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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
Therapeutic Aesthetics focuses on moving image artworks as
expressive of social psychopathological symptoms that arise in a
climate of neoliberal cognitive capitalism, such as anxiety,
depression, post- traumatic stress disorder and burnout. The book
is not about engaging with art as a therapy to express personal
traumas and symptoms but proposes that a selective range of
contemporary moving image artworks performatively mimic the
psychopathologies of cognitive capitalism in a conflictual manner.
Engaging with a range of philosophers and theorists, including
Bernard Stiegler, Franco 'Bifo' Berardi, Judith Butler, Felix
Guattari, and Eva Illouz, Maria Walsh proposes that there is no
cure, only provisional moments of reparation. To address this idea,
she uses the concept of the pharmakon, the Greek term for drug
which means both remedy and poison. Through this approach, she
maintains the conflict between the curative and the harmful in
relation to moving image artworks by artists such as Omer Fast, Liz
Magic Laser, Leigh Ledare, Oriana Fox, Gillian Wearing and Rehana
Zaman. As transitional spaces, these artworks can enable a
toleration of anxiety and conflict that may offer another kind of
aesthetic self-cultivation than the subjection to biopolitical
governance in cognitive capitalism.
An illuminating volume of critical essays charting the diverse
territory of digital humanities scholarship The digital humanities
have traditionally been considered to be the domain of only a small
number of prominent and well-funded institutions. However, through
a diverse range of critical essays, this volume serves to challenge
and enlarge existing notions of how digital humanities research is
being undertaken while also serving as a kind of alternative guide
for how it can thrive within a wide variety of institutional
spaces. Focusing on the complex infrastructure that undergirds the
field of digital humanities, People, Practice, Power examines the
various economic, social, and political factors that shape such
academic endeavors. The multitude of perspectives comprising this
collection offers both a much-needed critique of the existing
structures for digital scholarship and the means to generate
broader representation within the field. This collection provides a
vital contribution to the realm of digital scholarly research and
pedagogy in acknowledging the role that small liberal arts
colleges, community colleges, historically black colleges and
universities, and other underresourced institutions play in its
advancement. Gathering together a range of voices both established
and emergent, People, Practice, Power offers practitioners a
self-reflexive examination of the current conditions under which
the digital humanities are evolving, while helping to open up new
sustainable pathways for its future. Contributors: Matthew
Applegate, Molloy College; Taylor Arnold, U of Richmond; Eduard
Arriaga, U of Indianapolis; Lydia Bello, Seattle U; Kathi Inman
Berens, Portland State U; Christina Boyles, Michigan State U; Laura
R. Braunstein, Dartmouth College; Abby R. Broughton; Maria Sachiko
Cecire, Bard College; Brennan Collins, Georgia State U; Kelsey
Corlett-Rivera, U of Maryland; Brittany de Gail, U of Maryland;
Madelynn Dickerson, UC Irvine Libraries; Nathan H. Dize, Vanderbilt
U; Quinn Dombrowski, Stanford U; Ashley Sanders Garcia, UCLA; Laura
Gerlitz; Erin Rose Glass; Kaitlyn Grant; Margaret Hogarth,
Claremont Colleges; Maryse Ndilu Kiese, U of Alberta; Pamella R.
Lach, San Diego State U; James Malazita, Rensselaer Polytechnic
Institute; Susan Merriam, Bard College; Chelsea Miya, U of Alberta;
Jamila Moore Pewu, California State U, Fullerton; Urszula
Pawlicka-Deger, Aalto U, Finland; Jessica Pressman, San Diego State
U; Jana Remy, Chapman U; Roopika Risam, Salem State U; Elizabeth
Rodrigues, Grinnell College; Dylan Ruediger, American Historical
Association; Rachel Schnepper, Wesleyan U; Anelise Hanson Shrout,
Bates College; Margaret Simon, North Carolina State U; Mengchi Sun,
U of Alberta; Lauren Tilton, U of Richmond; Michelle R. Warren,
Dartmouth College.
From gaming consoles to smartphones, video games are everywhere
today, including those set in historical times and particularly in
the ancient world. This volume explores the varied depictions of
the ancient world in video games and demonstrates the potential
challenges of games for scholars as well as the applications of
game engines for educational and academic purposes. With successful
series such as "Assassin's Creed" or "Civilization" selling
millions of copies, video games rival even television and cinema in
their role in shaping younger audiences' perceptions of the past.
Yet classical scholarship, though embracing other popular media as
areas of research, has so far largely ignored video games as a
vehicle of classical reception. This collection of essays fills
this gap with a dedicated study of receptions, remediations and
representations of Classical Antiquity across all electronic gaming
platforms and genres. It presents cutting-edge research in classics
and classical receptions, game studies and archaeogaming, adopting
different perspectives and combining papers from scholars, gamers,
game developers and historical consultants. In doing so, it
delivers the first state-of-the-art account of both the wide array
of 'ancient' video games, as well as the challenges and rewards of
this new and exciting field.
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