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Kermit Culture
  • Language: en
  • Pages: 236

Kermit Culture

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

By the end of its five-year run on television, The Muppet Show had transformed its motley cast from fistfuls of felt to multi-media celebrities. Sophisticated and highly individuated, each of the Muppets embodied a conventional character type from classic television comedy. Kermit functioned as straight man to the majority of the show's jokes. Miss Piggy, the resident diva, evolved from first season chorus girl to full-fledged megastar. A Costello to Kermit's Abbot, Fozzie peddled his vaudevillian shtick to a tough audience, but his genuine sweetness made him lovable even when his jokes were lame. These essays represent the work and ideas of a global community of scholars and Muppet enthusiasts, providing a unique perspective on just how Kermit and the rest of the frogs, dogs, bears, and chickens became cultural icons with influences reaching far beyond the world of 1970s television comedy.

I See You
  • Language: en
  • Pages: 255

I See You

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

In the blockbuster film Avatar, science fiction and the technological prowess of director James Cameron meet in a heady concoction that, while visually ravishing, could easily be dismissed as "eye candy." While critics most frequently acclaimed its breakthrough 3-D technology, close scrutiny of the film raises provocative questions about the relationship between mind and body, appearance and reality. It brings into focus the relationships of humans to their technology, their planet, and each other and highlights the nature and potential of film itself. This work explores the theoretical and philosophical issues brought to bear in Avatar, exploring the spaces between human and machine; technology and nature; chick flick and action-adventure; and old-fashioned storytelling and cutting-edge technology. Central to the book's analysis is an examination of the extent to which Avatar melds the seer and the seen, illuminating an alternative visual paradigm. Instructors considering this book for use in a course may request an examination copy here.

Environments in Science Fiction
  • Language: en
  • Pages: 207

Environments in Science Fiction

  • Type: Book
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  • Published: 2014-03-08
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  • Publisher: McFarland

The all-new essays in this book respond to the question, How do spaces in science fiction, both built and unbuilt, help shape the relationships among humans, other animals and their shared environments? Spaces, as well as a sense of place or belonging, play major roles in many science fiction works. This book focuses especially on depictions of the future that include, but move beyond, dystopias and offer us ways to imagine reinventing ourselves and our perspectives; especially our links to and views of new environments. There are ecocritical texts that deal with space/place and science fiction criticism that deals with dystopias but there is no other collection that focuses on the intersection of the two.

Transnational Perspectives on Graphic Narratives
  • Language: en
  • Pages: 425

Transnational Perspectives on Graphic Narratives

  • Type: Book
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  • Published: 2013-03-28
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  • Publisher: A&C Black

This book brings together an international group of scholars who chart and analyze the ways in which comic book history and new forms of graphic narrative have negotiated the aesthetic, social, political, economic, and cultural interactions that reach across national borders in an increasingly interconnected and globalizing world. Exploring the tendencies of graphic narratives - from popular comic book serials and graphic novels to manga - to cross national and cultural boundaries, Transnational Perspectives on Graphic Narratives addresses a previously marginalized area in comics studies. By placing graphic narratives in the global flow of cultural production and reception, the book investigates controversial representations of transnational politics, examines transnational adaptations of superhero characters, and maps many of the translations and transformations that have come to shape contemporary comics culture on a global scale.

Class, Please Open Your Comics
  • Language: en
  • Pages: 283

Class, Please Open Your Comics

  • Type: Book
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  • Published: 2015-04-22
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  • Publisher: McFarland

Comics and sequential art are increasingly in use in college classrooms. Multimodal, multimedia and often collaborative, the graphic narrative format has entered all kinds of subject areas and its potential as a teaching tool is still being realized. This collection of new essays presents best practices for using comics in various educational settings, beginning with the basics. Contributors explain the need for teachers to embrace graphic novels. Multimodal composition is demonstrated by the use of comics. Strategies are offered for teachers who have struggled with weak visual literacy skills among students. Student-generated comics are discussed with several examples. The teaching of postmodern theories and practices through comics is covered. An appendix features assignment sheets so teachers can jump right in with proven exercises.

