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This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.
Film, TV & radio --- Mulan --- adaptation --- Disney --- Orientalism --- cultural authenticity --- cultural palimpsest --- Chinese cinema --- science fiction --- The Wandering Earth --- patricide --- patrilineality --- nationalism --- media --- mass culture --- film --- digital games --- film adaptation --- experimental game design --- game design process documentation --- T.S. Eliot --- Prufrock --- remediation --- comic strip --- animated film --- split screen --- video poem --- YouTube dramatic monologue --- photographic montage --- Contagion --- propaganda --- pandemic --- premediation --- Steven Soderbergh --- Scott Z. Burns --- transit --- migrants --- empathy --- liminal spaces --- Bildungsroman --- modernity --- videogames --- Shakespeare --- Tale of a Forest --- biodiversity --- documentary --- ecocriticism --- environmental narrative --- forest --- nature photography --- nostalgia --- species --- video games --- game studies --- Star Wars --- George Lucas --- game reviews --- criticism --- thematic analysis --- Japanese video games --- game localization --- cultural adaptation --- localization approaches --- localization strategies --- domestication --- foreignization --- reception --- trauma --- origin --- psychoanalysis --- repetition --- impossibility --- loss --- representation --- extremity --- writing --- image --- failure --- memoir --- missed experience --- creative writing studies --- screenwriting --- video game narrative design --- interactive writing --- horror film --- horror video games --- survival horror --- character development --- sci-fi --- thriller --- genre --- tropes --- methodology --- n/a
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This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.
Mulan --- adaptation --- Disney --- Orientalism --- cultural authenticity --- cultural palimpsest --- Chinese cinema --- science fiction --- The Wandering Earth --- patricide --- patrilineality --- nationalism --- media --- mass culture --- film --- digital games --- film adaptation --- experimental game design --- game design process documentation --- T.S. Eliot --- Prufrock --- remediation --- comic strip --- animated film --- split screen --- video poem --- YouTube dramatic monologue --- photographic montage --- Contagion --- propaganda --- pandemic --- premediation --- Steven Soderbergh --- Scott Z. Burns --- transit --- migrants --- empathy --- liminal spaces --- Bildungsroman --- modernity --- videogames --- Shakespeare --- Tale of a Forest --- biodiversity --- documentary --- ecocriticism --- environmental narrative --- forest --- nature photography --- nostalgia --- species --- video games --- game studies --- Star Wars --- George Lucas --- game reviews --- criticism --- thematic analysis --- Japanese video games --- game localization --- cultural adaptation --- localization approaches --- localization strategies --- domestication --- foreignization --- reception --- trauma --- origin --- psychoanalysis --- repetition --- impossibility --- loss --- representation --- extremity --- writing --- image --- failure --- memoir --- missed experience --- creative writing studies --- screenwriting --- video game narrative design --- interactive writing --- horror film --- horror video games --- survival horror --- character development --- sci-fi --- thriller --- genre --- tropes --- methodology --- n/a
Choose an application
This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.
