overture
Overture (from French ''ouverture'', "opening") in music was originally the instrumental introduction to a ballet, opera, or oratorio in the 17th century. During the early Romantic era, composers such as Beethoven and Mendelssohn composed overtures which were independent, self-existing instrumental, programmatic works that foreshadowed genres such as the symphonic poem. These were "at first undoubtedly intended to be played at the head of a programme". History 17th century The idea of an instrumental opening to opera existed during the 17th century. Peri's '' Euridice'' opens with a brief instrumental ritornello, and Monteverdi's ''L'Orfeo'' (1607) opens with a toccata, in this case a fanfare for muted trumpets. More important, however, was the prologue, which comprised sung dialogue between allegorical characters which introduced the overarching themes of the stories depicted. French overture As a musical form, however, the French overture first appears in the court balle ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Live-action Role-playing
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world enviro ...
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In-universe
A fictional universe, or fictional world, is a self-consistent setting with events, and often other elements, that differ from the real world. It may also be called an imagined, constructed, or fictional realm (or world). Fictional universes may appear in novels, comics, films, television shows, video games, and other creative works. The subject is most commonly addressed in reference to fictional universes that differ markedly from the real world, such as those that introduce entire fictional cities, countries, or even planets, or those that contradict commonly known facts about the world and its history, or those that feature fantasy or science fiction concepts such as magic or faster than light travel—and especially those in which the deliberate development of the setting is a substantial focus of the work. When a large franchise of related works has two or more somewhat different fictional universes that are each internally consistent but not consistent with each other (suc ...
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Foreshadowing
Foreshadowing is a narrative device in which a storyteller gives an advance hint of what is to come later in the story. Foreshadowing often appears at the beginning of a story, and it helps develop or subvert the audience's expectations about upcoming events. The writer may implement foreshadowing in many different ways. Some of these ways include: character dialogues, plot events, and changes in setting. Even the title of a work or a chapter can act as a clue that suggests what is going to happen. Foreshadowing in fiction creates an atmosphere of suspense in a story, so that the readers are interested and want to know more. This literary device is generally used to build anticipation in the minds of readers about what might happen next, thus adding dramatic tension to a story. Moreover, foreshadowing can make extraordinary and bizarre events appear credible, some events are predicted in order to make the audience feel anticipated for them. Hints may be about future events, ch ...
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Red Herring
A red herring is a figurative expression referring to a logical fallacy in which a clue or piece of information is or is intended to be misleading, or distracting from the actual question. Red herring may also refer to: Animals * Red herring (fish), a type of kipper made from dried, smoked, and salted fish Art, entertainment, and media * ''Red Herring'' (magazine), a former magazine focused on new technology businesses; now a website devoted to same * Red Herring, a character in the cartoon series ''A Pup Named Scooby-Doo'' * ''Red Herring'', a 2012 film starring Holly Valance * ''Red Herring'' (play), a 2000 play by Michael Hollinger * "Red Herring", a trance single by the band Union Jack * Red Herring Artists, an artist's collective based in Brighton, England * Boxer James Red Herring was also known in the ring simply as Red Herring. Business * Red herring prospectus A red herring prospectus, as a first or preliminary prospectus, is a document submitted by a company (issuer) ...
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Telegraphing (sports)
In sporting terminology, to telegraph is to unintentionally alert an opponent to one's immediate situation or intentions. The sporting use of the term ''telegraph'' draws a direct comparison with the communication device of the same name. "Telegraphing" always refers to a reflexive physical action rather than a protracted or intentional give-away. For example, a boxer rotating his shoulders to throw a hook would be telegraphing. A rugby team betraying its line-out plays by using an easily decoded line-out code is ''not'' telegraphing. While telegraphing is a hazard for any sporting event, it is particularly risky at upper levels of competition where talented players are better able to anticipate and react to telegraphed actions. The ability to suppress telegraphing, and pick up on the telegraphing of other players, is often a hallmark of elite athletes. Use in various sports Martial arts and combat sports The most widespread telegraph in all unarmed combat is to look directly at ...
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