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"This book explores the manner in which Herman Melville responds to the spiritual crisis of modernity by using the language of the biblical Old Testament wisdom books to moderate contemporary discourses on religion, skepticism, and literature. Melville's work is an example of how romantic literature fills the interpretive lacuna left by contemporary theology. Damien Schlarb argues that attending to Melville's engagement with the wisdom books (Job, Proverbs, and Ecclesiastes) can help us understand a paradox at the heart of American modernity: the simultaneous displacement and affirmation of biblical language and religious culture. In wisdom, which addresses questions of theology, radical sce...
Shedding new light on both classic and lesser-known works in the Melville canon with particular attention to the author's literary use of the Bible, Neither Believer Nor Infidel examines the debate between religious skepticism and Christian faith that infused Herman Melville's writings following Moby-Dick. Jonathan A. Cook's study is the first to focus on the decisive role of faith and doubt in Melville's writings following his mid-career turn to shorter fiction, and still later to poetry, as a result of the commercial failures of Moby-Dick and Pierre. Nathaniel Hawthorne claimed that Melville "can neither believe nor be comfortable in his unbelief," a remark that encapsulates an essential t...
"Doing Cultural History" collects papers on a variety of topics. The issues addressed span from the 12th to the 21st century and include the communication of peace in written and pictorial sources, narrative structures in legal texts, masculinity and violence, and new research into Scottish medieval history as well as a comparison of religious theme parks and the perception of sorcery and false saintliness in early modern Spain.
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
The American short story has always been characterized by exciting aesthetic innovations and an immense range of topics. This handbook offers students and researchers a comprehensive introduction to the multifaceted genre with a special focus on recent developments due to the rise of new media. Part I provides systematic overviews of significant contexts ranging from historical-political backgrounds, short story theories developed by writers, print and digital culture, to current theoretical approaches and canon formation. Part II consists of 35 paired readings of representative short stories by eminent authors, charting major steps in the evolution of the American short story from its beginnings as an art form in the early nineteenth century up to the digital age. The handbook examines historically, methodologically, and theoretically the coming together of the enduring narrative practice of compression and concision in American literature. It offers fresh and original readings relevant to studying the American short story and shows how the genre performs American culture.
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
Thinking in Search of a Language explores American literary and philosophical traditions, and their intimate connections, by focusing on two defining strands in the intellectual history of the United States. The first half of the book offers a multifaceted interpretation of Emerson's constantly shifting early-modernist thought-“I liked everything by turns and nothing long,” he said memorably-and its legacy in American writing. The second half turns to the modernists themselves and the pluralistic and radical-empiricist ways in which they engaged the world philosophically. Herwig Friedl's broad and deep examination of American thought, which also incorporates the international context and response, illuminates the global significance of the American intellectual tradition. Tying together all of these essays is the persistent question and problem of an adequate language or terminological framework as one kind of interpretive leitmotif. This reflects the fact that Friedl's sensibility is steeped in a cross-pollination of continental and American thought, a combination that recalls-and is as revelatory as-the work of Stanley Cavell.
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays off...
Seit über hundert Jahren ihrer Institutionalisierung ermöglichen Kulturwissenschaften oder cultural studies und Semiotik durch die Anschlussfähigkeit ihrer Theorien und Methoden eine inter- und transdisziplinäre Forschungspraxis, sichtbar heute etwa an den von Semiotik und Naturkulturwissenschaften oder naturalcultural studies geteilten Forschungsthemen. Die im Band versammelten Beiträge setzen Wegpunkte zu einer systematischen Kartierung der Vielfalt und Geschichte des Austauschs der Terminologien und Modelle zwischen cultural studies oder Kulturwissenschaften und Semiotik und verzeichnen epistemologische Vorteile einer fortschreitenden Zusammenführung für künftige Forschung und als Aufgabe einer kritischen Methodologie.