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In hierdie versameling essays ondersoek meesterverteller Jan Nel die onvernietigbaarheid van die lewe: Immer is daar seisoene. Immer is daar ná die eb weer ’n gety; ná die winterdood weer lentelewe; ná die val weer opstaan; ná die leed weer vreugde. Dieselfde maand wat liggame opeis, stoot vars blomme uit die verwarmende grond. Uit die dooie takke van ’n boom, uit die dooie winter, kom nuwe lewe. Hoekom dan twyfel dat daar vir die mens insgelyks hoop kan wees? Op sy tipiese wyse en beeldende vertelstyl, deurweef met beide diepte en kwinkslae, ontbloot hy daardie tikkies van die ewigheid in elke liewe ding, van ’n melodie se soetheid tot goeters in ’n deurmekaar laai.
In Laataandbiegstories en sulke dinge word die leser meegevoer deur onvergeetlike stories wat om die kampvuur lewe kry. Soms is dit humoristies, soms deernisvol, soms skerp ironies, maar altyd boeiend. Daar word vertel van die nag van die donkie, van Tante wat sag word, van Pollie van die populiere en van die intrinsieke waarde van Victor, die lelike skaaphondkruising. In Jan Nel se kortverhale herken die leser homself onomwonde; dis juis hoekom mens lag. Die mens, met al sy swakhede, bly tog maar mens, en om te lag is soveel makliker as om jouself te kasty.
This volume aims to intensify the interdisciplinary dialogue on comics and related popular multimodal forms (including manga, graphic novels, and cartoons) by focusing on the concept of medial, mediated, and mediating agency. To this end, a theoretically and methodologically diverse set of contributions explores the interrelations between individual, collective, and institutional actors within historical and contemporary comics cultures. Agency is at stake when recipients resist hegemonic readings of multimodal texts. In the same manner, "authorship" can be understood as the attribution of agency of and between various medial instances and roles such as writers, artists, colorists, letterers, or editors, as well as with regard to commercial rights holders such as publishing houses or conglomerates and reviewers or fans. From this perspective, aspects of comics production (authorship and institutionalization) can be related to aspects of comics reception (appropriation and discursivation), and circulation (participation and canonization), including their potential for transmedialization and making contributions to the formation of the public sphere.
This essay collection examines the theory and history of graphic narrative - realized in various different formats, including comic strips, comic books, and graphic novels - as one of the most interesting and versatile forms of storytelling in contemporary media culture. The contributions assembled in this volume test the applicability of narratological concepts to graphic narrative, examine aspects of graphic narrative beyond the 'single work,' consider the development of particular narrative strategies within individual genres, and trace the forms and functions of graphic narrative across cultures. Analyzing a wide range of texts, genres, and narrative strategies from both theoretical and historical perspectives, the international group of scholars gathered here offers state-of-the-art research on graphic narrative in the context of an increasingly postclassical and transmedial narratology.
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.
Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.
This essay collection examines the theory and history of graphic narrative as one of the most interesting and versatile forms of storytelling in contemporary media culture. Its contributions test the applicability of narratological concepts to graphic narrative, examine aspects of graphic narrative beyond the 'single work', consider the development of particular narrative strategies within individual genres, and trace the forms and functions of graphic narrative across cultures. Analyzing a wide range of texts, genres, and narrative strategies from both theoretical and historical perspectives, the international group of scholars gathered here offers state-of-the-art research on graphic narrative in the context of an increasingly postclassical and transmedial narratology. This is the revised second edition of From Comic Strips to Graphic Novels, which was originally published in the Narratologia series.
?This collective volume undertakes an appraisal and literary-historical localization of German-language pop literature of the 1990s, which is associated with such writers as Joachim Bessing, Rainald Goetz, Alexa Hennig von Lange, Christian Kracht, Joachim Lottmann, Thomas Meinecke, Andreas Neumeister and Benjamin von Stuckrad-Barre. One focus of the volume is on performativity? how authors of pop literature staged themselves. In addition, the book explores the narrative, intertextual and intermedial strategies of pop-literature texts and their contexts.
Narratives are everywhere-and since a significant part of contemporary media culture is defined by narrative forms, media studies need a genuinely transmedial narratology. Against this background, Transmedial Narratology and Contemporary Media Culture focuses on the intersubjective construction of storyworlds as well as on prototypical forms of narratorial and subjective representation. This book provides not only a method for the analysis of salient transmedial strategies of narrative representation in contemporary films, comics, and video games but also a theoretical frame within which medium-specific approaches from literary and film narratology, from comics studies and game studies, and from various other strands of media and cultural studies may be applied to further our understanding of narratives across media.
French-Canadian explorers, traders, and soldiers feature prominently in this country's storytelling, but little has been written about their female counterparts. In Along a River, award-winning historian Jan Noel shines a light on the lives of remarkable French-Canadian women -- immigrant brides, nuns, tradeswomen, farmers, governors' wives, and even smugglers -- during the period between the settlement of the St. Lawrence Lowlands and the Victorian era. Along a River builds the case that inside the cabins that stretched for miles along the shoreline, most early French-Canadian women retained old fashioned forms of economic production and customary rights over land ownership. Noel demonstrates how this continued even as the world changed around them by comparing their lives to those of their contemporaries in France, England, and New England.Exploring how the daughters and granddaughters of the filles du roi adapted to their terrain, turned their hands to trade, and even acquired surprising influence at the French court, Along a River is an innovative and engagingly written history.
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