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Bathroom Songs: Eve Kosofsky Sedgwick as a Poet is the first book of essays to consider the poetry of one of the twentieth- and early twenty-first-century’s most important literary, affect, and queer theorists. Acclaimed as one of the “truly innovative” poets of her generation by Maud Ellmann, Sedgwick’s work as a poet is, perhaps, less well known, but is no less compelling than her ground-breaking trilogy of queer theoretical texts: Between Men: English Literature and Male Homosocial Desire, Epistemology of the Closet, and Tendencies.
Literary studies: from c 1900 --- -Literary studies: from c 1900 --- -Homosexuality in literature. --- American poetry. --- -Sedgwick, Eve Kosofsky. --- Homosexuality in literature. --- -American literature --- Sedgwick, Eve Kosofsky. --- Kosofsky, Eve --- -literary studies --- queer studies --- Eve Kosofsky Sedgwick --- psychoanalysis --- autobiography --- literary studies
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Queer and Bookish: Eve Kosofksy Sedgwick as Book Artist represents the first book-length study to explore the intersections of Sedgwick’s critical writing, poetry, and, most importantly, book art, making the case that her art criticism, especially her meditations on domestic and nineteenth-century photography, and “artist’s book” projects are as formally complex and brilliant, conceptually significant and life-changing, as her literary criticism and theory. In addition, the book represents a significant intervention into recent debates about reparative reading, surface reading, and the descriptive turn across the humanities, because of its sustained, positive accounts on Sedgwick’s books as visual, textural, and material objects.The book ranges across Sedgwick’s published output, from The Coherence of Gothic Conventions (1980) to the posthumously published The Weather in Proust (2011), and features her meditations on a wide variety of art-historical topoi, including Judith Scott’s queer/crip fiber art; the anality of Polykleitos’s Doryphorus; queer Modernist typography; Piranesi’s punitive space; Duncan Grant and Vanessa Bell’s queer holy family; Manet’s frontality and thalassic aesthetics; fat and thin aesthetics of various stripes; and the queer photography of Anna Atkins, Clementina Hawarden, and Julia Margaret Cameron; Baron De Mayer, Eugene Atget, and P.H. Emerson; as well as David Hockney, Ken Brown, and her own father, a NASA lunar photographer. The book climaxes with two chapter-length explorations of Sedgwick’s own late-life book-art practice: her panda Valentine alphabet cards (c. 1996) and her Last Days of Pompeii/Cavafy unique artist’s book (c. 2007).
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Eve Kosofsky Sedgwick was one of the most significant literary theorists of the last forty years and a key figure in contemporary queer theory. In this engaging and inspiring guide, Jason Edwards:introduces and explains key terms such as affects, the first person, homosocialities, and queer taxonomies, performativities and cusps considers Sedgwick's poetry and textile art alongside her theoretical texts encourages a personal as well as an academic response to Sedgwick's work, suggesting how life-changing it can be offer
Gays' writings --- Homosexuality and literature --- History and criticism --- Theory, etc. --- History --- Sedgwick, Eve Kosofsky --- Criticism and interpretation. --- Gay people's writings
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"This book brings together two pieces of writing. In the first, "After Eve Kosofsky Sedgwick," Jonathan Goldberg assesses her legacy, prompted mainly by writing about Sedgwick's work that has appeared in the years since her death in April 2009. Writing by Lauren Berlant, Jane Gallop, Katy Hawkins, Scott Herring, Lana Lin, and Philomina Tsoukala are among those considered as he explores questions of queer temporality and the breaching of ontological divides. Main concerns include the relationship of Sedgwick's later work in Proust, fiber, and Buddhism to her fundamental contribution to queer theory, and the axes of identification across difference that motivated her work and attachment to it. "Come As You Are," the other piece of writing, is a previously unpublished talk Sedgwick gave in 1999-2000. It represents a significant bridge between her earlier and later work, sharing with her book Tendencies the ambition to discover the "something" that makes queer inextinguishable. In this piece, Sedgwick does that by contemplating her own mortality alongside her creative engagement with Buddhist thought, especially the in-between states named bardos and her newfound energy for making things. These were represented in a show of her fabric art, "Floating Columns/In the Bardo," that accompanied her talk, a number of images of which are included in this book. They feature floating figures suspended in the realization of death. They are objects produced by Sedgwick, made of fabric; they come from her, yet are discontinuous with her, occupying a mode of existence that exceeds the span of human life and the confines of individual identity. They could be put beside the queer transitive identifications across difference that Goldberg's essay explores"--Publisher's description.
