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La realizzazione del film La terra trema rappresenta un affascinante enigma della storia del cinema italiano, un episodio sul quale sembrano aver influito in maniera determinante i rapporti intercorsi fra politica e cinema in un periodo estremamente...
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offer...
This volume is part of the recent interest in the study of religion and popular media culture (cinema in particular), but it strongly differs from most of this work in this maturing discipline. Contrary to most other edited volumes and monographs on film and religion, Moralizing Cinema will not focus upon films (cf. the representation of biblical figures, religious themes in films, the fidelity question in movies), but rather look beyond the film text, content or aesthetics, by concentrating on the cinema-related actions, strategies and policies developed by the Catholic Church and Catholic organizations in order to influence cinema. Whereas the key role of Catholics in cinema has been well studied in the USA (cf. literature on the Legion of Decency and on the Catholic influenced Production Code Administration), the issue remains unexplored for other parts of the world. The book includes case studies on Argentina, Belgium, France, Ireland, Italy, Luxemburg, the Netherlands, and the USA.
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Nell’attuale mondo occidentale, la figura paterna sembra aver perso la propria identità. Attraverso l’analisi di alcuni dei film più significativi dell’ultimo decennio, questo libro esamina il tentativo del cinema di raccontare il “viaggio” dei padri...
Prefazione di Dario Edoardo ViganòIn che modo la figura del religioso si colloca all’interno del mondo della comunicazione e dell’immaginario collettivo? È possibile trovare una risposta all’interno di questo volume che, attraverso un’analisi...
«Nel nostro paese vengono prodotti ogni stagione centinaia di film che hanno come protagonisti giovani e adolescenti. Molto spesso non si tratta di ribelli tout court, bensì di adolescenti spaventati e confusi e di trentenni stretti tra le apparenze...
Un fenomeno singolare caratterizza il panorama televisivo nazionale da più di vent’anni: il costante successo della fiction religiosa. A rappresentare questo filone di indubbio successo, in grado di adunare sempre numerosi telespettatori, sono le...
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