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Project(ing) Human: Representations of Disability in Science Fiction
Courtney Stanton, Rutgers University-Newark
Availability: In stock
208pp. ¦ $87 £72 €82
This edited volume examines representations of disability within popular science fiction, using examples from television, film, literature, and gaming to explore how the genre of science fiction shapes cultural understanding of disability experience. Science fiction texts typically grapple with concepts such as transhumanism, embodiment, and autonomy more directly than do those of other genres. In doing so, they raise significant questions about the experience of disability. More broadly, they often convey the place of disability in not only the future but also the world of today. Through critical research, the chapters within this interdisciplinary collection explore what science fiction texts convey about the value of disability, whether it be through disabled characters, biotechnologies, or, more broadly, conceptions of an idealized future. Chapters are grouped thematically and include discussions of the intersections of disability with other identity groups, the interplay of disability and market/capitalist value, and how disability shapes current and future definitions of human-ness, agency, and autonomy. This full volume builds on current research regarding the relationship of disability studies to the science fiction genre by exploring new themes and contemporary media to aid as an instructional tool for scholars in fields of disability studies, science fiction literature, and media studies.
Gamification in the RhetComp Curriculum
Chris McGunnigle, Seton Hall University
Availability: In stock
334pp. ¦ $93 £77 €88
Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.
Pioneers in Machinima: The Grassroots of Virtual Production
Tracy Gaynor Harwood, De Montfort University
and Ben Grussi
Availability: In stock
271pp. ¦ $63 £48 €54
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.
Polyptych: Adaptation, Television, and Comics
Reginald Wiebe, Concordia University of Edmonton
Availability: In stock
219pp. ¦ $54 £40 €46
Through each of its chapters, 'Polyptych: Adaptation, Television, and Comics' examines the complex dynamics of adapting serialized texts. The transmedial adaptation of collaborative and unstable texts does not lend itself to the same strategies as other, more static adaptations such as novels or plays. Building off the foundational work of Linda Hutcheon and Gérard Genette, Polyptych considers the analogy of adaptation as a palimpsest—a manuscript page that has been reused, leaving traces of the previous work behind—as needing to be reevaluated. A polyptych is a multi-panel artwork and provides a new model for analyzing how adaptation works when translating collaborative and unstable texts. Given that most television and comic books are episodic and serialized, and considering that both media are also the cumulative work of many artists, this book offers a series of distanced readings to reassess how adaptation works in this field. Comic book adaptations on television are plentiful and are nearly completely ignored in critical discussions of adaptation. This collection focuses on texts that fall outside the most common subjects of study among the corpus and contributes to expanding the field of inquiry. The book features texts that are subjects of previous academic interest, as well as studies of texts that have never before been critically considered. It also includes an appendix that provides the first list of comic book adaptations on North American television. 'Polyptych' is a unique and timely contribution to dynamic and growing fields of study. The book will be of interest to scholars and researchers in the fields of Comic Studies, Adaptation Studies, and Critical Media Studies more broadly, as well as to students undertaking courses on these subjects. It will also appeal to comic book and pop culture fans who wish to expand their knowledge on the subject.
Western Japaneseness: Intercultural Translations of Japan in Western Media
Frank Jacob, Nord University, Norway
and Bruno Surace, Università degli Studi di Torino, Italy
Availability: In stock
174pp. ¦ $44 £33 €38
Our images of non-Western cultures are often based on stereotypes that are replicated over the years. These stereotypes often appear in popular media and are responsible for a pre-set image of otherness. The present book investigates these processes and the media representation of otherness, especially as an artificial construct based on stereotypes and their repetition, in the case of Japan. 'Western Japaneseness' thereby illustrates how the Western image of Japan in popular media is rather a construct that, in a way, replicated itself, instead of a more serious encounter with a foreign and different cultural context. This book will be of great value to students and academics who hold interest in media studies, Japanese studies, and cultural studies. It will also appeal to a broader audience with interests in Japan more generally.