Film, TV & radio --- Mulan --- adaptation --- Disney --- Orientalism --- cultural authenticity --- cultural palimpsest --- Chinese cinema --- science fiction --- The Wandering Earth --- patricide --- patrilineality --- nationalism --- media --- mass culture --- film --- digital games --- film adaptation --- experimental game design --- game design process documentation --- T.S. Eliot --- Prufrock --- remediation --- comic strip --- animated film --- split screen --- video poem --- YouTube dramatic monologue --- photographic montage --- Contagion --- propaganda --- pandemic --- premediation --- Steven Soderbergh --- Scott Z. Burns --- transit --- migrants --- empathy --- liminal spaces --- Bildungsroman --- modernity --- videogames --- Shakespeare --- Tale of a Forest --- biodiversity --- documentary --- ecocriticism --- environmental narrative --- forest --- nature photography --- nostalgia --- species --- video games --- game studies --- Star Wars --- George Lucas --- game reviews --- criticism --- thematic analysis --- Japanese video games --- game localization --- cultural adaptation --- localization approaches --- localization strategies --- domestication --- foreignization --- reception --- trauma --- origin --- psychoanalysis --- repetition --- impossibility --- loss --- representation --- extremity --- writing --- image --- failure --- memoir --- missed experience --- creative writing studies --- screenwriting --- video game narrative design --- interactive writing --- horror film --- horror video games --- survival horror --- character development --- sci-fi --- thriller --- genre --- tropes --- methodology
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Comedy cannot be understood as an abstract critical concept, argues Roger Henkle; it 'must be studied in specific cultural and historical contexts. From this point of view he examines the development of literary comedy in nineteenth-century England, and shows how comic modes and techniques were used to express and release the tensions of the middle class during periods of both rapid cultural change and relative stability.Originally published in 1980.The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These editions preserve the original texts of these important books while presenting them in durable paperback and hardcover editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.
English literature --- Thematology --- anno 1800-1899 --- Comic, The --- Middle class --- Literature and society --- Littérature anglaise --- Comique --- Classes moyennes --- Littérature et société --- History and criticism --- Histoire et critique --- Comic, The. --- History and criticism. --- Littérature anglaise --- Littérature et société --- Literature --- Literature and sociology --- Society and literature --- Sociology and literature --- Bourgeoisie --- Commons (Social order) --- Middle classes --- Ludicrous, The --- Ridiculous, The --- Social aspects --- Social conditions --- Sociolinguistics --- Social classes --- Comedy --- Wit and humor --- Aestheticism. --- Aldous Huxley. --- Ambivalence. --- Aphorism. --- Art for art's sake. --- Bab Ballads. --- Becky Sharp (character). --- British humour. --- Comic book. --- Comic novel. --- Criticism. --- Culture and Anarchy. --- De Profundis (letter). --- Disenchantment. --- Dramatic monologue. --- Epigram. --- Falsity. --- Farce. --- Fashionable novel. --- Fiction. --- George Gissing. --- George Meredith. --- Gradgrind. --- Green World. --- Hamlet's Father. --- Harold Pinter. --- Henri Bergson. --- High culture. --- Huckleberry Finn. --- Human behavior. --- Humiliation. --- Humour. --- Hypocrisy. --- Irony. --- Joke. --- Joseph Andrews. --- Kingsley Amis. --- Laurence Sterne. --- Lewis Carroll. --- Libido. --- Literature. --- Little Dorrit. --- Lord Alfred Douglas. --- Lord Byron. --- Madame Bovary. --- Mario Praz. --- Martin Chuzzlewit. --- Max Beerbohm. --- Melodrama. --- Mortal Fear (novel). --- Mr. Dick. --- Narrative. --- Newgate novel. --- Nonsense verse. --- Novel. --- Novelist. --- Oscar Wilde. --- Our Mutual Friend. --- Overreaction. --- Parody. --- Persona. --- Philistinism. --- Picaresque novel. --- Poetry. --- Prose. --- Pun. --- Quibble (plot device). --- Quilp. --- Ridicule. --- Robert Plumer Ward. --- Romanticism. --- Samuel Butler (novelist). --- Satire. --- Self-love. --- Sensibility. --- Sentimental novel. --- Sentimentality. --- Simile. --- Snob. --- Social criticism. --- Superiority (short story). --- The Decay of Lying. --- The Green Carnation. --- The Importance of Being Earnest. --- The Narrator. --- The Newgate Calendar. --- The Old Curiosity Shop. --- The Ordeal of Richard Feverel. --- The Other Hand. --- The Picture of Dorian Gray. --- The Way of All Flesh. --- Thomas Love Peacock. --- Uriah Heep. --- V. --- Victorian era. --- Victorian literature. --- Weedon Grossmith. --- Writer. --- Writing. --- À rebours.
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