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This collection focuses on texts that address the other arts – from painting to photography, from the stage to the screen, and from avant-garde experiments to mass culture. Despite their diversity of object and approach, the essays in Relational Designs coalesce around the argument that representations are defined by relations and dynamics, rather than intrinsic features. This rationale is supported by the discourses and methodologies favoured by the book’s contributors: their approaches offer a cross section of the intellectual and critical environment of our time. The book illustrates the critical possibilities that derive from the broad range of modes of inquiry - poststructuralist criticism, gender studies, postcolonial studies, new historicism – that the book’s four sections bring to bear on a wealth of intermedial practices. But Relational Designs compounds such critical emphases with the voice of the practitioner: the book is rounded off by an interview in which a contemporary novelist discusses her attraction to the other arts in terms that extend the book’s insights and bridge the gap between academic discourse and artistic practice.
Jonathan Gottschall teaches English at Washington and Jefferson College. --Book Jacket.
Volume II of the handbook offers a unique collection of exemplary case studies. In five chapters and 99 articles it presents the state of the art on how body movements are used for communication around the world. Topics include the functions of body movements, their contexts of occurrence, their forms and meanings, their integration with speech, and how bodily motion can function as language. By including an interdisciplinary chapter on ‘embodiment’, volume II explores the body and its role in the grounding of language and communication from one of the most widely discussed current theoretical perspectives. Volume II of the handbook thus entails the following chapters: VI. Gestures acros...
Combining up-to-date scholarship with clear and accessible language and helpful exercises, Metaphor: A Practical Introduction is an invaluable resource for all readers interested in metaphor. This second edition includes two new chapters--on 'metaphors in discourse' and 'metaphor and emotion' --along with new exercises, responses to criticism and recent developments in the field, and revised student exercises, tables, and figures.
Hollywood moviemaking is one of the constants of American life, but how much has it changed since the glory days of the big studios? David Bordwell argues that the principles of visual storytelling created in the studio era are alive and well, even in today’s bloated blockbusters. American filmmakers have created a durable tradition—one that we should not be ashamed to call artistic, and one that survives in both mainstream entertainment and niche-marketed indie cinema. Bordwell traces the continuity of this tradition in a wide array of films made since 1960, from romantic comedies like Jerry Maguire and Love Actually to more imposing efforts like A Beautiful Mind. He also draws upon tes...
Although fictional characters have long dominated the reception of literature, films, television programs, comics, and other media products, only recently have they begun to attract their due attention in literary and media theory. The book systematically surveys today ́s diverse and at times conflicting theoretical perspectives on fictional character, spanning research on topics such as the differences between fictional characters and real persons, the ontological status of characters, the strategies of their representation and characterization, the psychology of their reception, as well as their specific forms and constellations in - and across - different media, from the book to the internet.
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.
Joddy Murray, in “Kinematic Rhetoric,” puts forward a theory of rhetoric that adds the elements of movement, sound, image, affect and duration to traditional accounts of digital, visual and multimodal rhetorics. His concept of “time-affect” images provides a complex and nuanced theory for composing that builds upon his earlier concept of “nondiscursive texts.” By turning to Deleuze’s work on cinema, Murray presents the “time-affect image,” which “generates" and amplifies affectivity through duration and motion, and is the key concept in this rhetorical theory. Motion, he argues, creates meaning that is independent of the content and, like all images, carries with it the potential for persuasion through the affective domain.
The impact of the embodied cognition thesis on the scientific study of film The embodied cognition thesis claims that cognitive functions cannot be understood without making reference to the interactions between the brain, the body, and the environment. The meaning of abstract concepts is grounded in concrete experiences. This book is the first edited volume to explore the impact of the embodied cognition thesis on the scientific study of film. A team of scholars analyse the main aspects of film (narrative, style, music, sound, time, the viewer, emotion, perception, ethics, the frame, etc.) from an embodied perspective. By combining insights from various disciplines such as cognitive film th...
Film Style and the World War II Combat Genre is a detailed examination of the stylistic means by which filmmakers depict stories of combat. The work furthers contemporary discussions by analyzing a range of World War II combat films to a degree of detail which has previously escaped critical attention. This substantial examination of cinematography, sound, editing and acting in a range of movies including Saving Private Ryan, Windtalkers, Bataan, and Objective Burma! demonstrates the importance of close attention to the textual construction of these films specifically, as well as cinematic texts more generally. The work advances the original analytic descriptions of “controlled spontaneity” and “reported realism” as theoretical concepts which explain why viewers regard certain stylistic techniques as realistic. This notion of realism is then further understood through reference to a body of research in cognitive psychology to argue that the density of audio-visual information in contemporary combat films is a significant factor in creating a sense of realism.