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The Lives of Texts: Exploring the Metaphor examines various instances of “textual subsistence” implied by the title. Drawing on the parallel between a text and a living organism, the contributors analyze various literary texts ranging from the Middle Ages to postmodernity, as well as film adaptations and the graphic novel. Apart from the works of canonical writers, attention is also drawn to some long-forgotten authors, along with the most recent instances of popular literature and culture. The exploration of the title metaphor allows the contributors to trace life-like phenomena (e.g. textual birth, maturation, dissemination, death and resurrection) in the texts of writers so remote from each other as Layamon, Thomas More, Mary Shelley, Charles Williams, Ursula Le Guin, A. S. Byatt, Peter Ackroyd, Iain Banks, J. K. Rowling, or Neil Gaiman.
Fantasy and science fiction began in print, and from the first films to the latest blockbusters, print stories have provided the inspirations, the ideas, and in some cases the detailed blueprints. Adaption Studies has long been an area of intense debate in literature and film studies, but no single work has ever approached fantasy and science fiction texts as unique and important areas of inquiry by themselves. The Fantastic Made Visible with 16 fresh essays is the first book to do exactly that. From the earliest adaptations of Jules Verne, Robert A. Heinlein, and Shakespeare to recent films based on The Hobbit, Planet of the Apes, and The Hunger Games, this book offers a wide range of critical approaches and films from around the world.
Peplum or "sword-and-sandal" films--an Italian genre of the late 1950s through the 1960s--featured ancient Greek, Roman and Biblical stories with gladiators, mythological monsters and legendary quests. The new wave of historic epics, known as neo-pepla, is distinctly different, embracing new technologies and storytelling techniques to create an immersive experience unattainable in the earlier films. This collection of new essays explores the neo-peplum phenomenon through a range of topics, including comic book adaptations like Hercules, the expansion of genre boundaries in Jupiter Ascending and John Carter, depictions of Romans and slaves in Spartacus, and The Eagle and Centurion as metaphors for America's involvement in the Iraq War.
This book presents an innovative comparative view of how the issue of adolescent sexuality and consent is differently treated in various media. Analyzing teenage sexual encounters with adults across a variety of media, including films, television, novels, and podcasts, the volume takes a positive stance on the expression of teenage sexuality, while remaining sensitive to the power of adults to abuse and manipulate. The anthology treats these representations as negotiations between conflicting forces: desire, sexual self-knowledge, unequal power, and the law, the latter both actual legal statutes and internalized law in the philosophical and psychoanalytic sense. Questions of unequal power in...
With case study examples across a range of media, this book brings together leading international scholars to explore new directions in adaptation studies.
This collection of essays offers a sustained, theoretically rigorous rethinking of various issues at work in film and other media adaptations. The essays in the volume as a whole explore the reciprocal, intertextual quality of adaptations that borrow, rework, and adapt each other in complex ways; in addition, the authors explore the specific forces
This volume explores film and television for children and youth. While children’s film and television vary in form and content from country to country, their youth audience, ranging from infants to “screenagers”, is the defining feature of the genre and is written into the DNA of the medium itself. This collection offers a contemporary analysis of film and television designed for this important audience, with particular attention to new directions evident in the late twentieth and early twenty-first centuries. With examples drawn from Iran, China, Korea, India, Israel, Eastern Europe, the Philippines, and France, as well as from the United States and the United Kingdom, contributors address a variety of issues ranging from content to production, distribution, marketing, and the use of film, both as object and medium, in education. Through a diverse consideration of media for young infants up to young adults, this volume reveals the newest trends in children’s film and television and its role as both a source of entertainment and pedagogy.
"Humans understand at least some of what it means to be human, both literally and figuratively, in reference to wild animals. Our relationships with wildlife have traditionally been expressed in terms of hunting; more recently, these relationships have also been manifest as efforts to prevent hunting. Hunting and fishing traditions are, in fact, under fire by critics at the same time that they are receding of their own accord - perhaps becoming even more endangered than any of the pursued animals. These traditions form the major focus of Wild Games, a new collection of essays that looks at the folklore and culture of various hunting and fishing practices, documenting the central importance o...
Before stories of King Arthur and Robin Hood were adapted and readapted for film, television and theater, radio scriptwriters looking for material turned to Thomas Malory's Le Morte Darthur (1485) and Howard Pyle's The Merry Adventures of Robin Hood (1883). Throughout the 1930s to the mid-1950s, their legends inspired storylines for Abbott and Costello, Popeye, Let's Pretend, Escape, Gunsmoke, The Adventures of Superman and others. Many of these adaptations reflect the moral and ethical questions of the day, as characters' faced issues of gender relations, divorce, citizenship, fascism, crime and communism in a medieval setting.
A deep dive into practical game design through playful philosophy and philosophical play. What are video games made of? And what can that tell us about what they mean? In The Stuff Games Are Made Of, experimental game maker Pippin Barr explores the materials of video game design. Taking the reader on a deep dive into eight case studies of his own games, Barr illuminates the complex nature of video games and video game design, and the possibilities both offer for exploring ideas big and small. Through a variety of engaging and approachable examples, Barr shows how every single aspect of a game—whether it is code, graphics, interface, or even time itself—can be designed with and related to the player experience. Barr’s experimental approach, with its emphasis on highly specific elements of games, will leave readers armed with intriguing design philosophy, conceptual rigor, and diverse insights into the inner life of video games. Upon finishing this book, readers will be ready to think deeply about the nature of games, to dive into expressive and experimental game design themselves, or simply to play with a new and expanded mindset.