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This collected book analyzes the phenomenon of crisis manifested
across various historical periods. It offers unique, multifaceted,
and interdisciplinary perspectives on the issues of crises and
finds numerous applications in the fields of literature,
linguistics, advertising, photography, and foreign language
teaching. The collection is divided into two parts. The chapters in
its first part analyze literature and language: from medieval
England to cultural changes in America occurring under the
influence of the transformation caused by the propagation of print
culture. The incisive commentaries consider the works of culture
that span not only literature but also film. They reveal how much
we can learn by considering how past generations perceived reality
in times of crisis. The second part of the book contains chapters,
which examine texts related to contemporary crises expressed in the
visual media of advertising and photography, but also in foreign
language teaching. As the authors show, both ads and
non-commercial, socially engaged photographs can influence the
viewer in a swift and impactful manner by conveying messages of
great social importance. The authors convincingly that argue both
photographs and ads can be used for social benefit by visualizing
even the unpleasant or shocking sides of reality. Finally, the
notion of crisis experienced by students of English as a foreign
language is analyzed and supplemented by research which may prove
useful for researchers and practitioners alike.
This groundbreaking book uses observations made by Marshall McLuhan
to analyze the aesthetics of science fiction films, treating them
as visual metaphors or probes into the new reality dominated by
electronic media: - it considers the relations between the senses
and sensuality in Blade Runner, the visually-tactile character of
the film, and the status of replicants as humanity's new clothes; -
it analyzes the mixture of Eastern and Western aesthetics in Star
Wars, analyzing Darth Vader as a combination of the literate and
the tribal mindset; - it discusses the failure of visual society
presented in the Terminator and Alien franchises, the rekindling of
horror vacui, tribalism, and the desire to obliterate the past as a
result of the simultaneity of the acoustic space; - finally, the
book discusses the Matrix trilogy and Avatar as being deeply
related in terms of the growing importance of tactility,
easternization, tribalization, as well as connectivity and the
implosion of human civilization.
This book reveals the hitherto critically disregarded ludic
elements in popular American comedy films, building on and
expanding the theories developed by Johan Huizinga in his classic
study Homo Ludens (1938) and Roger Caillois in Les jeux et les
hommes (1958). To address the lack of attention paid to the play
principle in film comedy studies, this book focuses exclusively on
the elements typical of play that can be found in movies. It
introduces two new categories describing play: oneiros and pragma,
which allow analysis of how play in comedies is influenced by the
relations between the player and non-players. The text is
supplemented by the use of the author's drawings, which, because of
their analytical and selective nature, are used as a tool for
visual study. The play principle has a long tradition in American
humor and the films examined here were chosen for their popularity
and wide appeal, often acting as vehicles for Hollywood stars (e.g.
Chevy Chase, Dan Aykroyd, Bill Murray, Steve Martin, Eddie Murphy,
Goldie Hawn, Mike Myers, Jackie Chan or Chris Tucker). The actors'
status allowed the filmmakers to construct situations in which the
protagonists distanced themselves from the fictional situation. It
is argued that the playful detachment from reality, typifying many
of the fictional characters portrayed by actors with star status,
is characteristic of the play principle in film. Another major
consideration is the hotly debated notion of the accomplishment of
goals in playful activities, and the book strongly supports the
position that in narratives, play can (but does not have to) yield
important results. The introduction of the categories of oneiros
and pragma in play serves to highlight the complex relation between
playfulness and practicality in the films discussed. Building on a
comprehensive analysis of the ludic elements in selected popular
American comedies, the book makes an important contribution to film
studies, providing a unique perspective through its focus on the
concept of homo ludens as a comic hero.
This collected book analyzes the phenomenon of crisis manifested
across various historical periods. It offers unique, multifaceted,
and interdisciplinary perspectives on the issues of crises and
finds numerous applications in the fields of literature,
linguistics, advertising, photography, and foreign language
teaching. The collection is divided into two parts. The chapters in
its first part analyze literature and language: from medieval
England to cultural changes in America occurring under the
influence of the transformation caused by the propagation of print
culture. The incisive commentaries consider the works of culture
that span not only literature but also film. They reveal how much
we can learn by considering how past generations perceived reality
in times of crisis. The second part of the book contains chapters,
which examine texts related to contemporary crises expressed in the
visual media of advertising and photography, but also in foreign
language teaching. As the authors show, both ads and
non-commercial, socially engaged photographs can influence the
viewer in a swift and impactful manner by conveying messages of
great social importance. The authors convincingly that argue both
photographs and ads can be used for social benefit by visualizing
even the unpleasant or shocking sides of reality. Finally, the
notion of crisis experienced by students of English as a foreign
language is analyzed and supplemented by research which may prove
useful for researchers and practitioners alike.
This book reveals the hitherto critically disregarded ludic
elements in popular American comedy films, building on and
expanding the theories developed by Johan Huizinga in his classic
study Homo Ludens (1938) and Roger Caillois in Les jeux et les
hommes (1958). To address the lack of attention paid to the play
principle in film comedy studies, this book focuses exclusively on
the elements typical of play that can be found in movies. It
introduces two new categories describing play: oneiros and pragma,
which allow analysis of how play in comedies is influenced by the
relations between the player and non-players. The text is
supplemented by the use of the author's drawings, which, because of
their analytical and selective nature, are used as a tool for
visual study. The play principle has a long tradition in American
humor and the films examined here were chosen for their popularity
and wide appeal, often acting as vehicles for Hollywood stars (e.g.
Chevy Chase, Dan Aykroyd, Bill Murray, Steve Martin, Eddie Murphy,
Goldie Hawn, Mike Myers, Jackie Chan or Chris Tucker). The actors'
status allowed the filmmakers to construct situations in which the
protagonists distanced themselves from the fictional situation. It
is argued that the playful detachment from reality, typifying many
of the fictional characters portrayed by actors with star status,
is characteristic of the play principle in film. Another major
consideration is the hotly debated notion of the accomplishment of
goals in playful activities, and the book strongly supports the
position that in narratives, play can (but does not have to) yield
important results. The introduction of the categories of oneiros
and pragma in play serves to highlight the complex relation between
playfulness and practicality in the films discussed. Building on a
comprehensive analysis of the ludic elements in selected popular
American comedies, the book makes an important contribution to film
studies, providing a unique perspective through its focus on the
concept of homo ludens as a comic hero.
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