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A Poetics of Neurosis
  • Language: en
  • Pages: 207

A Poetics of Neurosis

While psychiatry and the neurosciences have dismissed the concept of neurosis as too vague for medical purposes, in recent years literary studies have adopted the term by virtue of its abstractness. This volume investigates the verbalization of neurosis in literary and cultural texts. As opposed to the medical diagnostics of neurosis in the individual, the contributions focus on the poetics of neurosis. They indicate how neuroses are still routinely romanticized or vilified, bent to suit aesthetic and narrative choices, and transfigured to illustrate unresolved cultural tensions.

Pixar's America
  • Language: en
  • Pages: 240

Pixar's America

  • Type: Book
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  • Published: 2016-08-26
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  • Publisher: Springer

This book examines the popular and critically acclaimed films of Pixar Animation Studios in their cultural and historical context. Whether interventionist sheriff dolls liberating oppressed toys (Toy Story) or exceptionally talented rodents hoping to fulfill their dreams (Ratatouille), these cinematic texts draw on popular myths and symbols of American culture. As Pixar films refashion traditional American figures, motifs and narratives for contemporary audiences, this book looks at their politics - from the frontier myth in light of traditional gender roles (WALL-E) to the notion of voluntary associations and neoliberalism (The Incredibles). Through close readings, this volume considers the aesthetics of digital animation, including voice-acting and the simulation of camera work, as further mediations of the traditional themes and motifs of American culture in novel form. Dietmar Meinel explores the ways in which Pixar films come to reanimate and remediate prominent myths and symbols of American culture in all their cinematic, ideological and narrative complexity.

Flickers of Film
  • Language: en
  • Pages: 209

Flickers of Film

  • Categories: Art

Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph, Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood’s top-selling products? In Flickers of Film, Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood’s nostalgic r...

Video Games and Spatiality in American Studies
  • Language: en
  • Pages: 301

Video Games and Spatiality in American Studies

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.

Rereading the Machine in the Garden
  • Language: en
  • Pages: 249

Rereading the Machine in the Garden

The volume reexamines the trope of the intrusive machine and the regenerative pastoral garden, laid out fifty years ago by Leo Marx in The Machine in the Garden, one of the founding texts of American Studies. Contributions explore the lasting influence of the trope in American culture and the arts, rereading it as a dialectics where nature is as much technologized as technology is naturalized. They trace this dialectic trope in filmic and literary representations of industrial, bureaucratic, and digital gardens; they explore its function in the aftermath of the civil war, the rural electrification during the New Deal, in landscape art, and in ethnic literatures; and they discuss the historical premises and lasting influence of Leo Marx's seminal study.

The Failed Individual
  • Language: en
  • Pages: 400

The Failed Individual

The freedom of the individual to aim high is a deeply rooted part of the American ethos but we rarely acknowledge its flip side: failure. If people are responsible for their individual successes, is the same true of their failures? The Failed Individual brings together a variety of disciplinary approaches to explore how people fail in the United States and the West at large, whether economically, politically, socially, culturally, or physically. How do we understand individual failure, especially in the context of the zero-sum game of international capitalism? And what new spaces of resistance, or even pleasure, might failure open up for people and society?

The 2nd International Congress on 3D Materials Science
  • Language: en
  • Pages: 138

The 2nd International Congress on 3D Materials Science

  • Type: Book
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  • Published: 2016-12-01
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  • Publisher: Springer

This is a collection of papers presented at the 2nd International Congress on 3D Materials Science, an event organized by The Minerals, Metals & Materials Society (TMS). The conference provides the premier forum for presentations of current interest and significance to the three-dimensional characterization, visualization, quantitative analysis, modeling, and investigation of structure-property relationships of materials. The papers presented in the collection are divided into six sections: (1) Acquisition and Handling of 3D Data; (2) Microstructure/Property Relationship in 3D: Characterization and Simulation; (3) Microstructure/Property Relationship in 3D: Deformation and Damage; (4) New Experimental Techniques; (5) Analysis at the Nanoscale; and (6) Dynamic Processes.

Teaching the Middle Ages through Modern Games
  • Language: en
  • Pages: 230

Teaching the Middle Ages through Modern Games

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...

Mental Health | Atmospheres | Video Games
  • Language: en
  • Pages: 275

Mental Health | Atmospheres | Video Games

Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

(Not) In the Game
  • Language: en
  • Pages: 230

(Not) In the Game

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.