Homo Ludens as a Comic Character in Selected American Films

Author: Artur Skweres

Publisher: Springer

ISBN: 3319479679

Category: Education

Page: 97

View: 7651

This book reveals the hitherto critically disregarded ludic elements in popular American comedy films, building on and expanding the theories developed by Johan Huizinga in his classic study Homo Ludens (1938) and Roger Caillois in Les jeux et les hommes (1958). To address the lack of attention paid to the play principle in film comedy studies, this book focuses exclusively on the elements typical of play that can be found in movies. It introduces two new categories describing play: óneiros and pragma, which allow analysis of how play in comedies is influenced by the relations between the player and non-players. The text is supplemented by the use of the author’s drawings, which, because of their analytical and selective nature, are used as a tool for visual study. The play principle has a long tradition in American humor and the films examined here were chosen for their popularity and wide appeal, often acting as vehicles for Hollywood stars (e.g. Chevy Chase, Dan Aykroyd, Bill Murray, Steve Martin, Eddie Murphy, Goldie Hawn, Mike Myers, Jackie Chan or Chris Tucker). The actors’ status allowed the filmmakers to construct situations in which the protagonists distanced themselves from the fictional situation. It is argued that the playful detachment from reality, typifying many of the fictional characters portrayed by actors with star status, is characteristic of the play principle in film. Another major consideration is the hotly debated notion of the accomplishment of goals in playful activities, and the book strongly supports the position that in narratives, play can (but does not have to) yield important results. The introduction of the categories of óneiros and pragma in play serves to highlight the complex relation between playfulness and practicality in the films discussed. Building on a comprehensive analysis of the ludic elements in selected popular American comedies, the book makes an important contribution to film studies, providing a unique perspective through its focus on the concept of homo ludens as a comic hero.
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Pirates in History and Popular Culture

Author: Antonio Sanna

Publisher: McFarland

ISBN: 1476633096

Category: Literary Criticism

Page: 261

View: 4391

This collection of new essays covers the myriad portrayals of the figure of the pirate in historical records, literary narratives, films, television series, opera, anime and games. Contributors explore the nuances of both real and fictional pirates, giving attention to renowned works such as Robert Louis Stevenson's Treasure Island, J.M. Barrie's Peter Pan, the Pirates of the Caribbean saga, and the anime One Piece, as well as less well known works such as pirate romances, William Clarke Russell's The Frozen Pirate, Lionel Lindsay's artworks, Steven Speilberg's The Adventures of Tintin, and Pastafarian texts.
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McLuhan’s Galaxies: Science Fiction Film Aesthetics in Light of Marshall McLuhan’s Thought

Author: Artur Skweres

Publisher: Springer

ISBN: 9783030041038

Category: Performing Arts

Page: 107

View: 1017

This groundbreaking book uses observations made by Marshall McLuhan to analyze the aesthetics of science fiction films, treating them as visual metaphors or probes into the new reality dominated by electronic media: - it considers the relations between the senses and sensuality in Blade Runner, the visually-tactile character of the film, and the status of replicants as humanity’s new clothes; - it analyzes the mixture of Eastern and Western aesthetics in Star Wars, analyzing Darth Vader as a combination of the literate and the tribal mindset; - it discusses the failure of visual society presented in the Terminator and Alien franchises, the rekindling of horror vacui, tribalism, and the desire to obliterate the past as a result of the simultaneity of the acoustic space; - finally, the book discusses the Matrix trilogy and Avatar as being deeply related in terms of the growing importance of tactility, easternization, tribalization, as well as connectivity and the implosion of human civilization.
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Homo Ludens

Author: Johan Huizinga

Publisher: Taylor & Francis

ISBN: 9780415175944

Category: Social Science

Page: 220

View: 6490

First published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
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The Encyclopedia of Fantasy

Author: John Clute,John Grant

Publisher: Macmillan

ISBN: 9780312198695

Category: Literary Criticism

Page: 1079

View: 3929

Contains more than four thousand entries touching on all aspects of fantasy literature, movies, and art
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Gaming

Essays on Algorithmic Culture

Author: Alexander R. Galloway

Publisher: U of Minnesota Press

ISBN: 1452908680

Category: Social Science

Page: 143

View: 4150

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. 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.
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Comic Grace

