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Books > Arts & Architecture > Performing arts
Over the course of its seven-year run, Buffy the Vampire Slayer
cultivated a loyal fandom and featured a strong, complex female
lead, at a time when such a character was a rarity. Evan Ross Katz
explores the show's cultural relevance through a book that is part
oral history, part celebration, and part memoir of a personal
fandom that has universal resonance still, decades later. Katz-with
the help of the show's cast, creators, and crew-reveals that
although Buffy contributed to important conversations about gender,
sexuality, and feminism, it was not free of internal strife,
controversy, and shortcomings. Men-both on screen and off-would
taint the show's reputation as a feminist masterpiece, and changing
networks, amongst other factors, would drastically alter the show's
tone. Katz addresses these issues and more, including interviews
with stars Sarah Michelle Gellar, Charisma Carpenter, Emma
Caulfield, Amber Benson, James Marsters, Anthony Stewart Head, Seth
Green, Marc Blucas, Nicholas Brendon, Danny Strong, Tom Lenk,
Bianca Lawson, Julie Benz, Clare Kramer, K. Todd Freeman, Sharon
Ferguson; and writers Douglas Petrie, Jane Espenson, and Drew Z.
Greenberg; as well as conversations with Buffy fanatics and friends
of the cast including Stacey Abrams, Cynthia Erivo, Lee Pace,
Claire Saffitz, Tavi Gevinson, and Selma Blair. Into Every
Generation a Slayer Is Born engages with the very notion of fandom,
and the ways a show like Buffy can influence not only how we see
the world but how we exist within it.
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.
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