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Books > Arts & Architecture > Performing arts > Films, cinema
This intriguing volume sheds light on the diverse world of
collecting film- and media-related materials. Lucy Fischer's
introduction explores theories of collecting and representations of
collecting and collections in film, while arguing that collections
of film ephemera and other media-related collections are an
important way in to understanding the relationship between material
culture and film and media studies; she notes that the collectors
have various motivations and types of collections. In the eleven
chapters that follow, media studies scholars analyze a variety of
fascinating collected materials, from Doris Day magazines to
Godzilla action figures and LEGOs. While most contributors discuss
their personal collections, some also offer valuable insight into
specific collections of others. In many cases, collections that
began as informal and personal have been built up, accessioned, and
reorganized to create teaching and research materials which have
significantly contributed to the field of film and media studies.
Readers are offered glimpses into diverse collections comprised of
films, fan magazines, records, comics, action figures, design
artifacts, costumes, props- including Buffy the Vampire Slayer
costumes, Planet of the Apes publicity materials, and Amazing
Spider Man comics. Recollecting Collecting interrogates and
illustrates the meaning and practical nature of film and media
collections while also considering the vast array of personal and
professional motivations behind their assemblage.
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.
By exploring a range of films about American women, this book
offers readers an opportunity to engage in both history and film in
a new way, embracing representation, diversity, and historical
context. Throughout film history, stories of women achieving in
American history appear few and far between compared to the many
epic tales of male achievement. This book focuses largely on films
written by women and about women who tackled the humanist issues of
their day and mostly won. Films about women are important for all
viewers of all genders because they remind us that the American
Experience is not just male and white. This book examines 10 films,
featuring diverse depictions of women and women's history, and
encourages readers to discern how and where these films deviate
from historical accuracy. Covering films from the 1950s all the way
to the 2010s, this text is invaluable for students and general
readers who wish to interrogate the way women's history appears on
the big screen. Focuses on 10 films with an emphasis on racial and
class diversity Explores where storytelling and historical accuracy
diverge and clarifies the historical record around the events of
the films Organized chronologically, emphasizing the progression of
women's history as portrayed on film Accessible for general readers
as well as students
Film is dead! Three little words that have been heard around the
world many times over the life of the cinema. Yet, some 120 years
on, the old dog's ability to come up with new tricks and live
another day remains as surprising and effective as ever. This book
is an exploration of film's ability to escape its own 'The End'
title card. It charts the history of cinema's development through a
series of crises that could, should, ought to have 'ended' it. From
its origins to Covid - via a series of unlikely friendships with
sound, television and the internet - the book provides industry
professionals, scholars and lovers of cinema with an informing and
intriguing journey into the afterlife of cinema and back to the
land of the living. It is also a rare collaboration between an
Oscar-winning filmmaker and a film scholar, a chronicle of their
attempt to bridge two worlds that have often looked at each other
with as much curiosity as doubt, but that are bound by the deep
love of cinema that they both share.
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With the Wind
(Hardcover)
Paul Cronin, Iman Tavassoly; Abbas Kiarostami
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R1,236
Discovery Miles 12 360
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