We Mortal Fools in Movie Comedy

Author: Jim Combs

Publisher: Cambridge Scholars Publishing

ISBN: 1443850993

Category: Performing Arts

Page: 345

View: 8786

Comic Grace is Comb’s third book on the movies for Cambridge Scholars Publishing. These books hardly form a trilogy, but they do express a pragmatic interest of the author; namely, the aspects of movies that we have not adequately studied. More specifically, the first, Movie Time, examines the inadequately understood temporal appearance of movies, in movies set in the past, the present, and the future, attempting to make sense of such questions as to why certain past periods still fascinate, how an emergent present is accompanied by cinematic treatment, and what kind of futures we like to speculate about by watching alternative futures on film. This temporal interest was complemented in the second book, Wit’s End by examination of qualitative interest, discussing how and why certain movies come to be regarded and remembered by the movie culture as great and memorable. Even though there is obviously no unanimous agreement on which movies are “canonical”, there is enough consensus among those who study and value films for us to constitute inquiry into why some films are thought great. This third book in this sustained inquiry poses the question of not only why we think some movie comedies are great, but also what is unique and enduring in the legacy of comedy on film. The book looks at comedy with humane interest, entertaining the proposition that comedy may well be motion picture’s greatest achievement. If so, then it behooves inquirers to understand what movie audiences enjoy and cherish about movie comedy, and what it is about the film medium that so adequately communicates the comedic across such vast audiences and why they never tire of certain kinds of comedy. These interests will inspire students of the remarkable medium of film to inquire further into not only these questions, but also others that they find interesting and illuminating about the film experience.
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Current Topics in Czech and Central European Geography Education

Author: Petra Karvánková,Dagmar Popjaková,Michal Vančura,Jozef Mládek

Publisher: Springer

ISBN: 3319436147

Category: Science

Page: 293

View: 4923

This book discusses current challenges related to teaching geography, mainly at the secondary school and higher education level. Focusing on a range of current topics, different methods, techniques, materials, applications, and approaches to geography education with a regional Central European perspective, the book makes an original contribution to the field. Most of the chapters aims at the practical development of the themes such as geography curriculum (Part I), global education, inquiry-based education, project-based learning, case studies, powerful teaching (Part II), using of information and communication technologies (Part III) in geography teaching. The final part (Part IV) covers some geopolitical, and socio-geographical aspects of the aforementioned Central European former communist countries from the point of view how to teach them with various methods. Therefore, the book can appeal to many geography or science students, researchers and educators studying geography education around the world.
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Rooting for the Home Team

Author: Daniel A. Nathan

Publisher: University of Illinois Press

ISBN: 0252094859

Category: Sports & Recreation

Page: 248

View: 7296

Rooting for the Home Team examines how various American communities create and maintain a sense of collective identity through sports. Looking at large cities such as Chicago, Baltimore, and Los Angeles as well as small rural towns, suburbs, and college towns, the contributors consider the idea that rooting for local athletes and home teams often symbolizes a community's preferred understanding of itself, and that doing so is an expression of connectedness, public pride and pleasure, and personal identity. Some of the wide-ranging essays point out that financial interests also play a significant role in encouraging fan bases, and modern media have made every seasonal sport into yearlong obsessions. Celebrities show up for big games, politicians throw out first pitches, and taxpayers pay plenty for new stadiums and arenas. The essays in Rooting for the Home Team cover a range of professional and amateur athletics, including teams in basketball, football, baseball, and even the phenomenon of no-glove softball. Contributors are Amy Bass, Susan Cahn, Mark Dyreson, Michael Ezra, Elliott J. Gorn, Christopher Lamberti, Allison Lauterbach, Catherine M. Lewis, Shelley Lucas, Daniel A. Nathan, Michael Oriard, Carlo Rotella, Jaime Schultz, Mike Tanier, David K. Wiggins, and David W. Zang.
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Larry Cohen

The Radical Allegories of an Independent Filmmaker, rev. ed.

