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In September 1960 a television show emerged from the mists of prehistoric time to take its place as the mother of all animated sitcoms. The Flintstones spawned dozens of imitations, just as, two decades later, The Simpsons sparked a renaissance of primetime animation. This fascinating book explores the landscape of television animation, from Bedrock to Springfield, and beyond.
The contributors critically examine the key issues and questions, including: How do we explain the animation explosion of the 1960s? Why did it take nearly twenty years following the cancellation of
Animated television programs --- History and criticism. --- Edited by Carol A. Stabile and Mark Harrison --- film --- animatie --- Verenigde Staten --- twintigste eeuw --- televisie --- media --- filmgeschiedenis --- 791.46 --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- History and criticism
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A new world of religious satire illuminated through the layers of religion and humor that make up the The Simpsons, South Park and Family Guy. Drawing on the worldviews put forth by three wildly popular animated shows – The Simpsons, South Park, and Family Guy– David Feltmate demonstrates how ideas about religion’s proper place in American society are communicated through comedy. The book includes discussion of a wide range of American religions, including Protestant and Catholic Christianity, Judaism, Islam, Buddhism, Native American Religions, New Religious Movements, “Spirituality,” Hinduism, and Atheism. Along the way, readers are shown that jokes about religion are influential tools for teaching viewers how to interpret and judge religious people and institutions. Feltmate, develops a picture of how each show understands and communicates what constitutes good religious practice as well as which traditions they seek to exclude on the basis of race and ethnicity, stupidity, or danger. From Homer Simpson’s spiritual journey during a chili-pepper induced hallucination to South Park’s boxing match between Jesus and Satan to Peter Griffin’s worship of the Fonz, each show uses humor to convey a broader commentary about the role of religion in public life. Through this examination, an understanding of what it means to each program to be a good religious American becomes clear. Drawn to the Gods is a book that both fans and scholars will enjoy as they expose the significance of religious satire in these iconic television programs. A new world of religious satire illuminated through the layers of religion and humor that make up the The Simpsons, South Park and Family Guy. Drawing on the worldviews put forth by three wildly popular animated shows – The Simpsons, South Park, and Family Guy– David Feltmate demonstrates how ideas about religion’s proper place in American society are communicated through comedy. The book includes discussion of a wide range of American religions, including Protestant and Catholic Christianity, Judaism, Islam, Buddhism, Native American Religions, New Religious Movements, “Spirituality,” Hinduism, and Atheism. Along the way, readers are shown that jokes about religion are influential tools for teaching viewers how to interpret and judge religious people and institutions. Feltmate, develops a picture of how each show understands and communicates what constitutes good religious practice as well as which traditions they seek to exclude on the basis of race and ethnicity, stupidity, or danger. From Homer Simpson’s spiritual journey during a chili-pepper induced hallucination to South Park’s boxing match between Jesus and Satan to Peter Griffin’s worship of the Fonz, each show uses humor to convey a broader commentary about the role of religion in public life. Through this examination, an understanding of what it means to each program to be a good religious American becomes clear. Drawn to the Gods is a book that both fans and scholars will enjoy as they expose the significance of religious satire in these iconic television programs.
Religion on television. --- Television broadcasting --- Animated television programs --- Popular culture --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Television --- Religious aspects. --- History and criticism. --- United States --- Religion
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cultuurfilosofie --- sociologie --- Japan --- populaire cultuur --- manga --- anime --- speelgoed --- games --- videogames --- strips --- beeldverhaal --- animatie --- robots --- kawaii --- televisie --- televisieseries --- televisiereeksen --- pokemon --- Grendizer --- Pikachù --- Italië --- 130.2 --- Animated television programs --- Comic books, strips, etc --- Popular culture --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- History and criticism --- Japanese influences
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"This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com Genndy Tartakovsky is widely regarded as a pioneer in contemporary Western animation of the 20th and 21st centuries. His groundbreaking and prolific output, ranging from Dexter's Laboratory to Samurai Jack and Sym-Bionic Titan, has become a mainstay of contemporary animated programming, and collectively, the cornerstone of both titans of the industry such as Cartoon Network and Adult Swim. This book draws attention to the comparatively mysterious figure of this creator, while simultaneously celebrating his singular vision, mastery of formal technique, genre sensitivity, personal stylistic flair, and how these aesthetic and narrative elements combine to produce what the author calls an 'animation of sincerity' in all his works."--
Animated films --- Animated television programs --- History and criticism --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Genndy Tartakovsky --- cartoons --- Western animation --- Dexter’s Laboratory --- Samurai Jack --- Sym-Bionic Titan --- Cartoon Network --- Adult Swim --- animation of sincerity --- Star Wars --- technique --- genre --- humor --- humour --- 20th century --- 21st century --- Tartakovsky, Genndy, --- Criticism and interpretation. --- Tartakovsky, Gennady, --- Tartakovskiĭ, Gennadiĭ,
