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Books > Arts & Architecture > Performing arts > Films, cinema
Over the years, Mondo has received global recognition for its
incredible art posters that bring to life classic films, TV shows,
and comics in a refreshing and utterly striking new way, offering a
unique perspective on everything from Star Wars to Robocop, Back to
the Future, Jurassic Park, Game of Thrones, Godzilla, Kill Bill,
and many, many more. For the first time, The Art of Mondo will
bring together this much sought-after art in one deluxe volume that
showcases the incredible ingenuity of the studio's diverse stable
of artists whose vastly different styles are united by one guiding
principle: limitless passion for their subject matter. This richly
imaginative work is fueled by a love of pop culture that fans
recognize and identify with, giving Mondo's output a rare and
valuable synergy with its audience. While these posters are
normally produced in a limited quantity and sell out in minutes,
The Art of Mondo will allow fans to explore the studio's remarkable
back catalog, including Olly Moss's iconic Star Wars trilogy work,
Laurent Durieux's brilliantly subtle Jaws poster, and Tyler Stout's
Guardians of the Galaxy art. Other key Mondo artists such as Jock,
Martin Asin, and Aaron Horkey will also feature. Definitive,
visually stunning, and filled with art that celebrates some of the
biggest and best-loved properties in pop culture, The Art of Mondo
will be the ultimate book for cult art fans everywhere.
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.
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.
The Liverpool Companion to World Science Fiction Film offers
critical insights into SF far beyond the more common Anglo-American
narratives. Contributors take either a national or transnational
approach, and stretch the geographic and conceptual boundaries of
science fiction cinema. Recurrent themes include genre discussions,
engagement with Hollywood, and the international subgenre of
science fiction parody. Chapters contain a variety of perspectives
and styles: from gender and race studies, to the eco-critical, and
the post-colonial; from the avant-garde, to socialist realism, and
the Hammer film. Edited by Sonja Fritzsche, the collection contains
fourteen chapters written by specialists from around the world.
Film traditions represented include Argentina, Australia, Brazil,
Cameroon, China, the Czech Republic, France, Germany, India,
Ireland, Italy, Japan, Kenya, Poland, the United Kingdom, and the
United States. There is also a chapter on digital shorts. From the
dinosaur myth that became Godzilla to Brazilian science fiction
comedy, from China's Death Ray to Kenya's Pumzi, this book will
broaden the horizons of scholars and students of science fiction.
Reality, Magic, and Other Lies: Fairy-Tale Film Truths explores
connections and discontinuities between lies and truths in
fairy-tale films to directly address the current politics of fairy
tale and reality. Since the Enlightenment, notions of magic and
wonder have been relegated to the realm of the fanciful, with
science and reality understood as objective and true. But the
skepticism associated with postmodern thought and critiques from
diverse perspectives - including but not limited to anti-racist,
decolonial, disability, and feminist theorizing - renders this
binary distinction questionable. Further, the precise content of
magic and science has shifted through history and across location.
Pauline Greenhill offers the idea that fairy tales, particularly
through the medium of film, often address those distinctions by
making magic real and reality magical. Reality, Magic, and Other
Lies consists of an introduction, two sections, and a conclusion,
with the first section, "Studio, Director, and Writer Oeuvres",
addressing how fairy-tale films engage with and challenge
scientific or factual approaches to truth and reality, drawing on
films from the stop-motion animation company LAIKA, the independent
filmmaker Tarsem, and the storyteller and writer Fred Pellerin. The
second section, "Themes and Issues from Three Fairy Tales", shows
fairy-tale film magic exploring real-life issues and experiences
using the stories of "Hansel and Gretel", "The Juniper Tree\2, and
"Cinderella". The concluding section, "Moving Forward?" suggests
that the key to facing the reality of contemporary issues is to
invest in fairy tales as a guide, rather than a means of escape, by
gathering your community and never forgetting to believe. Reality,
Magic, and Other Lies-which will be of interest to film and
fairy-tale scholars and students-considers the ways in which fairy
tales in their mediated forms deconstruct the world and offer
alternative views for peaceful, appropriate, just, and
intersectionally multifaceted encounters with humans, non-human
animals, and the rest of the environment.
Star Wars: Luke Skywalker and The Secrets of the Jedi is the
ultimate in-universe guide to the world of the Jedi, transporting
young readers to a galaxy far, far away through interactive
features, fascinating facts, and captivating insights. With
thrilling original illustrations and amazing special features
including lift-the-flaps, textures, and more, Star Wars: Luke
Skywalker and The Secrets of the Jedi is guaranteed to thrill the
saga's legions of young fans.
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