Book picks similar to
Show Sold Separately: Promos, Spoilers, and Other Media Paratexts by Jonathan Gray
nonfiction
media-studies
pop-culture
non-fiction
Visual And Other Pleasures
Laura Mulvey - 1989
The essays collected in this book reflect some of the commitments and changes during the period that saw the women's movement shift into feminism and the development of feminism's involvement with the politics of representation, psychoanalytic film theory and avant-garde aesthetics.
How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
N. Katherine Hayles - 1999
While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age.Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman."Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems.Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
The Society of the Spectacle
Guy Debord - 1967
From its publication amid the social upheavals of the 1960s up to the present, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism and everyday life in the late twentieth century. Now finally available in a superb English translation approved by the author, Debord's text remains as crucial as ever for understanding the contemporary effects of power, which are increasingly inseparable from the new virtual worlds of our rapidly changing image/information culture.
The Philosophy of Horror: Or, Paradoxes of the Heart
Noël Carroll - 1990
In this book he discusses the nature and narrative structures of the genre, dealing with horror as a "transmedia" phenomenon. A fan and serious student of the horror genre, Carroll brings to bear his comprehensive knowledge of obscure and forgotten works, as well as of the horror masterpieces. Working from a philosophical perspective, he tries to account for how people can find pleasure in having their wits scared out of them. What, after all, are those "paradoxes of the heart" that make us want to be horrified?
Critical Theory Today: A User-Friendly Guide
Lois Tyson - 1998
It provides clear, simple explanations and concrete examples of complex concepts, making a wide variety of commonly used critical theories accessible to novices without sacrificing any theoretical rigor or thoroughness.This new edition provides in-depth coverage of the most common approaches to literary analysis today: feminism, psychoanalysis, Marxism, reader-response theory, new criticism, structuralism and semiotics, deconstruction, new historicism, cultural criticism, lesbian/gay/queer theory, African American criticism, and postcolonial criticism. The chapters provide an extended explanation of each theory, using examples from everyday life, popular culture, and literary texts; a list of specific questions critics who use that theory ask about literary texts; an interpretation of F. Scott Fitzgerald's The Great Gatsby through the lens of each theory; a list of questions for further practice to guide readers in applying each theory to different literary works; and a bibliography of primary and secondary works for further reading.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
The Structural Transformation of the Public Sphere: An Inquiry into a Category of Bourgeois Society
Jürgen Habermas - 1962
It will be a revelation to those who have known Habermas only through his theoretical writing to find his later interests in problems of legitimation and communication foreshadowed in this lucid study of the origins, nature, and evolution of public opinion in democratic societies.
How to Read a Film: Movies, Media, Multimedia
James Monaco - 1977
Now, James Monaco offers a revised and rewritten third edition incorporating every major aspect of this dynamic medium right up to the present.Looking at film from many vantage points, How to Read a Film: Movies, Media, Multimedia explores the medium as both art and craft, sensibility and science, tradition and technology. After examining film's close relation to such other narrative media as the novel, painting, photography, television, and even music, Monaco discusses those elements necessary to understand how films convey meaning and, more importantly, how we can best discern all that a film is attempting to communicate.In a key departure from the book's previous editions, the new and still-evolving digital context of film is now emphasized throughout How to Read a Film. A new chapter on multimedia brings media criticism into the twenty-first century with a thorough discussion of topics like virtual reality, cyberspace, and the proximity of both to film. Monaco has likewise doubled the size and scope of his Film and Media: A Chronology appendix. The book also features a new introduction, an expanded bibliography, and hundreds of illustrative black-and-white film stills and diagrams. It is a must for all film students, media buffs, and movie fans.
