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Using the theoretical frameworks of Freud, Todorov, and Bahktin, this book explores how American writers of the late 20th century have translated the psychoanalytical concept of »the uncanny« into their novelistic discourses. The two texts under scrutiny - Paul Auster's »City of Glass« and Toni Morrison's »Jazz« - show that the uncanny has developed into a crucial trope to delineate personal and collective fears that are often grounded on the postmodern disruption of spatio-temporal continuities and coherences. Besprochen in: Kronoscope, 16 (2016), Raphaelle Beauregard
Postmodernism; The Uncanny; Timespace; New York City; Paul Auster; Toni Morrison; Literature; America; American Studies; British Studies; Cultural Studies; Space; Literary Studies --- America. --- American Studies. --- British Studies. --- Cultural Studies. --- Literary Studies. --- Literature. --- New York City. --- Paul Auster. --- Space. --- The Uncanny. --- Timespace. --- Toni Morrison.
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
play --- n/a --- storytelling --- poetics --- roleplay --- survival horror --- game storytelling --- game narrative --- pornography --- empathy games --- games --- ludonarrative dissonance --- Larry McMurtry --- digital games --- AAA --- mapping --- ludology --- fantasy --- fifth look --- choice poetics --- film --- musicals --- literary adaptation --- choices --- video games --- politics --- gender --- interactive storytelling --- FPS --- narrative games --- Gamergate --- transmedia --- remediation --- narrative theory --- psychology --- the uncanny --- shared vocabulary --- complicity --- ability --- Haraway --- videogames --- Twin Peaks --- Deadly Premonition --- Alien --- gaming --- defamiliarization --- ludonarrative --- Walter Benjamin --- narratology --- carnivalesque --- Bakhtin --- player goals --- interactive digital narrative --- game fiction --- cyborg --- Video games. --- Storytelling --- Computer games. --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Story-telling --- Telling of stories --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Performance
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"Japan is arguably the first postindustrial society to embrace the prospect of human-robot coexistence. Over the past decade, Japanese humanoid robots designed for use in homes, hospitals, offices, and schools have become celebrated in the mass media and social media throughout the world. In Robo sapiens japanicus, Jennifer Robertson casts a critical eye on press releases and public relations videos that misrepresent actual robots as being as versatile and agile as their science fiction counterparts. An ethnography and sociocultural history of governmental and academic discourses of human-robot relations in Japan, this book explores how actual robots--humanoids, androids, animaloids--are "imagineered" in ways that reinforce the conventional sex/gender system and political-economic status quo. In addition, Robertson interrogates the notion of human exceptionalism as she considers whether "civil rights" should be granted to robots. Similarly, she juxtaposes how robots and robotic exoskeletons reinforce a conception of the "normal" body with a deconstruction of the much-invoked Theory of the Uncanny Valley"--Provided by publisher.
Human-robot interaction --- HRI (Human-robot interaction) --- Robot-human interaction --- Human engineering --- J4170 --- J4176 --- J7009 --- J7290 --- Japan: Sociology and anthropology -- family --- Japan: Sociology and anthropology -- gender roles, women, feminism --- Japan: Science and technology -- theory, methodology and philosophy --- Japan: Science and technology -- physics -- applied physical sciences --- androids. --- animaloids. --- civil rights. --- ethnographic research. --- family. --- gender norms. --- gender studies. --- human exceptionalism. --- human robot coexistence. --- humanity. --- humanoid robots. --- japan. --- japanese culture. --- japanese. --- mass media. --- postindustrial society. --- press releases. --- public relations video. --- robot. --- robotic exoskeletons. --- robots in hospitals. --- robots in offices. --- robots in schools. --- robots in the home. --- science fiction. --- scientists. --- social media. --- sociocultural history. --- theory of the uncanny valley.
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