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"A formal approach to anime rethinks globalization and transnationality under neoliberalism"-- "Anime has become synonymous with Japanese culture, but its global reach raises a perplexing question--what happens when anime is produced outside of Japan? Who actually makes anime, and how can this help us rethink notions of cultural production? In Anime's Identity, Stevie Suan examines how anime's recognizable media-form--no matter where it is produced--reflects the problematics of globalization. The result is an incisive look at not only anime but also the tensions of transnationality. Far from valorizing the individualistic "originality" so often touted in national creative industries, anime reveals an alternate type of creativity based in repetition and variation. In exploring this alternative creativity and its accompanying aesthetics, Suan examines anime from fresh angles, including considerations of how anime operates like a brand of media, the intricacies of anime production occurring across national borders, inquiries into the selfhood involved in anime's character acting, and analyses of various anime works that present differing modes of transnationality. Anime's Identity deftly merges theories from media studies and performance studies, introducing innovative formal concepts that connect anime to questions of dislocation on a global scale, creating a transformative new lens for analyzing popular media." -- Publisher's description
Animated films --- Animated television programs --- History and criticism --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- J6848 --- Japan: Media arts and entertainment -- anime
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Film --- Mass communications --- film --- animatie --- filmgeschiedenis --- twintigste eeuw --- 791.46 --- Animated films --- Animation (Cinematography) --- Animators. --- Animated films. --- Animated television programs. --- History and criticism. --- Animated television programs --- Animators --- Cartoon makers --- Cinematography --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- History and criticism --- Technique --- beeldverhalen --- animatiefilms
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"The first collection of definitive texts that explores and examines key areas of animation studies through three points of focus: theoretical approaches; form and genre; issues of representation"--
Animated films --- Animated television programs --- History and criticism. --- Films d'animations --- Télévision --- Histoire et critique --- Émissions --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- History and criticism --- #SBIB:309H1326 --- #SBIB:309H17 --- Films met een amusementsfunctie en/of esthetische functie: genres en richtingen --- Computer- en videogames --- Émissions. --- Films d'animation --- Histoire et critique. --- Émissions télévisées. --- 527.9 --- 799.911 --- onderzoeksmethoden --- 799.91 --- informatica - automatisering, gebruikershandleidingen, animatie --- animatiefilm, research - onderzoek --- animatiefilm, geschiedenis --- Émissions télévisées.
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Film --- Japan --- J6848 --- J5960 --- J4143 --- Japan: Media arts and entertainment -- anime --- Japan: Literature -- modern fiction and prose -- manga --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Animated films --- Animated television programs --- Comic books, strips, etc --- Science fiction films --- Extrapolative films --- Future films (Science fiction films) --- Sci-fi films --- Sci-fiers (Motion pictures) --- Motion pictures --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Abstract films --- Animation cels --- History and criticism --- manga --- beeldverhalen
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Japan - Kultur der kasogenjitsu (künstlichen Realität). Weltweit erobert sie Köpfe und Körper mit Manga und Anime, Tamagotchi und Pokémon. Die Blickwelten ihrer Medien saugen uns hinein in die Geschichte(n) der Nation. Ulrich Heinze taucht ein in den Text dieses Autoskripts, reist durch die Zeit in die Gegenwart des Manga, erforscht Journalismus, Museen, Vergnügungsparks und deutet die Bildmetaphern der Fernsehwerbung. Netzhautnah verschmilzt die kasogenjitsu Fiktion mit Erfahrung im Reich der unerreichbaren Psyche. Übersetzungen japanischer Medientheoretiker (Yoshimi Shunya, Osawa Masachi, Okonogi Keigo) gewähren weitere Einblicke zweiter Ordnung in die Seele der japanischen Gesellschaft. Besprochen in: Frankfurter Allgemeine Zeitung, 25.03.2013
Comic books, strips, etc. --- Animated films --- Animated television programs --- Popular culture --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- History and criticism. --- Japanese influences. --- Japan --- Civilization --- Japan; Medien; Manga; Fernsehen; Populärkultur; Medientheorie; Bild; Medienästhetik; Comic; Popkultur; Medienwissenschaft; Media; Television; Media Theory; Image; Media Aesthetics; Popular Culture; Media Studies --- Comic. --- Image. --- Media Aesthetics. --- Media Studies. --- Media Theory. --- Popular Culture. --- Television.
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"The mutual imbrication of the profane and sacred worlds in anime, along with the profound reciprocal relationships between 'Eastern' (Japanese) and 'Western' (chiefly American) culture in the development of the anime artistic form, constitute the twin narrative arcs of the book. One of the most significant contributions of this book is the analysis of the employment of spiritual and religious motifs by directors. The reception of this content by fans is also examined."
Animated films --- Animated television programs --- Fantasy comic books, strips, etc --- Fans (Persons) --- Fantasy --- Popular culture --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Aficionados --- Devotees --- Enthusiasts (Fans) --- Supporters (Persons) --- Persons --- Hobbyists --- Fantastic comic books, strips, etc. --- Comic books, strips, etc. --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation cels --- History and criticism --- Psychology --- Religious aspects --- Japanese influences --- American influences --- J6848 --- Japan: Media arts and entertainment -- anime
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