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Books > Arts & Architecture > Performing arts
In 1914, the Ford Motor Company opened its Motion Picture
Laboratory, an in-house operation that produced motion pictures to
educate its workforce and promote its products. Just six years
later, Ford films had found their way into schools and newsreels,
travelogues, and even feature films in theaters across the country.
It is estimated that by 1961, the company's movies had captured an
audience of sixty-four million people. This study of Ford's
corporate film program traces its growth and rise in prominence in
corporate America. Drawing on nearly three hundred hours of
material produced between 1914 and 1954, Timothy Johnson chronicles
the history of Ford's filmmaking campaign and analyzes selected
films, visual and narrative techniques, and genres. He shows how
what began as a narrow educational initiative grew into a global
marketing strategy that presented a vision not just of Ford or
corporate culture but of American life more broadly. In these
films, Johnson uncovers a powerful rhetoric that Ford used to
influence American labor, corporate style, production practices,
road building, suburbanization, and consumer culture. The company's
early and continued success led other corporations to adopt similar
programs. Persuasive and thoroughly researched, Rhetoric, Inc.
documents the role that imagery and messaging played in the
formation of the modern American corporation and provides a glimpse
into the cultural turn to the economy as a source of entertainment,
value, and meaning.
Mercy and Justice and Other Christian Skits by Samuel Williams is
book number three in a four-book series of plays and skits. This
book contains several of Williams' most powerful and relevant
Christian-based skits. Readers are sure to be enlightened,
entertained and glued to their seats as the writer magically takes
them through a litany of experinces that are sure to permanently
and positively change the fundamental way that they see today's
world. Parents and students alike everywhere should take the time
to read each of these skits as each teaches a vital and powerful
lesson in its own way. This book is an extemely powerful tool to
have in your private, professional and spiritual lives. Clearly it
is a well of wisdom and insight among today's dry and wantom
offerings. Though short, it is equally as powerful as any of the
other books of plays. This quick-read will keep you spellbound from
start to finish, so don't pick it up until you're sure you have
nothing pressing to attend to.
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.
In its exploration of puppetry and animation as the performative
media of choice for mastering the art of illusion, To Embody the
Marvelous engages with early modern notions of wonder in religious,
artistic, and social contexts. From jointed, wood-carved figures of
Christ, saintly marionettes that performed hagiographical dramas,
experimental puppets and automata in Cervantes' Don Quixote, and
the mechanical sets around which playwright CalderOn de la Barca
devised secular magic shows to deconstruct superstitions, these
historical and fictional artifacts reenvisioned religious,
artistic, and social notions that led early modern society to
critically wrestle with enchantment and disenchantment. The use of
animated performance objects in Spanish theatrical contexts during
the sixteenth and seventeenth centuries became one of the most
effective pedagogical means to engage with civil society.
Regardless of social strata, readers and spectators alike were
caught up in a paradigm shift wherein belief systems were
increasingly governed by reason-even though the discursive primacy
of supernatural doxa and Christian wonder remained firmly
entrenched. Thanks to their potential for motion, religious and
profane puppets, automata, and mechanical stage props deployed a
rationalized sense of wonder that illustrates the relationship
between faith and reason, reevaluates the boundaries of fiction in
art and entertainment cultures, acknowledges the rise of science
and technology, and questions normative authority.
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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