Author: Tony Williams

Publisher: McFarland

ISBN: 1476618194

Category: Performing Arts

Page: 380

View: 8273

Now in a revised edition, this book is the only published study devoted to Larry Cohen and his significance as a great American filmmaker. The first edition is long out of print and often sought after. This edition covers all the director's films, television work and screenplays, and contains an updated interview with the director as well as interviews with his colleagues Janelle Webb Cohen, Michael Moriarty and James Dixon. The filmography and bibliography are also updated.
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How Games Move Us

Emotion by Design

Author: Katherine Isbister

Publisher: MIT Press

ISBN: 0262333244

Category: Games

Page: 192

View: 1779

This is a renaissance moment for video games -- in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train. Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
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Jacques Tati

Author: Lucy Fischer

Publisher: G K Hall

ISBN: N.A

Category: Reference

Page: 160

View: 2189

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Digital Culture, Play, and Identity

A World of Warcraft Reader

Author: Hilde Corneliussen,Jill Walker Rettberg

Publisher: MIT Press

ISBN: 0262033704

Category: Games

Page: 304

View: 1401

World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.
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Man, Play, and Games

Author: Roger Caillois,Meyer Barash

Publisher: University of Illinois Press

ISBN: 9780252070334

Category: Games

Page: 208

View: 8444

Play is "an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money." It is also an essential element of human social and spiritual development. In this study, Roger Caillois defines play as a voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Within limits set by rules that provide a level playing field, players move toward an unpredictable outcome by responding to their opponents' actions. Caillois qualifies types of games and ways of playing, from the improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. He also examines the means by which games become part of daily life, ultimately giving cultures their most characteristic customs and institutions.
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Playing the Waves

Lars Von Trier's Game Cinema

Author: Jan Simons

Publisher: Amsterdam University Press

ISBN: 9053569790

Category: Performing Arts

Page: 251

View: 8621

Dogma 95, the avant-garde filmmaking movement founded by the Danish director Lars von Trier and three of his fellow directors, was launched in 1995 at an elite cinema conference in Paris—when von Trier was called upon to speak about the future of film but instead showered the audience with pamphlets announcing the new movement and its manifesto. A refreshingly original critical commentary on the director and his practice, Playing the Waves is a paramount addition to one of new media’s most provocative genres: games and gaming. Playing the Waves cleverly puns on the title of one of von Trier’s most famous features and argues that Dogma 95, like much of the director’s low-budget realist productions, is a game that takes cinema beyond the traditional confines of film aesthetics and dramatic rules. Simons articulates the ways in which von Trier redefines the practice of filmmaking as a rule-bound activity, and stipulates the forms and structures of games von Trier brings to bear on his films, as well as the sobering lessons he draws from economic and evolutionary game theory. Much like the director’s films, this fascinating volume takes the traditional point of view of film theory and film aesthetics to the next level and demonstrates we have much to learn from the perspective of game studies and game theory.
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Crossroads in Literature and Culture

Author: Jacek Fabiszak,Ewa Urbaniak-Rybicka,Bartosz Wolski

Publisher: Springer Science & Business Media

ISBN: 3642219942

Category: Language Arts & Disciplines

Page: 532

View: 6671

The book contains a selection of papers focusing on the idea of crossing boundaries in literary and cultural texts composed in English. The authors come from different methodological schools and analyse texts coming from different periods and cultures, trying to find common ground (the theme of the volume) between the apparently generically and temporarily varied works and phenomena. In this way, a plethora of perspectives is offered, perspectives which represent a high standard both in terms of theoretical reflection and in-depth analysis of selected texts. Consequently, the volume is addressed to a wide scope of both scholars and students working in the field of English and American literary and cultural studies; furthermore, it will be of interest also to students interested in theoretical issues linked with investigations into literature and culture.
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Playful Identities

The Ludification of Digital Media Cultures

Author: Valerie Frissen,Michiel de Lange

Publisher: Amsterdam University Press - M

ISBN: 9789089646392

Category: Art

Page: 363

View: 1171

In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
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Homo Deus

