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The 1960s and early 70s saw the evolution of Frontier Myths even as scholars were renouncing the interpretive value of myths themselves. Works like Joe Haldeman’s The Forever War exemplified that rejection using his experiences during the Vietnam War to illustrate the problematic consequences of simple mythic idealism. Simultaneously, Americans were playing with expanded and revised versions of familiar Frontier Myths, though in a contemporary context, through NASA’s lunar missions, Star Trek, and Gerard K. O’Neill’s High Frontier. This book examines the reasons behind the exclusion of Frontier Myths to the periphery of scholarly discourse, and endeavors to build a new model for understanding their enduring significance. This model connects NASA’s failed attempts to recycle earlier myths, wholesale, to Star Trek’s revision of those myths and rejection of the idea of a frontier paradise, to O’Neill’s desire to realize such a paradise in Earth’s orbit. This new synthesis defies the negative connotations of Frontier Myths during the 1960s and 70s and attempts to resuscitate them for relevance in the modern academic context.
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with ...
There have already been several very successful books devoted to the original film in the Matrix trilogy. This entirely new collection of essays is the first book to examine the trilogy as a whole - as well as related products such as The Animatrix and the computer game. Contributors tackle these subjects from a range of perspectives: religion, philosophy, gender, race, film studies, and science, providing a comprehensive view of everything Matrix-related.Reviewing the cultural and religious implications of the trilogy, authors look at:* American Religion, Community and Revitilization: Why The Matrix Resonates* Religion and Salvation, the Optiate of The Matrix Franchise* Gimme that Bullet Time Religion, or, The Dream of Spiritually Perfect Violence* Ultimate Reality: Buddhist and Gnostic Constructions of BlissAlso covered are theories of cyberworlds, issues of gender and race and the games and ethics of simulation.
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...
This book examines the effects of the Vietnam War on the American myth of the frontier, exploring the continuing significance of the mythic notion of a "frontier" in American culture.
Among the most expensive--and most profitable--films of all time, the works of James Cameron have had a profound effect upon popular culture and the technology of moviemaking. Yet the very blockbuster nature of his films means that the political commentary, cultural discourse and rich symbolism within the works are often overlooked. From The Terminator to Avatar, the director has evinced a persistence of themes, concerns and visions that capture the contemporary zeitgeist. This collection of essays on James Cameron's films, written by a diverse group of scholars from a wide range of disciplines, provides a comprehensive exploration of the work and legacy of one of America's foremost filmmakers.
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious analysis.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
In the past, the examination of myth has traditionally been the study of the "Primitive" or the "Other." More recently, myth has been increasingly employed in movies and in television productions. Nowhere is this more apparent than in the Star Trek television and movie franchise. This collection of essays on Star Trek brings together perspectives from scholars in fields including film, anthropology, history, American studies and biblical scholarship. Together the essays examine the symbolism, religious implications, heroic and gender archetypes, and lasting effects of the Star Trek "mythscape."