Author: Sean Latham
Publisher: Bloomsbury Publishing
ISBN: 1350106275
Category : Literary Criticism
Languages : en
Pages : 562
Book Description
Bringing together 17 foundational texts in contemporary modernist criticism in one accessible volume, this book explores the debates that have transformed the field of modernist studies at the turn of the millennium and into the 21st century. The New Modernist Studies Reader features chapters covering the major topics central to the study of modernism today, including: · Feminism, gender, and sexuality · Empire and race · Print and media cultures · Theories and history of modernism Each text includes an introductory summary of its historical and intellectual contexts, with guides to further reading to help students and teachers explore the ideas further. Includes essential texts by leading critics such as: Anne Anlin Cheng, Brent Hayes Edwards, Rita Felski, Susan Stanford Friedman, Mark Goble, Miriam Bratu Hansen, Andreas Huyssen, David James, Heather K. Love, Douglas Mao, Mark S. Morrisson, Michael North, Jessica Pressman, Lawrence Rainey, Paul K. Saint-Amour, Bonnie Kime Scott, Urmila Seshagiri, Robert Spoo, and Rebecca L. Walkowitz.
The New Modernist Studies Reader
Popular Modernism and Its Legacies
Author: Scott Ortolano
Publisher: Bloomsbury Publishing USA
ISBN: 1501325124
Category : Literary Criticism
Languages : en
Pages : 291
Book Description
Popular Modernism and Its Legacies reconfigures modernist studies to investigate how modernist concepts, figures, and aesthetics continue to play essential--though often undetected--roles across an array of contemporary works, genres, and mediums. Featuring both established and emerging scholars, each of the book's three sections offers a distinct perspective on popular modernism. The first section considers popular modernism in periods historically associated with the movement, discovering hidden connections between traditional forms of modernist literature and popular culture. The second section traces modernist genealogies from the past to the contemporary era, ultimately revealing that immensely popular contemporary works, artists, and genres continue to engage and thereby renew modernist aesthetics and values. The final section moves into the 21st century, discovering how popular works invoke modernist techniques, texts, and artists to explore social and existential quandaries in the contemporary world. Concluding with an afterword from noted scholar Faye Hammill, Popular Modernism and Its Legacies reshapes the study of modernism and provides new perspectives on important works at the center of our cultural imagination.
Publisher: Bloomsbury Publishing USA
ISBN: 1501325124
Category : Literary Criticism
Languages : en
Pages : 291
Book Description
Popular Modernism and Its Legacies reconfigures modernist studies to investigate how modernist concepts, figures, and aesthetics continue to play essential--though often undetected--roles across an array of contemporary works, genres, and mediums. Featuring both established and emerging scholars, each of the book's three sections offers a distinct perspective on popular modernism. The first section considers popular modernism in periods historically associated with the movement, discovering hidden connections between traditional forms of modernist literature and popular culture. The second section traces modernist genealogies from the past to the contemporary era, ultimately revealing that immensely popular contemporary works, artists, and genres continue to engage and thereby renew modernist aesthetics and values. The final section moves into the 21st century, discovering how popular works invoke modernist techniques, texts, and artists to explore social and existential quandaries in the contemporary world. Concluding with an afterword from noted scholar Faye Hammill, Popular Modernism and Its Legacies reshapes the study of modernism and provides new perspectives on important works at the center of our cultural imagination.
End-Game
Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110752867
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110752867
Category : Games & Activities
Languages : en
Pages : 331
Book Description
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Modernist Communities across Cultures and Media
Author: Caroline Pollentier
Publisher: University Press of Florida
ISBN: 0813052475
Category : Literary Criticism
Languages : en
Pages : 301
Book Description
Marked by a rejection of traditional affiliations such as nation, family, and religion, modernism is often thought to privilege the individual over the community. The contributors to this volume question this assumption, uncovering the communal impulses of the modernist period across genres, cultures, and media. Contributors show how modernist artists and intellectuals reconfigured relations between the individual and the collective. They examine Dada art practices that involve games and play; shared reactions to the post–World War I rhetoric of Woodrow Wilson; the reception of James Joyce’s Ulysses in Harlem Renaissance circles; the publishing platform of the Bengali literary review Parichay; popular radio shows and news broadcasts; and the universal aspects of film-viewing. They also explore radical reimaginings of community as seen in the collective cohabiting envisioned by Virginia Woolf, the utopian experiment of Black Mountain College, and the communal autobiographies of Gertrude Stein. The essays demonstrate that these pluralist ecosystems based on participation were open to paradox, dissent, and multiple perspectives. Through a transnational and transmedial lens, this volume argues that the modernist period was a breakthrough in a rethinking of community that continues in the postmodern era. Contributors: Hélène Aji | Jessica Berman | Jeremy Braddock | Supriya Chaudhuri | Debra Rae Cohen | Melba Cuddy-Keane | Claire Davison | Irene Gammel
Publisher: University Press of Florida
ISBN: 0813052475
Category : Literary Criticism
Languages : en
Pages : 301
Book Description
