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Media, Gender, and Popular Culture in India: Tracking Change and Continuity, Dipankar Sinha, Sanjukta Dasgupta, Sudeshna Chakravarti


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Автор: Dipankar Sinha, Sanjukta Dasgupta, Sudeshna Chakravarti
Название:  Media, Gender, and Popular Culture in India: Tracking Change and Continuity
ISBN: 9789353880569
Издательство: Sage Publications
Классификация:

ISBN-10: 9353880564
Обложка/Формат: Paperback
Страницы: 232
Вес: 0.29 кг.
Дата издания: 30.04.2021
Серия: Sociology
Язык: English
Размер: 21.59 x 13.97 x 1.42 cm
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Popular culture
Подзаголовок: Tracking change and continuity
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Поставляется из: Англии
Описание: In contemporary India, as one side of the coin celebrates traditional stereotypes, the other side subverts the same image, sometimes subtly, but often radically. The push and pulls of these factors are changing the cultural landscape of India decisively.

This volume critiques media representations of popular culture and gender since the 1950s and tracks the changes that have taken place in Indian society. The authors give us incisive analyses of these transformations, represented through the candid lens of the camera in films, television, advertisements and magazines, all of which focus on gender and familial representations and patriarchal norms in Indian society.

The strength of this book is that it rejects grand narratives in favour of the micro-politics of daily living. In the course of exploring the metamorphosis of India, the authors succeed in dissolving the boundaries between mass/low culture, elite/high culture and local/national/global affiliations.



Otaku and the Struggle for Imagination in Japan

Автор: Patrick W. Galbraith
Название: Otaku and the Struggle for Imagination in Japan
ISBN: 1478006293 ISBN-13(EAN): 9781478006299
Издательство: Mare Nostrum (Eurospan)
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Цена: 3630.00 р.
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Описание: From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Patrick W. Galbraith explores the conflicting meanings of “otaku” culture and its significance to Japanese popular culture, masculinity, and the nation. Tracing the history of “otaku” and “cute girl” characters from their origins in the 1970s to his recent fieldwork in Akihabara, Tokyo (“the Holy Land of Otaku”), Galbraith contends that the discourse surrounding “otaku” reveals tensions around contested notions of gender, sexuality, and ways of imagining the nation that extend far beyond Japan. At the same time, in their relationships with characters and one another, “otaku” are imagining and creating alternative social worlds.

Retcon Game: Retroactive Continuity and the Hyperlinking of America

Автор: Andrew J. Friedenthal
Название: Retcon Game: Retroactive Continuity and the Hyperlinking of America
ISBN: 1496811321 ISBN-13(EAN): 9781496811325
Издательство: Mare Nostrum (Eurospan)
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Цена: 13794.00 р.
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Описание: The superhero Wolverine time travels and changes storylines. On Torchwood, there’s a pill popped to alter the past. The narrative technique of retroactive continuity seems rife lately, given all the world-building in comics. Andrew J. Friedenthal deems retroactive continuity, or “retconning,” as a force with many implications forhow Americans view history and culture.Friedenthal examines this phenomenon in a range of media, from its beginnings in comic books and now its widespread shift into television, film, and digital media. Retconning has reached its present form as a result of the complicated workings of superhero comics. In comic books and other narratives, retconning often seems utilized to literally rewrite some aspect of a character’s past, either to keep that character more contemporary, to erase storiesfrom continuity that no longer fit, or to create future story potential.From comics, retconning has spread extensively, to long-form, continuity-rich dramas on television, such as Buffy the Vampire Slayer, Lost, and beyond. Friedenthal explains that in a culture saturated by editable media, where interest groups argue over Wikipedia pages and politicians can immediately delete questionable tweets, the retcon serves as a perfect metaphor for the ways in which history, and our access to information overall, has become endlessly malleable.In the first book to focus on this subject, Friedenthal regards the editable Internet hyperlink, rather than the stable printed footnote, as the de facto source of information in America today. To embrace retroactive continuity in fictional media means accepting that the past itself is not a stable element, but rather something constantly in contentious flux. Due to retconning’s ubiquity within our media, we have grown familiar with narratives as inherentlyunstable, a realization that deeply affects how we understand the world.

