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We know all kinds of monsters. Vampires who suck human blood, werewolves who harass tourists in London or Paris, zombies who long to feast on our brains, or Godzilla, who is famous in and outside of Japan for destroying whole cities at once. Regardless of their monstrosity, all of these creatures are figments of the human mind and as real as they may seem, monsters are and always have been constructed by human beings. In other words, they are imagined. How they are imagined, however, depends on many different aspects and changes throughout history. The present volume provides an insight into the construction of monstrosity in different kinds of media, including literature, film, and TV series. It will show how and by whom monsters are really created, how time changes the perception of monsters and what characterizes specific monstrosities in their specific historical contexts. The book will provide valuable insights for scholars in different fields, whose interest focuses on either media studies or history.
This edited collection explores the afterlife of Mary Shelley's Frankenstein in theatre and film, radio, literature and graphics novels, making a substantial contribution to the field of adaptation studies.
While the presence of monsters in popular culture is ever-increasing, their use as an explicit or implicit category to frame, stigmatise, and demonise the other is seemingly on the rise. At the same time, academic interest for monsters is ever-growing. Usually, monstrosity is understood as a category that emerges to signal a transgression to a given order; this approach has led to the demystification of the insidious characterisations of the (racial, sexual, physical) other as monstrous. While this effort has been necessary, its collateral effects have reduced the monstrous to a mere (socio-cultural) construction of the other: a dialectical framing that de facto deprives monstrosity from any...
"An uncanny and imaginative autobiography of otherness, it offers the fictional record of a writer in the realms of the fantastic shot through with the memories of a pair of Somali-American children growing up in the 1980s. Operating under the sign of two—texts and drawings, brother and sister, black and white, extraordinary and everyday —Monster Portraits multiplies, disintegrates, and blends, inviting the reader to find the danger in the banal, the beautiful in the grotesque. Accumulating into a breathless journey and groundbreaking study, these brief fictions and sketches claim the monster as a fragmentary vastness: not the sum but the derangement of its parts."--Amazon.com.
An action-packed, high concept, time-travelling adventure. Full of animal magic and with an epic wolf character. Linked to a website with ‘Meet the Character’ profiles, book excerpt and background stories
Includes notes and announcements of the Order of United Americans.
As your bath water drains down the plughole, that slurping sound is the Bath Monster – dirty bath water is his SECOND favourite food. No one wants to find out what his FIRST favourite food is... until Jackson decides he doesn't believe in the Bath Monster any more, and he is never going to have a bath again. Starving, the Bath Monster comes to see Jackson and it turns out his FIRST favourite food is... not little kids, but mud pies!
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Living on a damaged planet challenges who we are and where we live. This timely anthology calls on twenty eminent humanists and scientists to revitalize curiosity, observation, and transdisciplinary conversation about life on earth. As human-induced environmental change threatens multispecies livability, Arts of Living on a Damaged Planet puts forward a bold proposal: entangled histories, situated narratives, and thick descriptions offer urgent “arts of living.” Included are essays by scholars in anthropology, ecology, science studies, art, literature, and bioinformatics who posit critical and creative tools for collaborative survival in a more-than-human Anthropocene. The essays are org...
Targeting the novice, this guide teaches the basics of computer programming with Ruby through the creation of simple computer games. Not only will this "learn by doing" approach provide programmers with an instant sense of accomplishment, but its also a fun way to learn.