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J4143 --- Popular culture --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Japan --- Civilization --- -Popular culture --- -J4143
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Pathbreaking volume providing a detailed, state-of-the-art overview of the literature of this 350-year period and its cultural and historical background. Early Modern German Literature provides an overview of major literary figures and works, socio-historical contexts, philosophical backgrounds, and cultural trends during the 350 years between the first flowering of northernhumanism around 1350 and the rise of a distinctly middle-class, anti-classical aesthetics around 1700. Recent scholarship has significantly revised many traditional assumptions about the literature of this period, starting with areassessment of the canon. The notion of "literature" has expanded to include a much wider range of texts than before, such as broadsheets, illustrated books, emblem books, travelogues, demonological treatises, and letters. Greater attention to the cultural and social phenomena that affect literary production has led to hitherto neglected areas of research, including the culture of learning and learnedness; the idea of authorship; the relationship betweenthe intellectual elite and the state and other political authorities and institutions; the development of the family; gender dichotomy; and the early formation of an educated, urban middle class. In an introduction and twenty-seven essays on specific but broadly-based topics of seminal importance to the period, written by leading specialists from North America, the United Kingdom, and Germany, this pathbreaking volume reflects this state-of-the-art research. Contributors: Klaus Garber, Graeme Dunphy, Renate Born, Stephan Füssel, Scott Dixon, Wilhelm Külmann, Max Reinhart, joachim Knape, Hans-Gert Roloff, Erika Rummel, John Alexander, Peter Hess, Andreas Solbach, Peter Daly, Helen Watanabe-O'Kelly, Jill Bepler, Gerhart Hoffmeister, Steven Saunders, jeffrey Chipps Smith, Wolfgang Neuber, Gerhild Scholz Williams, Anna Carrdus, John L. Flood, Laurel Carrington, Theodor Verweyen, John Roger Paas Max Reinhart is Professor of German at the University of Georgia.
German literature --- History and criticism. --- History and criticism --- Cultural trends. --- Early Modern German Literature. --- Literary figures. --- Philosophy. --- Socio-historical.
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Robin Nelson's State of play up-dates and develops the arguments of his influential TV Drama In Transition (1997). It is equally distinctive in setting analusis of the aesethetics and compositional principles of texts within a broad conceptual framework (technologies, institutions, economics, cultural trends). Tracing ""the great value shift from conduit to content"" (Todreas, 1999), Nelson is relatively optimistic about the future quality of TV Drama in a global market-place. But, characteristically taking up questions of worth where others have avoided them, Nelson recognizes that certain ty
TV drama. --- aesthetics of texts. --- cultural trends. --- economics. --- global market-place. --- institutions. --- quality. --- television. --- value shift. --- viewer preference.
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Japan --- Japon --- Civilization --- Popular culture --- Civilisation --- Culture populaire --- J4143 --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- -Popular culture --- -J4143 --- -Japan
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Zombies and vampires, banshees and basilisks, demons and wendigos, goblins, gorgons, golems, and ghosts. From the mythical monstrous races of the ancient world to the murderous cyborgs of our day, monsters have haunted the human imagination, giving shape to the fears and desires of their time. And as long as there have been monsters, there have been attempts to make sense of them, to explain where they come from and what they mean. This book collects the best of what contemporary scholars have to say on the subject, in the process creating a map of the monstrous across the vast and complex terrain of the human psyche.Editor Jeffrey Andrew Weinstock prepares the way with a genealogy of monster theory, traveling from the earliest explanations of monsters through psychoanalysis, poststructuralism, and cultural studies, to the development of monster theory per se-and including Jeffrey Jerome Cohen's foundational essay "Monster Theory (Seven Theses)," reproduced here in its entirety. There follow sections devoted to the terminology and concepts used in talking about monstrosity; the relevance of race, religion, gender, class, sexuality, and physical appearance; the application of monster theory to contemporary cultural concerns such as ecology, religion, and terrorism; and finally the possibilities monsters present for envisioning a different future. Including the most interesting and important proponents of monster theory and its progenitors, from Sigmund Freud to Julia Kristeva to J. Halberstam, Donna Haraway, Barbara Creed, and Stephen T. Asma-as well as harder-to-find contributions such as Robin Wood's and Masahiro Mori's-this is the most extensive and comprehensive collection of scholarship on monsters and monstrosity across disciplines and methods ever to be assembled and will serve as an invaluable resource for students of the uncanny in all its guises.
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"Video games are often thought to draw children out of nature and into isolated, closed spaces. In The Lure of Pokémon: Video Games and the Savage Mind, however, Nakazawa Shinichi shows how the Pokémon series of video games, far from standing in opposition to nature, actually seeks to represent the true, hidden essence of the natural world. From humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the real world with "augmented reality" via the mobile game Pokémon Go. Nakazawa argues that the Pokémon worldview is the best contemporary example of Lévi-Strauss's "savage mind" (la pensée sauvage). As the natural environment is transformed around them, the author suggests, children that would once have directly observed and explored nature encounter it through technology instead. Contemporary games and other narratives can often be viewed as attempts to reconnect the human unconscious with nature, undoing the separation effected by the scientific, rational thought of Western modernity. Nakazawa also shows how games like Pokémon recreate deep-rooted social patterns. When characters capture monsters, carry them around in "Poké Balls," and swap them with other characters, they are part of a tradition in which trade is more than just the exchange of goods. Barter is a much more profound form of communication in which each participant also receives part of the other. The author supports his argument through close analysis of the history and even prehistory of video games in Japanese culture. Drawing on mythology, Freudian and Lacanian psychoanalysis, and other resources, he explores cultural touchstones like Space Invaders, Ultraman, and the RPG as a genre, showing how their rich, direct expression appeals directly to the urges and impulses within children themselves, helping them come to terms with their place in the world. The Lure of Pokémon: Video Games and the Savage Mind is both a work of game criticism revealing la pensée sauvage within today's video games and an examination of Japanese culture as the context from which the Pokémon phenomenon was born"--
J6895 --- J4143 --- Japan: Games toys and hobbies -- computer and video games --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Video games --- Video games and children --- Structuralism. --- Pokémon (Game). --- Video games. --- Video games and children. --- Japan.
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"Specifically designed for use on a range of undergraduate and graduate courses, Introducing Japanese Popular Culture is a comprehensive textbook offering an up-to-date overview of a wide variety of media forms. It uses particular case studies as a way into examining the broader themes in Japanese culture and provides a thorough analysis of the historical and contemporary trends that have shaped artistic production, as well as, politics, society, and economics in Japan. As a result, more than being a time capsule of influential trends, this book teaches enduring lessons about how popular culture reflects the societies that produce and consume it. With contributions from an international team of scholars, representing a range of disciplines from history and anthropology to art history and media studies, the book's sections include: Television, Videogames, Music, Popular Cinema, Anime, Manga, Popular Literature, Fashion, Contemporary Art. Written in an accessible style by a stellar line-up of international contributors, this textbook will be essential reading for students of Japanese culture and society, Asian media and popular culture and Asian Studies in general."--Provided by publisher.
Popular culture --- Popular culture. --- Japan. --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- J4143 --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture
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