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Beasts of the Deep: Sea Creatures and Popular Culture offers its readers an in-depth and interdisciplinary engagement with the sea and its monstrous inhabitants; through critical readings of folklore, weird fiction, film, music, radio and digital games. Within the text there are a multitude of convergent critical perspectives used to engage and explore fictional and real monsters of the sea in media and folklore. The collection features chapters from a variety of academic perspectives; post- modernism, psychoanalysis, industrial-organisational analysis, fandom studies, sociology and philosophy are featured. Under examination are a wide range of narratives and media forms that represent, reim...
From within the frame of visual arts education, this collection examines differing and overlapping identities found in higher education. The authors explore expanding relationships of identity-based thinking. They show through their research and work how inclusion debates on race, gender, class and access are extended by adopting intersectional theory. The case studies drawn from visual arts education are applicable to wider education settings and will interest higher education theorists and equality and diversity specialists as well as arts practitioners, gallery educators and the informal arts education sector. This book is partner to Towards an Inclusive Arts Education (2015), edited by Kate Hatton.
Turning to a region of South Italy associated with Greater Greece and the geographies of Homer's Odyssey, Marco Benoît Carbone delivers a historical and ethnographic treatment of how places defined in public imagination and media by their associated histories become sites of memory and identity, as their landscape and mythologies turn into insignia of a romanticised antiquity. For the ancient Greeks, Homer had set the marine monsters of the Odyssey in the Strait between Calabria and Sicily. Since then, this passage has been glowing with the aura of its mythological landmarks. Travellers and tourists have played Odysseus by re-enacting his journey. Scholars and explorers have explained the m...
Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The co...
"Turning to a region of South Italy associated with the heritage of Greater Greece and the geographies of Homer's Odyssey, Marco Benoît Carbone delivers a historical and ethnographic treatment of how places defined in public imagination and media by force of their associated historical events become sites of memory and identity, as their landscape, heritage, and mythologies turn into insignia of a romanticised antiquity. For the ancient Greeks, Homer had set the marine monsters of the Odyssey in the Strait between Calabria and Sicily. Since then, this Mediterranean passage has been glowing with the literary aura of its mythological landmarks. Travellers and tourists have played Odysseus by ...
This volume examines the influence that Pompeii and, to a lesser extent, Herculaneum had on the visual and performing arts in Spain and countries across South America. Covering topics from architecture, painting and decorative arts to theatre, dance and photography, the reader will gain insight into the reception of classical antiquity through the analysis of the close cultural ties between both sides of the Atlantic, in the past and the present. Each contribution has been written by a specialist researcher participating in the project, 'The Reception and Influence of Pompeii and Herculaneum in Spain and Ibero-America', funded by the Spanish Ministry of Science and Innovation (PGC2018-093509...
Independent Videogames investigates the social and cultural implications of contemporary forms of independent video game development. Through a series of case studies and theoretical investigations, it evaluates the significance of such a multi-faceted phenomenon within video game and digital cultures. A diverse team of scholars highlight the specificities of independence within the industry and the culture of digital gaming through case studies and theoretical questions. The chapters focus on labor, gender, distribution models and technologies of production to map the current state of research on independent game development. The authors also identify how the boundaries of independence are ...
'A lass unparalleled' -- The femme fatale -- A kinder, gentler Cleopatra -- Cleopatra modernized -- Lizpatra and its aftermath -- Eighties ladies -- The fantasy queen of the 90s -- The 21st century 'authentic' Cleopatras -- The 21st century fantasy Cleopatras -- 'Her infinite variety.'
The first book to look at the representation of ancient harbours with a view to understanding the relationship between what they really looked like and how their iconography was constructed to convey symbolic meanings.
Examining the identity and belonging of native and non-native speakers of Greek during the time of the High Roman Empire, Eleni Bozia closely studies grammarians, lexicographers and literary writers who used Attic Greek. Bozia argues that transculturalism and translingualism created a new space for both the naturalised and native citizenry. In the act of imitating, emulating and recreating Attic Greek, speakers formed a socio-politically distinct and nuanced mode of expression in the social echelons of the Roman world. Additionally, this is the first book to explore Greek and Latin texts from both a philological and a computational linguistics perspective. The result is a consideration of how imitation and innovation affect the social positioning of native and bilingual speakers. As such, this combined reading of data derived from classical studies in conjunction with computational linguistics, offers the context of how to serve a new interpretation of our understanding and appreciation of identity.