You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Herbert Daniel was a significant and complex figure in Brazilian leftist revolutionary politics and social activism from the mid-1960s until his death in 1992. As a medical student, he joined a revolutionary guerrilla organization but was forced to conceal his sexual identity from his comrades, a situation Daniel described as internal exile. After a government crackdown, he spent much of the 1970s in Europe, where his political self-education continued. He returned to Brazil in 1981, becoming engaged in electoral politics and social activism to champion gay rights, feminism, and environmental justice, achieving global recognition for fighting discrimination against those with HIV/AIDS. In Ex...
Videoland offers a comprehensive view of the "tangible phase" of consumer video, when Americans largely accessed movies as material commodities at video rental stores. Video stores served as a vital locus of movie culture from the early 1980s until the early 2000s, changing the way Americans socialized around movies and collectively made movies meaningful. When films became tangible as magnetic tapes and plastic discs, movie culture flowed out from the theater and the living room, entered the public retail space, and became conflated with shopping and salesmanship. In this process, video stores served as a crucial embodiment of movie cultureÕs historical move toward increased flexibility, a...
Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.
Study drawings play a key role in the exploration and development of architecture in the early stages of design. Yet, these principal tools for graphic thinking have been largely taken for granted in the design professions. This guide brings study drawings into the foreground by analyzing actual drawings used by architects past and present. Architectural Study Drawings is the first source to provide a basis for understanding the primary means of graphic thinking used in the creation of these drawings. It also explains versatile applications of these drawings in architectural practice, teaching, and research. Evaluations of more than 80 drawings and diagrams demonstrate how study drawings are...
We live in a world in which human capacity to transform and control our lives has never been greater. Yet for most people the world is radically outside of their control. Their lives are dictated by the demands of employers and politicians. This is the phenomenon of alienation that the young radical Karl Marx began to diagnose in the early 1840s and remained pre-occupied with throughout his life.This accessible guide to the central aspect of Marx's philosophy takes the reader through the development of the concept and its relevence today.
Bringing together the latest developments in the study of serial formatting practices - remakes, sequels, series - Film Reboots is the first edited collection to specifically focus on the new millennial phenomenon of rebooting. Through a set of vibrant case studies, this collection investigates rebooting as a practice that seeks to remake an entire film series or franchise, with ambitions that are at once respectful and revisionary. Examining such notable examples as Batman, Ghostbusters, and Star Trek, among others, this collection contends with some of the most important features of contemporary film and media culture today.
The study of media industries has become a thriving subfield of media studies. It already comprises a diverse intellectual history, a range of fascinating questions and topics, and many theoretical and methodological frameworks. Media Industry Studies provides the roadmap to this vibrant area of study. Blending a comprehensive overview of foundational literature with an examination of the varied scales and sites media industry studies have considered, the book explores connections among research questions, topics, and methodologies. It includes examples from many media industries – film, television, journalism, music, games – and incorporates emerging scholarship considering the industrial contexts of social and internet-distributed media. Offering an account of the intellectual traditions and approaches that have defined the subfield to date, Media Industry Studies is an indispensable resource for upper-level undergraduates, postgraduates, and scholars.
Contemporary media seems incredibly unoriginal, as Hollywood produces an endless flood of remakes, sequels, reboots, and franchises. We watch as the same stories, characters, and images appear again and again in different films, on new platforms, and as toys and other merchandise. Are these works simply crass commercial products, utterly devoid of creativity, or do they offer filmmakers a unique opportunity to reimagine iconic characters and modern myths? Film Remakes and Franchises examines how remakes and sequels have been central to the film industry from its very inception, yet also considers how the recent trends toward reboots and transmedia franchises depart from those historical prec...
None
A first in English, this book engages with the ways in which Hegel and Sartre answer the difficult questions: What is it to be human? What place do we have in the world? How should we live? What can we be?