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Books > Arts & Architecture > Performing arts > Films, cinema > Animation
Is it ever morally wrong to enjoy fantasizing about immoral things?
Many video games allow players to commit numerous violent and
immoral acts. But, should players worry about the morality of their
virtual actions? A common argument is that games offer merely the
virtual representation of violence. No one is actually harmed by
committing a violent act in a game. So, it cannot be morally wrong
to perform such acts. While this is an intuitive argument, it does
not resolve the issue. Focusing on why individual players are
motivated to entertain immoral and violent fantasies, Video Games,
Violence, and the Ethics of Fantasy advances debates about the
ethical criticism of art, not only by shining light on the
interesting and under-examined case of virtual fantasies, but also
by its novel application of a virtue ethical account. Video games
are works of fiction that enable players to entertain a fantasy.
So, a full understanding of the ethical criticism of video games
must focus attention on why individual players are motivated to
entertain immoral and violent fantasies. Video Games, Violence, and
the Ethics of Fantasy engages with debates and critical discussions
of games in both the popular media and recent work in philosophy,
psychology, media studies, and game studies.
Creator of the mono-maniacal Wile E. Coyote and his elusive prey,
the Road Runner, Chuck Jones has won three Academy Awards and been
responsible for many classics of animation featuring Bugs Bunny,
Daffy Duck, Porky Pig, and Elmer Fudd. Who better to do Chuck Jones
than Hugh Kenner, master wordsmith and technophile, a man
especially qualified to illuminate the form of literacy that Jones
so wonderfully executes in the art of character animation? A Flurry
of Drawings reveals in cartoon-like sequences the irrepressible
humor and profound reflection that have shaped Chuck Jones's work.
Unlike Walt Disney, Jones and his fellow animators at Warner
Brothers were not interested in cartoons that mimicked reality.
They pursued instead the reality of the imagination, the Toon world
where believability is more important than realism and movement is
the ultimate aesthetic arbiter. Kenner offers both a fascinating
explanation of cartoon culture and a new understanding of art's
relationship to technology, criticism, freedom, and imagination.
This title is part of UC Press's Voices Revived program, which
commemorates University of California Press's mission to seek out
and cultivate the brightest minds and give them voice, reach, and
impact. Drawing on a backlist dating to 1893, Voices Revived makes
high-quality, peer-reviewed scholarship accessible once again using
print-on-demand technology. This title was originally published in
1994.
Animation films are widely consumed in the general population and
the study of animation films has blossomed. But music and sound are
often marginalized, despite the significance of music, voice
talent, sound design and effects for both the films and their
marketing. Drawn to Sound unpacks animation film sound and music
tracks, and contextualises them within the screen and music
industries. Focusing on feature-length, widely-distributed films
released in the post-WW2 period, the book highlights work from key
centres of animation production, such as the USA, the UK, Japan,
significant studios including Disney, Aardman Animation and Studio
Ghibli, and major auteurs like Tim Burton. Chapters by animation
experts such as Paul Wells and Daniel Goldmark and by film music
authorities including Philip Hayward, Ian Inglis and Janet Halfyard
offer international perspectives on the history and aesthetics of
music and sound in animation film. Contributions from authors in
Japan, Australia, England, the USA and Canada explore animation
soundtracks, their creators and their production approaches.
Different disciplinary perspectives from music, media, cultural and
animation studies offer models for future analysis. As the first of
its kind, this anthology is an invaluable resource for students,
teachers and researchers in film, animation, music and media
studies.
Despite the longevity of animation and its significance within
the history of cinema, film theorists have focused on live-action
motion pictures and largely ignored hand-drawn and
computer-generated movies. Thomas Lamarre contends that the
history, techniques, and complex visual language of animation,
particularly Japanese animation, demands serious and sustained
engagement, and in "The Anime Machine" he lays the foundation for a
new critical theory for reading Japanese animation, showing how
anime fundamentally differs from other visual media.
"The Anime Machine" defines the visual characteristics of anime
and the meanings generated by those specifically "animetic"
effects-the multiplanar image, the distributive field of vision,
exploded projection, modulation, and other techniques of character
animation-through close analysis of major films and television
series, studios, animators, and directors, as well as Japanese
theories of animation. Lamarre first addresses the technology of
anime: the cells on which the images are drawn, the animation stand
at which the animator works, the layers of drawings in a frame, the
techniques of drawing and blurring lines, how characters are made
to move. He then examines foundational works of anime, including
the films and television series of Miyazaki Hayao and Anno Hideaki,
the multimedia art of Murakami Takashi, and CLAMP's manga and anime
adaptations, to illuminate the profound connections between
animators, characters, spectators, and technology.
Working at the intersection of the philosophy of technology and
the history of thought, Lamarre explores how anime and its related
media entail material orientations and demonstrates concretely how
the "animetic machine" encourages a specific approach to thinking
about technology and opens new ways for understanding our place in
the technologized world around us.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
Dennis's faithful sidekick Gnasher has gone missing. Help Dennis
find Gnasher and explore 14 busy search-and-find Beanotown scenes.
From Dennis's house to Bash Street School, Duck Island to Beanotown
Zoo, you'll visit iconic locations from the long-running comic.
Featuring Dennis, Gnasher, Minnie, Gnipper, Walter and Bea as well
as other beloved Beanotown characters. Eagle-eyed fans can also
look out for hidden characters from Dandy, Beezer and Topper.
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