This book explores the ways in which contemporary writers, artists,
directors, producers and fans use the opportunities offered by
popular fantasy to exceed or challenge norms of gender and
sexuality, focusing on a range of media, including television
episodes and series, films, video games and multi-player online
role-play games, novels and short stories, comics, manga and
graphic novels, and board games. Engaging directly with an
enormously successful popular genre which is often overlooked by
literary and cultural criticism, contributors pay close attention
to the ways in which the producers of fantasy texts, whether
visual, game, cinematic, graphic or literary texts, are able to
play with gender and sexuality, to challenge and disrupt received
notions and to allow and encourage their audiences to imagine ways
of being outside of the constitutive constraints of socialized
gender and sexual identity. With rich case studies from the US,
Australia, UK, Japan and Europe, all concentrating not on the
critique of fantasy texts which duplicate or reinforce existing
prejudices about gender and sexuality, but on examining the
exploration of or attempt to make possible non-normative gendered
and sexual identities, this volume will appeal to scholars across
the social sciences and humanities, with interests in popular
culture, fantasy, media studies and gender and sexualities.
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