Of Bread, Blood and The Hunger Games
  • Language: en
  • Pages: 255

Of Bread, Blood and The Hunger Games

  • Type: Book
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  • Published: 2012-07-12
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  • Publisher: McFarland

This collection of fresh essays on Suzanne Collins's epic trilogy spans multiple disciplines. The contributors probe the trilogy's meaning using theories grounded in historicism, feminism, humanism, queer theory, as well as cultural, political, and media studies. The essayists demonstrate diverse perspectives regarding Collins's novels but their works have three elements in common: an appreciation of the trilogy as literature, a belief in its permanent value, and a need to share both appreciation and belief with fellow readers. The 21 essays that follow the context-setting introduction are grouped into four parts: Part I "History, Politics, Economics, and Culture," Part II "Ethics, Aesthetics, and Identity," Part III "Resistance, Surveillance, and Simulacra," and Part IV "Thematic Parallels and Literary Traditions." A core bibliography of dystopian and postapocalyptic works is included, with emphasis on the young adult category--itself an increasingly crucial part of postmodern culture. Instructors considering this book for use in a course may request an examination copy here.

The Sex Is Out of This World
  • Language: en
  • Pages: 260

The Sex Is Out of This World

  • Type: Book
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  • Published: 2012-11-15
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  • Publisher: McFarland

"Science fiction" can be translated into "real unreality." More than a genre like fantasy, which creates entirely new realms of possibility, science fiction constructs its possibilities from what is real, from what is, indeed, possible, or conceivably so. This collection, then, looks to understand and explore the "unreal reality," to note ways in which our culture's continually changing and evolving mores of sex and sexuality are reflected in, dissected by, and deconstructed through the genre of science fiction. This book is a collection of new essays, with the general objective of filling a gap in the literature about sex and science fiction (although some work has gone before, none of it is recent). The essays herein explore the myriad ways in which authors--regardless of format (print, film, television, etc.)--envision very different beings expressing this most fundamental of human behaviors.

The British Comic Book Invasion
  • Language: en
  • Pages: 282

The British Comic Book Invasion

  • Type: Book
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  • Published: 2018-12-28
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  • Publisher: McFarland

What makes a successful comics creator? How can storytelling stay exciting and innovative? How can genres be kept vital? Writers and artists in the highly competitive U.S. comics mainstream have always had to explore these questions but they were especially pressing in the 1980s. As comics readers grew older they started calling for more sophisticated stories. They were also no longer just following the adventures of popular characters--writers and artists with distinctive styles were in demand. DC Comics and Marvel went looking for such mavericks and found them in the United Kingdom. Creators like Alan Moore (Watchmen, Saga of the Swamp Thing), Grant Morrison (The Invisibles, Flex Mentallo) and Garth Ennis (Preacher) migrated from the anarchical British comics industry to the U.S. mainstream and shook up the status quo yet came to rely on the genius of the American system.

The Fabulous Journeys of Alice and Pinocchio
  • Language: en
  • Pages: 238

The Fabulous Journeys of Alice and Pinocchio

  • Type: Book
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  • Published: 2018-09-20
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  • Publisher: McFarland

Lewis Carroll's Alice's Adventures in Wonderland (1865) and Through the Looking-Glass (1871) and Carlo Collodi's Le Avventure di Pinocchio (1883) are among the most influential classics of children's literature. Firmly rooted in their respective British and Italian national cultures, the Alice and Pinocchio stories connected to a worldwide audience almost like folktales and fairy tales and have become fixtures of postmodernism. Although they come from radically different political and social backgrounds, the texts share surprising similarities. This comparative reading explores their imagery and history, and discusses them in the broader context of British and Italian children's stories.

Gothic in Comics and Graphic Novels
  • Language: en
  • Pages: 269

Gothic in Comics and Graphic Novels

  • Type: Book
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  • Published: 2014-02-07
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  • Publisher: McFarland

This book explores the connections between comics and Gothic from four different angles: historical, formal, cultural and textual. It identifies structures, styles and themes drawn from literary gothic traditions and discusses their presence in British and American comics today, with particular attention to the DC Vertigo imprint. Part One offers an historical approach to British and American comics and Gothic, summarizing the development of both their creative content and critical models, and discussing censorship, allusion and self-awareness. Part Two brings together some of the gothic narrative strategies of comics and reinterprets critical approaches to the comics medium, arguing for an holistic model based around the symbols of the crypt, the spectre and the archive. Part Three then combines cultural and textual analysis, discussing the communities that have built up around comics and gothic artifacts and concluding with case studies of two of the most famous gothic archetypes in comics: the vampire and the zombie.