Marked by a rejection of traditional affiliations such as nation, family, and religion, modernism is often thought to privilege the individual over the community. The contributors to this volume question this assumption, uncovering the communal impulses of the modernist period across genres, cultures, and media. Contributors show how modernist artists and intellectuals reconfigured relations between the individual and the collective. They examine Dada art practices that involve games and play; shared reactions to the post–World War I rhetoric of Woodrow Wilson; the reception of James Joyce’s Ulysses in Harlem Renaissance circles; the publishing platform of the Bengali literary review Parichay; popular radio shows and news broadcasts; and the universal aspects of film-viewing. They also explore radical reimaginings of community as seen in the collective cohabiting envisioned by Virginia Woolf, the utopian experiment of Black Mountain College, and the communal autobiographies of Gertrude Stein. The essays demonstrate that these pluralist ecosystems based on participation were open to paradox, dissent, and multiple perspectives. Through a transnational and transmedial lens, this volume argues that the modernist period was a breakthrough in a rethinking of community that continues in the postmodern era. Contributors: Hélène Aji | Jessica Berman | Jeremy Braddock | Supriya Chaudhuri | Debra Rae Cohen | Melba Cuddy-Keane | Claire Davison | Irene Gammel
New Games
Author: Pamela M. Lee
Publisher: Routledge
ISBN: 1135858713
Category : Art
Languages : en
Pages : 289
Book Description
"Art History After the Sixties examines the 1960s and 1970s as a watershed era in our current understanding of art and its historiography. Pamela Lee asks how, why, and at what cost art critics of that generation shifted their attention away from aesthetics to focus pimarily on the social and political nature of art, most notably in the writings appearing in the influential journal October. She also looks closesly at the major artists of that era from Robert Smithson, most well known for his provocative earthwork Spiral Jetty, to Andy Warhol. Art History After the Sixties is the fifth volume in "Theories of Modernism and Postmodernism in the Visual Arts", James Elkins's series of short books on the theories of modernism written by leading art historians on twentieth-century art and art criticism. The book will feature a critical introduction by a fellow art historian placing the book in conversation with the previous books in the series."--
Publisher: Routledge
ISBN: 1135858713
Category : Art
Languages : en
Pages : 289
Book Description
"Art History After the Sixties examines the 1960s and 1970s as a watershed era in our current understanding of art and its historiography. Pamela Lee asks how, why, and at what cost art critics of that generation shifted their attention away from aesthetics to focus pimarily on the social and political nature of art, most notably in the writings appearing in the influential journal October. She also looks closesly at the major artists of that era from Robert Smithson, most well known for his provocative earthwork Spiral Jetty, to Andy Warhol. Art History After the Sixties is the fifth volume in "Theories of Modernism and Postmodernism in the Visual Arts", James Elkins's series of short books on the theories of modernism written by leading art historians on twentieth-century art and art criticism. The book will feature a critical introduction by a fellow art historian placing the book in conversation with the previous books in the series."--
Gaming Utopia
Author: Claudia Costa Pederson
Publisher: Indiana University Press
ISBN: 0253054524
Category : Games & Activities
Languages : en
Pages : 249
Book Description
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
Publisher: Indiana University Press
ISBN: 0253054524
Category : Games & Activities
Languages : en
Pages : 249
Book Description
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
MediaSport
Author: Lawrence Wenner
Publisher: Routledge
ISBN: 1134826044
Category : Sports & Recreation
Languages : en
Pages : 351
Book Description
MediaSport is a comprehensive introduction to the ways in which sport and the media interact. It is written by leading experts from around the world in the field of sports studies, sports journalism and leisure studies. Among the subjects covered are: * sports ethics * sport and race * sport and gender * sport and violence on television * the globalization of sports * marketing sports on the Internet.
Publisher: Routledge
ISBN: 1134826044
Category : Sports & Recreation
Languages : en
Pages : 351
Book Description
MediaSport is a comprehensive introduction to the ways in which sport and the media interact. It is written by leading experts from around the world in the field of sports studies, sports journalism and leisure studies. Among the subjects covered are: * sports ethics * sport and race * sport and gender * sport and violence on television * the globalization of sports * marketing sports on the Internet.
The Middle Ages in Computer Games
Author: Robert Houghton
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373
Book Description
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Publisher: Boydell & Brewer
ISBN: 1843847299
Category : Games & Activities
Languages : en
Pages : 373
Book Description
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
On Soulsring Worlds
Author: Marco Caracciolo
Publisher: Taylor & Francis
ISBN: 1040018165
Category : Games & Activities
Languages : en
Pages : 102
Book Description
The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.
Publisher: Taylor & Francis
ISBN: 1040018165
Category : Games & Activities
Languages : en
Pages : 102
Book Description
The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.
The Culture Game
Author: Olu Oguibe
Publisher: U of Minnesota Press
ISBN: 9780816641314
Category : Art
Languages : en
Pages : 252
Book Description
Thirteen previously published essays, notes, and interviews, by Olu Oguibe, with revisions, with an additional list of where the contributions were originally published and a cumulative index for this anthology as a whole.
Publisher: U of Minnesota Press
ISBN: 9780816641314
Category : Art
Languages : en
Pages : 252
Book Description
Thirteen previously published essays, notes, and interviews, by Olu Oguibe, with revisions, with an additional list of where the contributions were originally published and a cumulative index for this anthology as a whole.