A Brief History of Tomorrow

Author: Yuval Noah Harari

Publisher: HarperCollins

ISBN: 0062464353

Category: Science

Page: 464

View: 2871

NEW YORK TIMES BESTSELLER Yuval Noah Harari, author of the critically-acclaimed New York Times bestseller and international phenomenon Sapiens, returns with an equally original, compelling, and provocative book, turning his focus toward humanity’s future, and our quest to upgrade humans into gods. Over the past century humankind has managed to do the impossible and rein in famine, plague, and war. This may seem hard to accept, but, as Harari explains in his trademark style—thorough, yet riveting—famine, plague and war have been transformed from incomprehensible and uncontrollable forces of nature into manageable challenges. For the first time ever, more people die from eating too much than from eating too little; more people die from old age than from infectious diseases; and more people commit suicide than are killed by soldiers, terrorists and criminals put together. The average American is a thousand times more likely to die from binging at McDonalds than from being blown up by Al Qaeda. What then will replace famine, plague, and war at the top of the human agenda? As the self-made gods of planet earth, what destinies will we set ourselves, and which quests will we undertake? Homo Deus explores the projects, dreams and nightmares that will shape the twenty-first century—from overcoming death to creating artificial life. It asks the fundamental questions: Where do we go from here? And how will we protect this fragile world from our own destructive powers? This is the next stage of evolution. This is Homo Deus. With the same insight and clarity that made Sapiens an international hit and a New York Times bestseller, Harari maps out our future.
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Salman Rushdie

The Essential Guide

Author: Jonathan Noakes,Margaret Reynolds

Publisher: Random House

ISBN: 1448138957

Category: Literary Criticism

Page: 208

View: 3026

In Vintage Living Texts, teachers and students will find the essential guide to the works of Salman Rushdie. Vintage Living Texts is unique in that it offers an in-depth interview with Salman Rushdie, relating specifically to the texts under discussion. This guide deals with Rushdie's themes, genre and narrative technique,and a close reading of the texts will provide a rich source of ideas for intelligent and inventive ways of approaching the novels. Also included in this guide are detailed reading plans for all three novels, questions for essay and discussion, contextual material, suggested texts for complementary and comparative reading, extracts from reviews, a biography, a bibliography and a glossary of literary terms. Texts covered: Midnight's Children, Shame and The Satanic Verses. Whether a teacher, student or general reader, the Vintage Living Texts series gives you the chance to explore new resources and enjoy new pleasures.
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The Edge of Surrealism

A Roger Caillois Reader

Author: Roger Caillois,Claudine Frank,Camille Naish

Publisher: Duke University Press

ISBN: 9780822330684

Category: Social Science

Page: 423

View: 9039

The Edge of Surrealism is an essential introduction To The writing of French social theorist Roger Caillois (1913-1978). Though his subjects were diverse, Caillois focused on issues crucial to modern intellectual life, and his essays offer a unique perspective on many of twentieth-century France's most significant intellectual movements and figures. Including a masterful introductory essay by Claudine Frank situating his work in relation to his life and intellectual milieu, this anthology is the first comprehensive introduction to Caillois's work to appear in any language. A part of the Surrealist avant garde, In the 1930s Caillois founded the College of Sociology with Georges Bataille and Michel Leiris. Caillois spent the remainder of his life exploring issues raised by this famous group. During World War II he lived in Buenos Aires and edited the journal Les Lettres Françaises. In the postwar period, he resisted dominant intellectual trends including existentialism and Marxism, and pursued his own interests, writing on a variety of topics, including politics, poetics, sociology, games, The "fantastic," and, ultimately, designs in nature and on stones. He sought to compete with Bataille's journal Critique through the "renewed humanism" of his own journal, Diogène, and to challenge structuralist theory through his concept of "diagonal science." in 1972, Caillois was inducted into the Academie Française. Arranged chronologically, these thirty-two essays with commentaries strike a balance between Caillois's political and theoretical writings and between his better known works, such as the popular essays on the praying mantis, myth, and mimicry and his lesser known pieces. Presenting several new documents and drawing on interviews and unpublished correspondence, this book reveals Caillois's consistent effort to reconcile intellectual rigor and imaginative adventure. Perhaps most importantly, The Edge of Surrealism provides an overdue look at how Caillois's intellectual project intersected with the work of Georges Bataille and others including Breton, Bachelard, Benjamin, Lacan, and Levi-Strauss.
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