Red Dead Redemption: History, Myth, and Violence in the Video Game West, Esther Wright, John Wills
Автор: Perron, Bernard (university Of Montreal, Canada) Название: World of scary video games ISBN: 1501316192 ISBN-13(EAN): 9781501316197 Издательство: Bloomsbury Academic Рейтинг: Цена: 5859.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Описание: Troubling Masculinities: Terror, Gender, and Monstrous Others in American Film Post-9/11 is the first multigenre study of representations of masculinity following the emergence of violent terror as a plot element in American cinema after September 11, 2001. Across a broad range of subgenres - including disaster melodrama, monster movies, postapocalyptic science fiction, discovered footage and home invasion horror, action-thrillers, and frontier westerns - author Glen Donnar examines the impact of "terror-Others," from Arab terrorists to giant monsters, especially in relation to cinematic representations in earlier periods of national turmoil. Donnar demonstrates that the reassertion of masculinity and American national identity in post-9/11 cinema repeatedly unravels across genres. Taking up critical arguments about Hollywood's attempts to resolve male crisis through Orientalizing figures of terror, he shows how this failure reflects an inability to effectively extinguish the threat or frightening difference of terror. The heroes in these movies are unable to heal themselves or restore order, often becoming as destructive as the threats they are supposed to be fighting. Donnar concludes that interrelated anxieties about masculinity and nationhood continue to affect contemporary American cinema and politics. By showing how persistent these cultural fears are, the volume offers an important counternarrative to this supposedly unprecedented moment in American history.
Описание: Troubling Masculinities: Terror, Gender, and Monstrous Others in American Film Post-9/11 is the first multigenre study of representations of masculinity following the emergence of violent terror as a plot element in American cinema after September 11, 2001. Across a broad range of subgenres - including disaster melodrama, monster movies, postapocalyptic science fiction, discovered footage and home invasion horror, action-thrillers, and frontier westerns - author Glen Donnar examines the impact of "terror-Others," from Arab terrorists to giant monsters, especially in relation to cinematic representations in earlier periods of national turmoil. Donnar demonstrates that the reassertion of masculinity and American national identity in post-9/11 cinema repeatedly unravels across genres. Taking up critical arguments about Hollywood's attempts to resolve male crisis through Orientalizing figures of terror, he shows how this failure reflects an inability to effectively extinguish the threat or frightening difference of terror. The heroes in these movies are unable to heal themselves or restore order, often becoming as destructive as the threats they are supposed to be fighting. Donnar concludes that interrelated anxieties about masculinity and nationhood continue to affect contemporary American cinema and politics. By showing how persistent these cultural fears are, the volume offers an important counternarrative to this supposedly unprecedented moment in American history.
Автор: Bareither, Christoph (humboldt-universitat Zu Berlin) Название: Playful virtual violence ISBN: 1108819435 ISBN-13(EAN): 9781108819435 Издательство: Cambridge Academ Рейтинг: Цена: 2851.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Violence in video games has been a controversial object of public discourse for several decades. Building upon an extensive ethnographic study of players` emotional practices,this Element provides new insights into the complexity and pleasures of player experiences, contributing to societal and academic debate on a critical aspect of video gaming.
Автор: Brenda M. Boyle Название: American War Stories ISBN: 1978807597 ISBN-13(EAN): 9781978807594 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 18810.00 р. Наличие на складе: Нет в наличии.
Описание: American War Stories asks readers to contemplate what traditionally constitutes a "war story" and how that constitution obscures the normalization of militarism in American culture. The book claims the traditionally narrow scope of "war story," as by a combatant about his wartime experience, compartmentalizes war, casting armed violence as distinct from everyday American life. Broadening "war story" beyond the specific genres of war narratives such as "war films," "war fiction," or "war memoirs," American War Stories exposes how ingrained militarism is in everyday American life, a condition that challenges the very democratic principles the United States is touted as exemplifying.
Описание: While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history.
Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture.
In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.
Автор: Gareth Schott Название: Violent Games: Rules, Realism and Effect ISBN: 1628925612 ISBN-13(EAN): 9781628925616 Издательство: Bloomsbury Academic Рейтинг: Цена: 5542.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.
Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.
An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.
Описание: In the tumultuous first decade of the Cuban Revolution, Fidel Castro and other leaders saturated the media with altruistic images of themselves in a campaign to win the hearts of Cuba's six million citizens. In Visions of Power in Cuba, Lillian Guerra argues that these visual representations explained rapidly occurring events and encouraged radical change and mutual self-sacrifice. Mass rallies and labor mobilizations of unprecedented scale produced tangible evidence of what Fidel Castro called "unanimous support" for a revolution whose "moral power" defied U.S. control. Yet participation in state-orchestrated spectacles quickly became a requirement for political inclusion in a new Cuba that policed most forms of dissent. Devoted revolutionaries who resisted disastrous economic policies, exposed post-1959 racism, and challenged gender norms set by Cuba's one-party state increasingly found themselves marginalized, silenced, or jailed. Using previously unexplored sources, Guerra focuses on the lived experiences of citizens, including peasants, intellectuals, former prostitutes, black activists, and filmmakers, as they struggled to author their own scripts of revolution by resisting repression, defying state-imposed boundaries, and working for anti-imperial redemption in a truly free Cuba.
In 1985 the Pelourinho neighborhood in Salvador, Brazil was designated as a UNESCO World Heritage Site. Over the next decades, over 4,000 residents who failed to meet the state's definition of "proper Afro-Brazilianness" were expelled to make way for hotels, boutiques, NGOs, and other attractions. In Revolt of the Saints, John F. Collins explores the contested removal of the inhabitants of Brazil’s first capital and best-known site for Afro-Brazilian history, arguing that the neighborhood’s most recent reconstruction, begun in 1992 and supposedly intended to celebrate the Pelourinho's working-class citizens and their culture, revolves around gendered and racialized forms of making Brazil modern. He situates this focus on national origins and the commodification of residents' most intimate practices within a longer history of government and elite attempts to "improve" the citizenry’s racial stock even as these efforts take new form today. In this novel analysis of the overlaps of race, space, and history, Collins thus draws on state-citizen negotiations of everyday life to detail how residents’ responses to the attempt to market Afro-Brazilian culture and reimagine the nation’s foundations both illuminate and contribute to recent shifts in Brazil’s racial politics.
Описание: From the films of Larry Clark to the feminist comedy of Amy Schumer to the fall of Louis C. K., comedic, graphic, and violent moments of abjection have permeated twentieth- and twenty-first-century social and political discourse. The contributors to Abjection Incorporated move beyond simple critiques of abjection as a punitive form of social death, illustrating how it has become a contested mode of political and cultural capital—empowering for some but oppressive for others. Escaping abjection's usual confines of psychoanalysis and aesthetic modernism, core to theories of abjection by thinkers such as Kristeva and Bataille, the contributors examine a range of media, including literature, photography, film, television, talking dolls, comics, and manga. Whether analyzing how comedic abjection can help mobilize feminist politics or how expressions of abjection inflect class, race, and gender hierarchies, the contributors demonstrate the importance of competing uses of abjection to contemporary society and politics. They emphasize abjection's role in circumscribing the boundaries of the human and how the threats abjection poses to the self and other, far from simply negative, open up possibilities for radically new politics.
Contributors. Meredith Bak, Eugenie Brinkema, James Leo Cahill, Michelle Cho, Maggie Hennefeld, Rob King, Thomas Lamarre, Sylvère Lotringer, Rijuta Mehta, Mark Mulroney, Nicholas Sammond, Yiman Wang, Rebecca Wanzo
Описание: Explores how the violence of a protracted civil war shaped the meaning of freedom and citizenship in the new South. This book traces the meanings that redemption held for Americans as they tried to come to terms with the war and the changing social landscape.
Автор: Gareth Schott Название: Violent Games: Rules, Realism and Effect ISBN: 1628925620 ISBN-13(EAN): 9781628925623 Издательство: Bloomsbury Academic Рейтинг: Цена: 22176.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.
Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.
An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.
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