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In Show Me Where It Hurts, Monica Chiu argues that graphic pathography—long-form comics by and about subjects who suffer from disease or are impaired—re-vitalizes and re-visions various negatively affected corporeal states through hand-drawn images. By the body and for the body, the medium is subversive and reparative, and it stands in contradistinction to clinical accounts of illness that tend to disembody or objectify the subject. Employing affect theory, spatial theory, vital materialism, and approaches from race and ethnic studies, women and gender studies, disability studies, and comics studies, Chiu provides readings of recently published graphic pathography. Chiu argues that these...
Music is a central component of video games. This book provides methods and concepts for understanding how game music works.
This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a ...
As there has yet to be any substantial scrutiny of the complex confluences a more sustained dialogue between disability studies and comics studies might suggest, Disability in Comic Books and Graphic Narratives aims through its broad range of approaches and focus points to explore this exciting subject in productive and provocative ways.
Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.
This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
Captain Kirk fought Nazis. JFK's assassination is a videogame touchstone. And there's no history like "Drunk History."
Superhero comics reckon with issues of corporeal control. And while they commonly deal in characters of exceptional or superhuman ability, they have also shown an increasing attention and sensitivity to diverse forms of disability, both physical and cognitive. The essays in this collection reveal how the superhero genre, in fusing fantasy with realism, provides a visual forum for engaging with issues of disability and intersectional identity (race, ethnicity, class, gender, and sexuality) and helps to imagine different ways of being in the world. Working from the premise that the theoretical mode of the uncanny, with its interest in what is simultaneously known and unknown, ordinary and extr...
This collection surveys the contemporary landscape of audiovisual media. Contributors from image and sound studies explore the history and the future of moving-image media across a range of formats including blockbuster films, video games, music videos, social media, experimental film, documentaries, video art, pornography, theater, and electronic music.
From its earliest days as little more than a series of monophonic outbursts to its current-day scores that can rival major symphonic film scores, video game music has gone through its own particular set of stylistic and functional metamorphoses while both borrowing and recontextualizing the earlier models from which it borrows. With topics ranging from early classics like Donkey Kong and Super Mario Bros. to more recent hits like Plants vs. Zombies, the eleven essays in Music in Video Games draw on the scholarly fields of musicology and music theory, film theory, and game studies, to investigate the history, function, style, and conventions of video game music.