|
Books > Arts & Architecture > Performing arts > Films, cinema
Stars and Silhouettes traces the history of the cameo as it emerged
in twentieth-century cinema. Although the cameo has existed in film
culture for over a century, Joceline Andersen explains that this
role cannot be strictly defined because it exists as a
constellation of interactions between duration and recognition,
dependent on who is watching and when. Even audiences of the
twenty-first century who are inundated by the lives of movie stars
and habituated to images of their personal friends on screens
continue to find cameos surprising and engaging. Cameos reveal the
links between our obsession with celebrity and our desire to
participate in the powerful cultural industries within contemporary
society. Chapter 1 begins with the cameo's precedents in visual
culture and the portrait in particular-from the Vitagraph
executives in the 1910s to the emergence of actors as movie stars
shortly after. Chapter 2 explores the fan-centric desire for
behind-the-scenes visions of Hollywood that accounted for the
success of cameo-laden, Hollywood-set films that autocratic studios
used to make their glamorous line-up of stars as visible as
possible. Chapter 3 traces the development of the cameo in comedy,
where cameos began to show not only glimpses of celebrities at
their best but also of celebrities at their worst. Chapter 4
examines how the television guest spot became an important way for
stars and studios to market both their films and stars from other
media in trades that reflected an increasingly integrated
mediascape. In Chapter 5, Andersen examines auteur cameos and the
cameo as a sign of authorship. Director cameos reaffirm the fan's
interest in the film not just as a stage for actors but as a forum
for the visibility of the director. Cameos create a participatory
space for viewers, where recognizing those singled out among extras
and small roles allows fans to demonstrate their knowledge. Stars
and Silhouettes belongs on the shelf of every scholar, student, and
reader interested in film history and star studies.
Whether you judge by box office receipts, industry awards, or
critical accolades, science fiction films are the most popular
movies now being produced and distributed around the world. Nor is
this phenomenon new. Sci-fi filmmakers and audiences have been
exploring fantastic planets, forbidden zones, and lost continents
ever since George Melies' 1902 film A Trip to the Moon. In this
highly entertaining and knowledgeable book, film historian and pop
culture expert Douglas Brode picks the one hundred greatest sci-fi
films of all time. Brode's list ranges from today's blockbusters to
forgotten gems, with surprises for even the most informed fans and
scholars. He presents the movies in chronological order, which
effectively makes this book a concise history of the sci-fi film
genre. A striking (and in many cases rare) photograph accompanies
each entry, for which Brode provides a numerical rating, key
credits and cast members, brief plot summary, background on the
film's creation, elements of the moviemaking process, analysis of
the major theme(s), and trivia. He also includes fun outtakes,
including his top ten lists of Fifties sci-fi movies, cult sci-fi,
least necessary movie remakes, and "so bad they're great"
classics-as well as the ten worst sci-fi movies ("those highly
ambitious films that promised much and delivered nil"). So climb
aboard spaceship Brode and journey to strange new worlds from
Metropolis (1927) to Guardians of the Galaxy (2014).
Beyond the Silver Screen tells the history of women's engagement
with filmmaking and film culture in twentieth-century Australia. In
doing so, it explores an array of often hidden ways women in
Australia have creatively worked with film. Beyond the Silver
Screen examines film in a broad sense, considering feature
filmmaking alongside government documentaries and political films.
It also focuses on women's work regulating films and supporting
film culture through organising film societies and workshops to
encourage female filmmakers. As such, it tells a new narrative of
Australian film history. Beyond the Silver Screen reveals the
variety of roles film has in Australian society. It presents film
as a medium of creative and political expression, which women have
engaged with in diverse ways throughout the twentieth century.
Gender roles and gendered ideologies operating within society at
large have influenced women's opportunities to work with film and
how their filmwork is recognised. Beyond the Silver Screen shows
women's sustained involvement with film is best understood as
political and cultural action.
This book examines American screen culture and its power to create
and sustain values. Looking specifically at the ways in which
nostalgia colors the visions of American life, essays explore
contemporary American ideology as it is created and sustained by
the screen. Nostalgia is omnipresent, selling a version of America
that arguably never existed. Current socio-cultural challenges are
played out onscreen and placed within the historical milieu through
a nostalgic lens which is tempered by contemporary conservatism.
Essays reveal not only the visual catalog of recognizable motifs
but also how these are used to temper the uncertainty of
contemporary crises. Media covered spans from 1939's Gone with the
Wind, to Stranger Things, The Americans, Twin Peaks, the Fallout
franchise and more.
 |
This Life At Play
- Memoirs
(Hardcover)
Girish Karnad; Translated by Srinath Perur; Commentary by Srinath Perur; Translated by Girish Karnad; Commentary by Girish Karnad
|
R681
R615
Discovery Miles 6 150
Save R66 (10%)
|
Ships in 10 - 15 working days
|
|
When you hear the words Hammer Films, you instantly conjure up
mental images of monsters and vampires. Behind the scenes was one
man working flat out to produce those wonderful creatures. That man
was Roy Ashton, and it was he who created all of the make-up
effects for mummies, werewolves and Gothic horrors. Greasepaint and
Gore takes a look into the props wardrobe and make up unit where
Ashton, long before computer technology existed, created his own
high standards of magical illusions. With an introduction from the
late Peter Cushing OBE, who had the opportunity to watch Roy Ashton
at work countless times (after all make-up can also make you look
glamorous as well as horrific), this is a demonstration of a true
professional at work. Greasepaint and Gore catalogues the largest
single collection of Hammer production artefacts in existence, and
is a must have for any horror. or indeed any film fan
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.
|
|