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The femme fatale occupies a precarious yet highly visible space in contemporary cinema. From sci-fi alien women to teenage bad girls, filmmakers continue to draw on the notion of the sexy deadly woman in ways which traverse boundaries of genre and narrative. This book charts the articulations of the femme fatale in American cinema of the past twenty years, and contends that, despite her problematic relationship with feminism, she offers a vital means for reading the connections between mainstream cinema and representations of female agency. The films discussed raise questions about the limits and potential of positioning women who meet highly normative standards of beauty as powerful icons of female agency. They point towards the constant shifting between patriarchal appropriation and feminist recuperation that inevitably accompanies such representations within mainstream media contexts.
In recent years horror and gothic themes have penetrated mainstream popular culture in a manner unseen since the horror boom of the 1970s. Primetime television viewers who before might not have shown interest in such late-night fare now happily settle down after dinner to watch zombie or serial killer shows. This collection of 54 biographical essays examines many overlooked and underrated figures who have played a role in the ever expanding world of horror and gothic entertainment. The contributors push the boundaries of how we define these terms, bringing into the discussion such diverse figures as singer-songwriter Tom Waits, occultist Dion Fortune, author Charles Beaumont, historian and bishop Gregory of Tours and video game designer Shinji Mikami.
This book explores the ways in which contemporary writers, artists, directors, producers and fans use the opportunities offered by popular fantasy to exceed or challenge norms of gender and sexuality, focusing on a range of media, including television episodes and series, films, video games and multi-player online role-play games, novels and short stories, comics, manga and graphic novels, and board games. Engaging directly with an enormously successful popular genre which is often overlooked by literary and cultural criticism, contributors pay close attention to the ways in which the producers of fantasy texts, whether visual, game, cinematic, graphic or literary texts, are able to play wit...
Grounded in feminist scholarship, this book upends normative accounts of femme fatale violence to focus beyond the misogyny and the sensationalism and unearth the motivation behind women's roles in homicide, terrorism, combat, and even nationalist movements.
A critical examination of the cultural, cinematic, and historical contexts of the Back to the Future trilogy, this book provides a multi-focal representation of the trilogy from several interdisciplinary fields, including philosophy, literature, music, pop culture, and media and gender studies. Topics include sexual symbolism in the trilogy and the oedipal plotting of the first film; nostalgia and the suburban dream in the cultural climate of the 1980s; generic play and performance throughout the trilogy; the emotional and narrative force provided by the films' renowned musical scores; the trilogy's post-modern references and allusions to the Western genre; female representations across the trilogy; and the Lacanian philosophical constructs in the characterizations of Doc Brown and George and Marty McFly.
Neo-Noir as Post-Classical Hollywood Cinema suggests the terms “noir” and “neo-noir” have been rendered almost meaningless by overuse. The book seeks to re-establish a purpose for neo-noir films and re-consider the organization of 60 years of neo-noir films. Using the notion of post-classical, the book establishes how neo-noir breaks into many movements, some based on time and others based on thematic similarities. The combined movements then form a mosaic of neo-noir. The time-based movements examine Transitional Noir (1960s-early 1970s), Hollywood Renaissance Noir in the 1970s, Eighties Noir, Nineties Noir, and Digital Noir of the 2000s. The thematic movements explore Nostalgia Noir, Hybrid Noir, and Remake and Homage Noir. Academics as well as film buffs will find this book appealing as it deconstructs popular films and places them within new contexts.
In The Anti-Heroine on Contemporary Television: Transgressive Women, Molly Brost explores the various applications and definitions of the term anti-heroine, showing that it has been applied to a wide variety of female characters on television that have little in common beyond their failure to behave in morally “correct” and traditionally feminine ways. Rather than dismiss the term altogether, Brost employs the term to examine what types of behaviors and characteristics cause female characters to be labeled anti-heroines, how those qualities and behaviors differ from those that cause men to be labeled anti-heroes, and how the label reflects society’s attitudes toward and beliefs about women. Using popular television series such as Jessica Jones, Scandal, and The Good Place, Brost acknowledges the problematic nature of the term anti-heroine and uses it as a starting point to study the complex women on television, analyzing how the broadening spectrum of character types has allowed more nuanced portrayals of women’s lives on television.
From The Other Boleyn Girl to Fingersmith , this collection explores the popularity of female-centred historical novels in recent years. It asks how these representations are influenced by contemporary gender politics, and whether they can be seen as part of a wider feminist project to recover women's history.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.