Retcon Game: Retroactive Continuity and the Hyperlinking of America

Автор: Andrew J. Friedenthal
Название: Retcon Game: Retroactive Continuity and the Hyperlinking of America
ISBN: 1496834550 ISBN-13(EAN): 9781496834553
Издательство: Mare Nostrum (Eurospan)
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Цена: 4389.00 р.
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Описание: The superhero Wolverine time travels and changes storylines. On Torchwood, there's a pill popped to alter memories of the past. The narrative technique of retroactive continuity seems rife lately, given all the world-building in comics. Andrew J. Friedenthal deems retroactive continuity, or ""retconning,"" as a force with many implications for how Americans view history and culture. Friedenthal examines this phenomenon in a range of media, from its beginnings in comic books and now its widespread shift into television, film, and digital media. Retconning has reached its present form as a result of the complicated workings of superhero comics. In comic books and other narratives, retconning often seems utilized to literally rewrite some aspect of a character's past, either to keep that character more contemporary, to erase stories from continuity that no longer fit, or to create future story potential. From comics, retconning has spread extensively, to long-form, continuity-rich dramas on television, such as Buffy the Vampire Slayer, Lost, and beyond. Friedenthal explains that in a culture saturated by editable media, where interest groups argue over Wikipedia pages and politicians can immediately delete questionable tweets, the retcon serves as a perfect metaphor for the ways in which history, and our access to information overall, has become endlessly malleable. In the first book to focus on this subject, Friedenthal regards the editable Internet hyperlink, rather than the stable printed footnote, as the de facto source of information in America today. To embrace retroactive continuity in fictional media means accepting that the past itself is not a stable element, but rather something constantly in contentious flux. Due to retconning's ubiquity within our media, we have grown familiar with narratives as inherently unstable, a realization that deeply affects how we understand the world.

How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Mare Nostrum (Eurospan)
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Цена: 2502.00 р.
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Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Performing Ethnicity, Performing Gender: Transcultural Perspectives

Автор: Hofmann Bettina, Mueller Monika
Название: Performing Ethnicity, Performing Gender: Transcultural Perspectives
ISBN: 1138682683 ISBN-13(EAN): 9781138682689
Издательство: Taylor&Francis
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Цена: 23734.00 р.
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Описание: This collection reflects the ubiquity, diversity, and (historical) locatedness of ethnicity and gender by presenting contributions by an array of international scholars who focus on the representation of these crucial categories of identity across various media, including literature, film, documentary, and (music) video performance.

Digital Queer Cultures in India

Автор: Dasgupta
Название: Digital Queer Cultures in India
ISBN: 1138220345 ISBN-13(EAN): 9781138220348
Издательство: Taylor&Francis
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Цена: 20671.00 р.
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Описание: Sexuality in India offers an expression of nationalist anxieties and is a significant marker of modernity through which subjectivities are formed among the middle class. This book investigates the everyday experience of queer Indian men on digital spaces. It explores how queer identities are formed in virtual spaces and how the existence of such spaces challenge and critique ‘Indian’-ness. It also looks at the role of class and intimacy within the discourse. This work argues that new media, social networking sites (SNSs), both web and mobile, and related technologies do not exist in isolation; rather they are critically embedded within other social spaces. Similarly, online queer spaces exist parallel to and in conjunction with the larger queer movement in the country. This book will be of great interest to scholars and researchers of gender studies, especially men's and masculinity studies, queer and LGBT studies, media and cultural studies, particularly new media and digital culture, sexuality and identity, politics, sociologyand social anthropology, and South Asian studies.

Geek`s chihuahua

Автор: Bogost, Prof. Ian
Название: Geek`s chihuahua
ISBN: 0816699135 ISBN-13(EAN): 9780816699131
Издательство: Mare Nostrum (Eurospan)
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Цена: 1254.00 р.
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Описание: At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance. The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”-the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function-as well as anxiety and anguish-of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life-anxious, overworked, and utterly networked life. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.


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