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
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.
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.
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.
Modernism and Its Media
Author: Chris Forster
Publisher: Bloomsbury Publishing
ISBN: 1350033162
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
From cinema and radio broadcasting to the growth of new communication technologies, Modernism and Its Media is the first critical guide to key issues and debates on the changing media contexts of modernist writing. Topics covered include: · Key thinkers, including Walter Benjamin, Theodor Adorno, and Marshall McLuhan · Modernist film – from Eisenstein to the French New Wave cinema · Modernism and mass culture · The history of modernist media and communication technologies · Modernism's legacies for contemporary new media art With case studies covering such topics as the film writings of Joyce, Woolf and Eliot, popular art and kitsch, the Frankfurt School and the rise of the gramophone, this is an essential guide for students and scholars researching the relationship between modernism and mass media.
Publisher: Bloomsbury Publishing
ISBN: 1350033162
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
From cinema and radio broadcasting to the growth of new communication technologies, Modernism and Its Media is the first critical guide to key issues and debates on the changing media contexts of modernist writing. Topics covered include: · Key thinkers, including Walter Benjamin, Theodor Adorno, and Marshall McLuhan · Modernist film – from Eisenstein to the French New Wave cinema · Modernism and mass culture · The history of modernist media and communication technologies · Modernism's legacies for contemporary new media art With case studies covering such topics as the film writings of Joyce, Woolf and Eliot, popular art and kitsch, the Frankfurt School and the rise of the gramophone, this is an essential guide for students and scholars researching the relationship between modernism and mass media.
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
Fictional Games
Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217
Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.
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.
Contemporary Research on Intertextuality in Video Games
Author: Duret, Christophe
Publisher: IGI Global
ISBN: 1522504788
Category : Computers
Languages : en
Pages : 390
Book Description
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
Publisher: IGI Global
ISBN: 1522504788
Category : Computers
Languages : en
Pages : 390
Book Description
Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.
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.