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Books > Arts & Architecture > Performing arts
InkShard is a compendium of articles and social commentary, written
by author Eric Muss-Barnes, between 2004 and 2018. Revised and
expanded, this volume assembles various topics culled from posts on
social media websites to the scripts of video essays. Carefully
compiled from the finest of his journalistic work, InkShard
represents the definitive collection of Eric's most compelling
dissertations and beloved editorials.
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.
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.
This humorous, snarky guide to dating and love, inspired by
characters and authors from classic literature, will help you
navigate the ins and outs of today's ever-more crazy dating scene
with aplomb. Traversing the mystifying swampland that is today's
dating scene requires a guide. Forget your BFF--no one knows the
ins and outs of love in all its star-crossed glory quite like
characters from the great classics. The hopeless romantic in a
Shakespeare play. The charming heroine in a Jane Austen novel. The
ill-fated dreamer in pretty much anything by F. Scott Fitzgerald.
You'll find sage advice and everything you need to know about
romance and relationships--from flirting to the honeymoon phase,
rocky roads to domestic bliss--courtesy of all the classic
characters we know and love (and some we love to hate).
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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