Book picks similar to
Fake Geek Girls: Fandom, Gender, and the Convergence Culture Industry by Suzanne Scott
feminism
non-fiction
nonfiction
fan-studies
House of Psychotic Women: An Autobiographical Topography of Female Neurosis in Horror and Exploitation Films
Kier-la Janisse - 2012
Cinema is full of neurotic personalities, but few things are more transfixing than a woman losing her mind onscreen. Horror as a genre provides the most welcoming platform for these histrionics: crippling paranoia, desperate loneliness, masochistic death-wishes, dangerous obsessiveness, apocalyptic hysteria. Unlike her male counterpart - 'the eccentric' - the female neurotic lives a shamed existence, making these films those rare places where her destructive emotions get to play. Named after the U.S.-retitling of Carlos Aured's The Blue Eyes of the Broken Doll, House of Psychotic Women is an examination of these characters through a daringly personal autobiographical lens. Anecdotes and memories interweave with film history, criticism, trivia and confrontational imagery to create a reflective personal history and an examination of female madness, both onscreen and off. This sharply-designed book with a 32-page full-colour section is packed with rare stills, posters, pressbooks and artwork that combine with family photos and artifacts to form a titillating sensory overload, with a filmography that traverses the acclaimed and the obscure in equal measure. Films covered include The Entity, The Corruption of Chris Miller, Singapore Sling, 3 Women, Toys Are Not for Children, Repulsion, Let's Scare Jessica to Death, The Haunting of Julia, Secret Ceremony, Cutting Moments, Out of the Blue, Mademoiselle, The Piano Teacher, Possession, Antichrist and hundreds more!
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.
Sex, Art, and American Culture: Essays
Camille Paglia - 1992
A collection of twenty of Paglia's out-spoken essays on contemporary issues in America's ongoing cultural debate such as Anita Hill, Robert Mapplethorpe, the beauty myth, and the decline of education in America.
90s Bitch: Media, Culture, and the Failed Promise of Gender Equality
Allison Yarrow - 2018
However, the iconic women of the 1990s—such as Hillary Clinton, Courtney Love, Roseanne Barr, Marcia Clark, and Anita Hill—earned their places in history not as trailblazers, but as whipping girls of the media. During this decade, American society grew increasingly hostile to women who dared to speak up, challenge power, or defy rigid expectations for female behavior.Deeply researched yet thoroughly engaging, 90s Bitch untangles the complex history of women in the 1990s, exploring how they were maligned by the media, vilified by popular culture, and objectified in the marketplace. In an age where even a presidential nominee can be derided as a “nasty woman,” it’s clear that the epidemic of casting women as bitches persists. To understand why we must take a long, hard look back at the 1990s—a decade in which female empowerment was twisted into bitchification and exploitation.Yarrow’s thoughtful, clear-eyed, and timely examination is a must-read for anyone seeking to understand gender politics and how we might end the “bitch epidemic” for the next generation.
The Monstrous-Feminine: Film, Feminism, Psychoanalysis
Barbara Creed - 1993
In The Monstrous-Feminine Barbara Creed challenges this patriarchal view by arguing that the prototype of all definitions of the monstrous is the female reproductive body.With close reference to a number of classic horror films including the Alien trilogy, The Exorcist and Psycho, Creed analyses the seven `faces' of the monstrous-feminine: archaic mother, monstrous womb, vampire, witch, possessed body, monstrous mother and castrator. Her argument that man fears woman as castrator, rather than as castrated, questions not only Freudian theories of sexual difference but existing theories of spectatorship and fetishism, providing a provocative re-reading of classical and contemporary film and theoretical texts.
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Nomadic Subjects
Rosi Braidotti - 1994
Braidotti argues for a new kind of philosophical thinking, one that would include the insights of feminism and abandon the hegemonic mode that is conventionally adopted in high theory.
Fan Fiction and Fan Communities in the Age of the Internet: New Essays
Karen HelleksonIka Willis - 2006
More recently, a number of science fiction, fantasy, media, and game works have found devoted fan followings. The advent of the Internet has brought these groups from relatively limited, face-to-face enterprises to easily accessible global communities, within which fan texts proliferate and are widely read and even more widely commented upon. New interactions between readers and writers of fan texts are possible in these new virtual communities. From Star Trek to Harry Potter, the essays in this volume explore the world of fan fiction--its purposes, how it is created, how the fan experiences it. Grouped by subject matter, essays cover topics such as genre intersection, sexual relationships between characters, character construction through narrative, and the role of the beta reader in online communities. The work also discusses the terminology used by creators of fan artifacts and comments on the effects of technological advancements on fan communities. Instructors considering this book for use in a course may request an examination copy here.
