Body And Text Cultural Transformations In New Media Environments
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Author | : David Callahan |
Publisher | : Springer |
Total Pages | : 203 |
Release | : 2019-08-10 |
Genre | : Social Science |
ISBN | : 3030251896 |
This book presents a collection of academic essays that take a fresh look at content and body transformation in the new media, highlighting how old hierarchies and canons of analysis must be revised. The movement of narratives and characterisations across forms, conventionally understood as adaptation, has commonly involved high-status classical forms (drama, epic, novel) being transformed into recorded and broadcast media (film, radio and television), or from the older recorded media to the newer ones. The advent of convergent digital platforms has further transformed hierarchies, and the formation of global conglomerates has created the commercial conditions for ever more lucrative exchanges between different media. Now source texts can move in any direction and take up any configuration, as emerging interacting fan bases drive innovation and new creative and commercial possibilities are deployed. Moreover, transformation may be not just a technology-driven creative practice and response, but at the very centre of the thematic worlds developed in those forms of story-telling which are currently popular: television series, video games, films and novels. The magic transformation of “your” money into “their” money is paralleled in contemporary media and culture by the centrality of transformation of one product to another as a media industry practice, as well as the transformation of bodies as a major theme both in the ensuing media products and in people’s identity practices in daily life.
Author | : |
Publisher | : |
Total Pages | : 203 |
Release | : 2019 |
Genre | : Literature, Modern |
ISBN | : 9783030251901 |
This book presents a collection of academic essays that take a fresh look at content and body transformation in the new media, highlighting how old hierarchies and canons of analysis must be revised. The movement of narratives and characterisations across forms, conventionally understood as adaptation, has commonly involved high-status classical forms (drama, epic, novel) being transformed into recorded and broadcast media (film, radio and television), or from the older recorded media to the newer ones. The advent of convergent digital platforms has further transformed hierarchies, and the formation of global conglomerates has created the commercial conditions for ever more lucrative exchanges between different media. Now source texts can move in any direction and take up any configuration, as emerging interacting fan bases drive innovation and new creative and commercial possibilities are deployed. Moreover, transformation may be not just a technology-driven creative practice and response, but at the very centre of the thematic worlds developed in those forms of story-telling which are currently popular: television series, video games, films and novels. The magic transformation of "your" money into "their" money is paralleled in contemporary media and culture by the centrality of transformation of one product to another as a media industry practice, as well as the transformation of bodies as a major theme both in the ensuing media products and in peoples identity practices in daily life.
Author | : Carolyn R. Miller |
Publisher | : Springer |
Total Pages | : 312 |
Release | : 2016-11-25 |
Genre | : Social Science |
ISBN | : 3319402951 |
This volume explores cultural innovation and transformation as revealed through the emergence of new media genres. New media have enabled what impresses most observers as a dizzying proliferation of new forms of communicative interaction and cultural production, provoking multimodal experimentation, and artistic and entrepreneurial innovation. Working with the concept of genre, scholars in multiple fields have begun to explore these processes of emergence, innovation, and stabilization. Genre has thus become newly important in game studies, library and information science, film and media studies, applied linguistics, rhetoric, literature, and elsewhere. Understood as social recognitions that embed histories, ideologies, and contradictions, genres function as recurrent social actions, helping to constitute culture. Because genres are dynamic sites of tension between stability and change, they are also sites of inventive potential. Emerging Genres in New Media Environments brings together compelling papers from scholars in Brazil, Canada, England, and the United States to illustrate how this inventive potential has been harnessed around the world.
Author | : Ali Mustofa |
Publisher | : Springer Nature |
Total Pages | : 2066 |
Release | : 2024-01-19 |
Genre | : Education |
ISBN | : 2384761528 |
This is an open access book. Welcome to the International Joint Conference on Arts and Humanities 2023 held by State University of Surabaya.This joint conference features four international conferences: the International Conference on Education Innovation (ICEI) 2023, the International Conference on Cultural Studies and Applied Linguistics (ICCSAL) 2023, the International Conference on Research and Academic Community Services (ICRACOS) 2023, and the International Conference of SocialScience and Law (ICSSL) 2023 .It encourages dissemination of ideas in arts and humanity and provides a forum for intellectuals from all over the world to discuss and present their research findings on the research area. This conference was held in Surabaya, East Java, Indonesia on August 26th, 2023 - September 10th, 2023
Author | : Dietmar Meinel |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 301 |
Release | : 2022-02-21 |
Genre | : History |
ISBN | : 3110675188 |
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
Author | : Natalie Le Clue |
Publisher | : Emerald Group Publishing |
Total Pages | : 304 |
Release | : 2022-02-11 |
Genre | : Social Science |
ISBN | : 1801175640 |
For every hero, there is a villain, and for every villain there is a story. But how much do we really know about the villain? Filling a gap in the field of gender representation and character evolution, the chapters in this edited collection focus on female villains in the fairy tale narratives of 21st Century media.
Author | : David Callahan |
Publisher | : Springer Nature |
Total Pages | : 284 |
Release | : |
Genre | : |
ISBN | : 3031654870 |
Author | : William Gibbons |
Publisher | : Oxford University Press |
Total Pages | : 977 |
Release | : 2024 |
Genre | : Computers |
ISBN | : 0197556167 |
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
Author | : Andrea O'Reilly |
Publisher | : Demeter Press |
Total Pages | : 248 |
Release | : 2021-08-01 |
Genre | : Social Science |
ISBN | : 1772583472 |
Motherhood is one of those roles that assumes an almost-outsized cultural importance in the significance we force it to bear. It becomes both the source of and the repository for all kinds of cultural fears. Its ubiquity perhaps makes it this perfect foil. After all, while not everyone will become a mother, everyone has a mother. When we force motherhood to bear the terrors of what it means to be human, we inflict trauma upon those who mother. A long tradition of bad mothers thus shapes contemporary mothering practices (and the way we view them), including the murderous Medea of Greek mythology, the power-hungry Queen Gertrude of Hamlet, and the emasculating mother of Freud's theories. Certainly, there are mother who cause harm, inflict abuse, act monstrously. Mothers are human. But mothers are also a favourite and easy scapegoat. The contributors to this collection explore a multitude of interdisciplinary representations of mothers that, through their very depictions of bad mothering, challenge the tropes of monstrous mothering that we lean on, revealing in the process why we turn to them. Chapters in Monstrous Mothers: Troubling Tropes explore literary, cinematic, and real-life monstrous mothers, seeking to uncover social sources and results of these monstrosities.
Author | : Pramod K. Nayar |
Publisher | : John Wiley & Sons |
Total Pages | : 569 |
Release | : 2010-04-26 |
Genre | : Social Science |
ISBN | : 140518308X |
Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar's Introduction to New Media and Cyberculture