Powers of Horror: An Essay on Abjection
Julia Kristeva - 1980
. . Powers of Horror is an excellent introduction to an aspect of contemporary French literature which has been allowed to become somewhat neglected in the current emphasis on paraphilosophical modes of discourse. The sections on Céline, for example, are indispensable reading for those interested in this writer and place him within a context that is both illuminating and of general interest." -Paul de Man
Gaming: Essays On Algorithmic Culture
Alexander R. Galloway - 2006
Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
Cinema 1: The Movement-Image
Gilles Deleuze - 1983
For Deleuze, philosophy cannot be a reflection of something else; philosophical concepts are, rather, the images of thought, to be understood on their own terms. Here he puts this view of philosophy to work in understanding the concepts—or images—of film.Cinema, to Deleuze, is not a language that requires probing and interpretation, a search for hidden meanings; it can be understood directly, as a composition of images and signs, pre-verbal in nature. Thus he offers a powerful alternative to the psychoanalytic and semiological approaches that have dominated film studies.Drawing upon Henri Bergson’s thesis on perception and C. S. Peirce’s classification of images and signs, Deleuze is able to put forth a new theory and taxonomy of the image, which he then applies to concrete examples from the work of a diverse group of filmmakers—Griffith, Eisenstein, Pasolini, Rohmer, Bresson, Dreyer, Stroheim, Buñuel, and many others. Because he finds movement to be the primary characteristic of cinema in the first half of the twentieth century, he devotes this first volume to that aspect of film. In the years since World War II, time has come to dominate film; that shift, and the signs and images associated with it, are addressed in Cinema 2: The Time-Image.
Yippee Ki-Yay Moviegoer: Writings on Bruce Willis, Badass Cinema and Other Important Topics
Vern - 2010
Now he’s back, and this time he’s got all of ‘the films of badass cinema’ in his sights... From Die Hard to The Discrete Charm of the Bourgeoisie, Transformers to Mary Poppins, Vern has an opinion on everything, and he’s not shy about sharing them...
The Complete History of the Return of the Living Dead
Christian Sellers - 2010
For the first time in 25 years, the cast and crew of all five films in this franchise reveal the stories behind the movies, offering their own opinions and details about life on the sets of some of the most fraught productions in cinema history. Supported by dozens of cast and crew members, The Complete History of the Return of the Living Dead features hundreds of previously unreleased behind-the-scenes photographs and exclusive artwork. This eye-catching, comprehensive book is the ultimate celebration of The Return of the Living Dead franchise and all those who contributed to its creation.
The Man with the Golden Touch: How The Bond Films Conquered the World
Sinclair McKay - 2008
This is the story of how, with the odd misstep along the way, the owners of the Bond franchise, Eon Productions, have contrived to keep James Bond abreast of the zeitgeist and at the top of the charts for 45 years, through 21 films featuring six Bonds, three M’s, two Q’s and three Moneypennies. Thanks to the films, Fleming’s original creation has been transformed from a black sheep of the post-war English upper classes into a figure with universal appeal, constantly evolving to keep pace with changing social and political circumstances. Having interviewed people concerned with all aspects of the films, Sinclair McKay is ideally placed to describe how the Bond ‘brand’ has been managed over the years as well as to give us the inside stories of the supporting cast of Bond girls, Bond villains, Bond cars and Bond gadgetry. Sinclair McKay, formerly assistant features editor of the Daily Telegraph, works as a freelance writer and journalist. He is also the author of A Thing of Unspeakable Horror: The History of Hammer Films, which the Guardian called ‘A splendid history’ and the Independent on Sunday described as ‘Brisk, cheerful and enthusiastic.’
I Lost It At the Video Store: A Filmmakers' Oral History of a Vanished Era
Tom Roston - 2015
They were the salons where many of today’s best directors first learned their craft. The art of discovery that video stores encouraged through the careful curation of clerks was the fertile, if sometimes fetid, soil from which today’s film world sprung. Video stores were also the financial engine without which the indie film movement wouldn’t have existed.In I Lost it at the Video Store, Tom Roston interviews the filmmakers—including John Sayles, Quentin Tarantino, Kevin Smith, Darren Aronofsky, David O. Russell and Allison Anders—who came of age during the reign of video rentals, and constructs a living, personal narrative of an era of cinema history which, though now gone, continues to shape film culture today.