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
The Aftermath of Feminism: Gender, Culture and Social Change
Angela McRobbie - 2008
McRobbie! This book has been named to the list of books for the 2009 Critics Choice Book Award of the American Educational Studies Association (AESA).
These essays show Angela McRobbie reflecting on a range of issues which have political consequence for women, particularly young women, in a context where it is frequently assumed that progress has been made in the last 30 years, and that with gender issues now ′mainstreamed′ in cultural and social life, the moment of feminism per se is now passed.McRobbie trenchantly argues that it is precisely on these grounds that invidious forms of gender -re-stabilisation are able to be re-established. Consumer culture, she argues, encroaches on the terrain of so called female freedom, appears supportive of female success only to tie women into new post-feminist neurotic dependencies.These nine essays span a wide range of topics, including- the UK government′s ′new sexual contract′ to young women,- popular TV makeover programmes,- feminist theories of backlash and the ′undoing′ of sexual politics,- feminism in a global frame- the ′illegible rage′ underlying contemporary femininities.
Men, Women, and Chain Saws: Gender in the Modern Horror Film
Carol J. Clover - 1992
Carol Clover argues, however, that these films work mainly to engage the viewer in the plight of the victim-hero - the figure, often a female, who suffers pain and fright but eventually rises to vanquish the forces of oppression.
Reality Bites Back: The Troubling Truth About Guilty Pleasure TV
Jennifer L. Pozner - 2009
In Reality Bites Back, media critic Jennifer L. Pozner aims a critical, analytical lens at a trend most people dismiss as harmless fluff. She deconstructs reality TV’s twisted fairytales to demonstrate that far from being simple “guilty pleasures,” these programs are actually guilty of fomenting gender-war ideology and significantly affecting the intellectual and political development of this generation’s young viewers. She lays out the cultural biases promoted by reality TV about gender, race, class, sexuality, and consumerism, and explores how those biases shape and reflect our cultural perceptions of who we are, what we’re valued for, and what we should view as “our place” in society. Smart and informative, Reality Bites Back arms readers with the tools they need to understand and challenge the stereotypes reality TV reinforces and, ultimately, to demand accountability from the corporations responsible for this contemporary cultural attack on three decades of feminist progress.
Excitable Speech: A Politics of the Performative
Judith Butler - 1997
Reviewing hate speech regulations, anti-pornography arguments, and recent controversies about gay self-declaration in the military, Judith Butler asks whether and how language acts in each of these cultural sites. Excitable Speech examines the issue of the threatening action of words. The book suggests that although language is a kind of performance which has the power to produce political effects and injuries, it is best understood as a scene of injury rather than its cause. Rather, Butler warns us against a "sovereign" view of language, in which the words we speak are construed as unequivocal forms of conduct. She shows that the repetition of injurious language can be the occasion of its redefinition. Butler illuminates the efficacy of injurious language, covering speech act therapy in both philosophical and literary traditions, Supreme Court cases, hate speech and pornography critics, and recent bans on gay speech in the military.
Publics and Counterpublics
Michael Warner - 2002
How do we recognize them as members of our world? We are related to them as transient participants in common publics. Indeed, most of us would find it nearly impossible to imagine a social world without publics. In the eight essays in this book, Michael Warner addresses the question: What is a public? According to Warner, the idea of a public is one of the central fictions of modern life. Publics have powerful implications for how our social world takes shape, and much of modern life involves struggles over the nature of publics and their interrelations. The idea of a public contains ambiguities, even contradictions. As it is extended to new contexts, politics, and media, its meaning changes in ways that can be difficult to uncover. Combining historical analysis, theoretical reflection, and extensive case studies, Warner shows how the idea of a public can reframe our understanding of contemporary literary works and politics and of our social world in general. In particular, he applies the idea of a public to the junction of two intellectual traditions: public-sphere theory and queer theory.
She's Such a Geek!: Women Write About Science, Technology, and Other Nerdy Stuff
Annalee Newitz - 2006
More than anything, She's Such a Geek is a celebration and call to arms: it's a hopeful book which looks forward to a day when women will invent molecular motors, design the next ultra-tiny supercomputer, and run the government.