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This collection of fresh essays addresses a broad range of topics in the BBC science fiction television series Doctor Who, both old (1963-1989) and new (2005-present). The book begins with the fan: There are essays on how the show is viewed and identified with, fan interactions with each other, reactions to changes, the wilderness years when it wasn't in production. Essays then look at the ways in which the stories are told (e.g., their timeliness, their use of time travel as a device, etc.). After discussing the stories and devices and themes, the essays turn to looking at the Doctor's female companions and how they evolve, are used, and changed by their journey with the Doctor.
Since the publication of the first James Blish novelizations of Star Trek episodes in 1967, close to 900 tie-in novels, anthologies, and omnibus editions have been published. Star Trek tie-in novels have had a significant influence on Western popular culture. The works of beloved science fiction authors have shaped the way fans understand Star Trek and its universe, and many stand as near equal builders of the Star Trek franchise, next to Gene Roddenberry, his producers, and the many creators of the later series. With such a vast and varied body of work, tie-in books form a rich and deep cultural phenomenon, the history and content of which are worthy of concerted study. Despite the enduring...
This collection examines the nerd and/or geek stereotype in popular culture today. Utilizing the media—film, TV, YouTube, Twitter, fiction—that often defines daily lives, the contributors interrogate what it means to be labeled a “nerd” or “geek.” While the nerd/geek that is so easily recognized now is assuredly a twenty-first century construct, an examination of the terms’ history brings a greater understanding of their evolution. From sports to slasher films, Age of the Geek establishes a dialogue with texts as varied as the depictions of “nerd” or “geek” stereotypes.
Many Canadians with a Scottish background still feel the pull of their Gaelic origins. During the eighteenth and nineteenth centuries Scots dominated Montreal and, by extension, the rest of the country. Their habits and attitudes influenced business, education, science and medicine, the military, and even the way Canadians imagined themselves.
This book introduces the concept of 'narrative instability' in order to make visible a new trend in contemporary US popular culture, to analyze this trend's poetics, and to scrutinize its textual politics. It identifies those texts as narratively unstable that consciously frustrate and obfuscate the process of narrative understanding and comprehension, challenging their audiences to reconstruct what happened in a text's plot, who its characters are, which of its diegetic worlds are real, or how narrative information is communicated in the first place. Despite - or rather, exactly because of - their confusing and destabilizing tendencies, such texts have attained mainstream commercial popular...
This book explores representations of girlhood and young womanhood in recent English language children's fantasy by focusing on two fantastic body transformation types: invisibility and age-shifting. Drawing on recent feminist and queer theory, the study discusses the tropes of invisibility and age-shifting as narrative devices representing gendered experiences. The transformations offer various perspectives on a girl's changing body and identity and provide links between real-life and fantastic discourses of gender, power, invisibility and aging. The main focus is on English-language fantasy published since the 1970s but the motifs of invisibility and age-shifting in earlier tales and children's books is reviewed; this is the first study of children's fantasy literature that considers these tropes at length. Novels discussed are from both critically acclaimed authors and the less well known. Most of the novels depicting invisible or age-shifting girls are neither thoroughly conventional nor radically subversive but present a range of styles. In terms of gender, children's fantasy novels can be more complex than they are often interpreted to be.
This collection of essays is the first serious attempt to conceptualise the transplantation of English migrants and culture in the New World as a diaspora.
This collection of new essays applies a wide range of critical frameworks to the analysis of prolific fantasy author Terry Pratchett's Discworld books. Essays focus on topics such as Pratchett's treatment of noise and silence and their political implications; art as an anodyne for racial conflict; humor and cognitive debugging; visual semiotics; linguistic stylistics and readers' perspectives of word choice; and Derrida and the "monstrous Regiment of Women." The volume also includes an annotated bibliography of critical sources. The essays provide fresh perspectives on Pratchett's work, which has stealthily redefined both fantasy and humor for modern audiences.
The extraordinary influence of Scots in the British Empire has long been recognized. As administrators, settlers, temporary residents, professionals, plantation owners, and as military personnel, they were strikingly prominent in North America, the Caribbean, Australasia, South Africa, India, and colonies in South-East Asia and Africa. Throughout these regions they brought to bear distinctive Scottish experience as well as particular educational, economic, cultural, and religious influences. Moreover, the relationship between Scots and the British Empire had a profound effect upon many aspects of Scottish society. This volume of essays, written by notable scholars in the field, examines the ...
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the d...