Homosexuality and literature --- Gays' writings --- Queer theory. --- History --- History and criticism --- Theory, etc. --- Sedgwick, Eve Kosofsky --- Criticism and interpretation. --- Gender identity --- Homosexuals' writings --- Writings of gays --- Writings of homosexuals --- Literature --- Literature and homosexuality --- difference, identification, literary studies, ontology, queer studies, queer temporality, fabric art --- Sedgwick, Eve Kosofsky. --- Gay people's writings --- difference --- identification --- literary studies --- ontology --- queer studies --- queer temporality --- fabric art
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Dix --- Dorothea Lynde --- 1802-1887 --- Fuller --- Margaret --- 1810-1850 --- Child --- Lydia Maria Francis --- 1802-1880 --- Stowe --- Harriet Beecher --- 1811-1896 --- Alcott --- Louisa May --- 1832-1888 --- Sedgwick --- Catharine Maria --- 1789-1867 --- Ware --- Mary L. (Mary Lovell) --- 1798-1849
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This collection provides transnational perspectives on the significance of Italy to American art and visual culture and the impact of the United States on Italian art and popular culture. Covering the period from the risorgimento to the Cold War, it reveals the complexity of the visual discourses that bound two relatively new nations together.
Art, American --- Art, American. --- Italian influences. --- American Academy in Rome. --- Asphalt Rundown. --- Catharine Maria Sedgwick. --- John Singer Sargent. --- New Deal murals. --- Risorgimento. --- Thomas Nast. --- anti-slavery. --- postwar Italian Modernism. --- republicanism.
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Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of playVideo games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an "Asiatic" space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do--seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
transpacific. --- camp. --- affect. --- Wendy Chun. --- Violence. --- Video games. --- Technology. --- Techno-paranoia. --- Roleplay. --- Roland Barthes. --- Queer. --- Play. --- Michele Foucault. --- Michel Foucault. --- Japan. --- Foucault. --- Far Cry. --- Eve Sedgwick. --- Digital. --- Critical theory. --- Black mirror. --- Auteur. --- Asiatic. --- Asian American. --- Asia. --- Alien. --- Alien. --- Asia. --- Asian American. --- Asiatic. --- Auteur. --- Black mirror. --- Critical theory. --- Digital. --- Eve Sedgwick. --- Far Cry. --- Foucault. --- Japan. --- Michel Foucault. --- Michele Foucault. --- Play. --- Queer. --- Roland Barthes. --- Roleplay. --- Techno-paranoia. --- Technology. --- Video games. --- Violence. --- Wendy Chun. --- affect. --- camp. --- transpacific.
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Philip Gould investigates the cultural politics of historical memory in the early American republic, specifically the historical literature of Puritanism. By situating historical writing about Puritanism in the context of the cultural forces of Republicanism and liberalism, his study reconsiders the emergence of the historical romance in the 1820s, before the work of Nathaniel Hawthorne. This 1997 book not only aids the Americanist recovery of this literary period, but also brings together literary studies of historical fiction and historical scholarship of early Republican political culture; in doing so, it offers a persuasive account of just what is at stake when one reads literature of and about the past.
Historical fiction, American --- Politics and literature --- Literature and history --- American fiction --- Puritans --- Puritan movements in literature. --- Puritans in literature. --- Precisians --- Church polity --- Congregationalism --- Puritan movements --- Calvinism --- History and criticism. --- History --- Historiography. --- Cooper, James Fenimore, --- Sedgwick, Catharine Maria, --- Child, Lydia Maria, --- Puritan movements in literature --- Puritans in literature --- History and criticism --- Historiography --- Arts and Humanities --- Literature
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Focusing on such acclaimed examples asMaus,Persepolis, andWatchmen, these essays successfully highlight the ways that graphic novelists and literary cartoonists have incorporated history, experience, and autobiography into their work. The result is a collection that is both challenging and innovative.
Graphic novels. --- Autobiography in literature. --- Autobiography --- Authorship. --- Graphic novels --- History and criticism --- Authorship --- Spiegelman, Art --- Criticism and interpretation --- Bechdel, Alison --- Sedgwick, Eve Kosofsky --- Leonard, Joanne --- Barry, Lynda --- Yang, Gene Luen --- Comic book novels --- Fiction graphic novels --- Fictive graphic novels --- Graphic albums --- Graphic fiction --- Graphic nonfiction --- Graphic novellas --- Nonfiction graphic novels --- Comic books, strips, etc. --- Fiction --- Popular literature --- 82-931 --- 070.84 --- 070.84 Comics. Stripverhalen--(in de krant) --- Comics. Stripverhalen--(in de krant) --- 82-931 Stripverhaal --- Stripverhaal
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Argues for the queer potential of video gamesWhile popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly.In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Video games --- Gays. --- Gender identity. --- Queer theory. --- Social aspects. --- Between Men. --- Burnout. --- Consentacle. --- Halberstam. --- Juul. --- LGBTQ experience. --- LGBTQ game-makers. --- LGBTQ. --- Musgrave. --- Octodad. --- Pong. --- Realistic Kissing Simulator. --- Sedgwick. --- Squinkifer. --- arcade games. --- avant-garde. --- chrononormativity. --- close reading. --- cultural logic. --- degamification. --- design. --- failure. --- game studies. --- gamification. --- heteronormativity. --- independent games. --- interactive systems. --- intimacy. --- methodologies. --- non-normativity. --- queer theory. --- queerness. --- regamification. --- spatiality. --- speedrunning. --- temporality. --- transgression. --- walking simulators. --- Gay people.
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