Reframing 9/11

Reframing 9/11
Title Reframing 9/11 PDF eBook
Author Jeff Birkenstein
Publisher A&C Black
Total Pages 258
Release 2010-05-13
Genre Social Science
ISBN 1441119051

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A collection of analyses focusing on popular culture as a profound discursive site of anxiety and discussion about 9/11 and demystifies the day's events.

A Critical Companion to Terry Gilliam

A Critical Companion to Terry Gilliam
Title A Critical Companion to Terry Gilliam PDF eBook
Author Sabine Planka
Publisher Rowman & Littlefield
Total Pages 265
Release 2022-11-11
Genre Social Science
ISBN 1666912263

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A Critical Companion to Terry Gilliam provides a fresh, up-to-date exploration of the director’s films and artistic practices, ranging from his first film Monty Python and the Holy Grail (1975) to his recently released and latest film The Man Who Killed Don Quixote (2018). This volume presents Gilliam as a director whose films weave together an avant-garde cinematic style, imaginative exaggeration, and social critique. Consequently, while his films can seem artistically chaotic and thus have the effect of frustrating and upsetting the viewer, the essays in this volume show that this is part of a very disciplined creative plan to achieve the defamiliarization of various accepted notions of human and social life.

Gamer Nation

Gamer Nation
Title Gamer Nation PDF eBook
Author John Wills
Publisher JHU Press
Total Pages 297
Release 2019-05-21
Genre History
ISBN 1421428695

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Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Hunting the Dark Knight

Hunting the Dark Knight
Title Hunting the Dark Knight PDF eBook
Author Will Brooker
Publisher Bloomsbury Publishing
Total Pages 276
Release 2012-08-06
Genre Performing Arts
ISBN 0857732129

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Publishing alongside the world premiere of Christopher Nolan's third Batman film "The Dark Knight Rises", Will Brooker's new book explores Batman's twenty-first century incarnations. Brooker's close analysis of "Batman Begins" and "The Dark Knight" offers a rigorous, accessible account of the complex relationship between popular films, audiences, and producers in our age of media convergence. By exploring themes of authorship, adaptation and intertextuality, he addresses a myriad of questions raised by these films: did "Batman Begins" end when "The Dark Knight began? Does its story include the Gotham Knight DVD, or the 'Why So Serious' viral marketing campaign? Is it separate from the parallel narratives of the Arkham Asylum videogame, the monthly comic books, the animated series and the graphic novels? Can the brightly campy incarnations of the Batman ever be fully repressed by "The Dark Knight", or are they an intrinsic part of the character? Do all of these various manifestations feed into a single Batman metanarrative? This will be a vital text for film students and academics, as well as legions of Batman fans.

Parallel Lines

Parallel Lines
Title Parallel Lines PDF eBook
Author Guy Westwell
Publisher Columbia University Press
Total Pages 217
Release 2014-10-21
Genre Performing Arts
ISBN 0231850727

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Parallel Lines describes how post-9/11 cinema, from Spike Lee's 25th Hour (2002) to Kathryn Bigelow's Zero Dark Thirty (2012), relates to different, and competing, versions of US national identity in the aftermath of the September 11 terrorist attacks. The book combines readings of individual films (World Trade Center, United 93, Fahrenheit 9/11, Loose Change) and cycles of films (depicting revenge, conspiracy, torture and war) with extended commentary on recurring themes, including the relationship between the US and the rest of the world, narratives of therapeutic recovery, questions of ethical obligation. The volume argues that post-9/11 cinema is varied and dynamic, registering shock and upheaval in the immediate aftermath of the attacks, displaying capacity for critique following the Abu Ghraib prisoner abuse scandal mid-decade, and seeking to reestablish consensus during Obama's troubled second term of office.

Digital Horror

Digital Horror
Title Digital Horror PDF eBook
Author Xavier Aldana Reyes
Publisher Bloomsbury Publishing
Total Pages 284
Release 2015-10-13
Genre Performing Arts
ISBN 0857729756

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In recent years, the ways in which digital technologies have come to shape our experience of the world has been an immensely popular subject in the horror film genre. Contemporary horror cinema reflects and exploits the anxieties of our age in its increasing use of hand-held techniques and in its motifs of surveillance, found footage (fictional films that appear 'real': comprising discovered video recordings left behind by victims/protagonists) and 'digital haunting' (when ghosts inhabit digital technologies). This book offers an exploration of the digital horror film phenomenon, across different national cultures and historic periods, examining the sub-genres of CCTV horror, technological haunting, snuff films, found footage and torture porn. Digital horror, it demonstrates, is a product of the post 9/11 neo-liberal world view - characterised by security paranoia, constant surveillance and social alienation. Digital horror screens its subjects via the transnational technologies of our age, such as the camcorder and CCTV, and records them in secret footage that may, one day, be found.

Comic Book Crime

Comic Book Crime
Title Comic Book Crime PDF eBook
Author Nickie D. Phillips
Publisher NYU Press
Total Pages 298
Release 2013-07-15
Genre Social Science
ISBN 0814764525

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Superman, Batman, Daredevil, and Wonder Woman are iconic cultural figures that embody values of order, fairness, justice, and retribution. Comic Book Crime digs deep into these and other celebrated characters, providing a comprehensive understanding of crime and justice in contemporary American comic books. This is a world where justice is delivered, where heroes save ordinary citizens from certain doom, where evil is easily identified and thwarted by powers far greater than mere mortals could possess. Nickie Phillips and Staci Strobl explore these representations and show that comic books, as a historically important American cultural medium, participate in both reflecting and shaping an American ideological identity that is often focused on ideas of the apocalypse, utopia, retribution, and nationalism. Through an analysis of approximately 200 comic books sold from 2002 to 2010, as well as several years of immersion in comic book fan culture, Phillips and Strobl reveal the kinds of themes and plots popular comics feature in a post-9/11 context. They discuss heroes’ calculations of “deathworthiness,” or who should be killed in meting out justice, and how these judgments have as much to do with the hero’s character as they do with the actions of the villains. This fascinating volume also analyzes how class, race, ethnicity, gender, and sexual orientation are used to construct difference for both the heroes and the villains in ways that are both conservative and progressive. Engaging, sharp, and insightful, Comic Book Crime is a fresh take on the very meaning of truth, justice, and the American way.