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This book examines the interconnections between punk and
alternative comedy (altcom). It explores how punk's tendency
towards humour and parody influenced the trajectory taken by altcom
in the UK, and the punk strategies introduced when altcom sought
self-definition against dominant established trends. The Punk Turn
in Comedy considers the early promise of punk-comedy convergence in
Peter Cook and Dudley Moore's 'Derek and Clive', and discusses punk
and altcom's attitudes towards dominant traditions. The chapters
demonstrate how punk and altcom sought a direct approach for
critique, one that rejected innuendo, while embracing the 'amateur'
in style and experimenting with audience-performer interaction.
Giappone argues that altcom tended to be more consistently
politicised than punk, with a renewed emphasis on responsibility.
The book is a timely exploration of the 'punk turn' in comedy
history, and will speak to scholars of both comedy and punk
studies.
Video Games and Comedy is the first edited volume to explore the
intersections between comedy and video games. This pioneering book
collects chapters from a diverse group of scholars, covering a wide
range of approaches and examining the relationship between video
games, humour, and comedy from many different angles. The first
section of the book includes chapters that engage with theories of
comedy and humour, adapting them to the specifics of the video game
medium. The second section explores humour in the contexts,
cultures, and communities that give rise to and spring up around
video games, focusing on phenomena such as in-jokes, player
self-reflexivity, and player/fan creativity. The third section
offers case studies of individual games or game series, exploring
the use of irony as well as sexual and racial humour in video
games. Chapter "Emergence and Ephemerality of Humour During Live
Coverage of Large-Scale eSports Events" is available open access
under a Creative Commons Attribution 4.0 International License via
link.springer.com.
In the wake of the new far-right populisms, the fragmentation of
global narratives of progress, and the dismantling of economic
globalization, there are signs that neoliberalism is beginning to
enter its death throes or at least starting to fundamentally
mutate. This provides us with a roughly fifty-year cycle with which
to re-assess the rise and potential fall of neoliberalism. Using
1968 as one of the inaugural moments of this history, this
interdisciplinary collection seeks to reassess the significance and
legacy of the global 1968 uprisings from today's vantage point.
While these uprisings arguably helped bring an end to a number of
forms of oppression, the period following them also saw the
re-entrenchment of class power to a level not seen since the 1920s.
Without drawing any simple or direct lines of causation, the
sequence of the past fifty years reflects what could be termed a
double bind or "lose-lose" scenario. Yet, particularly given the
present-day indicators of a crisis of neoliberal hegemony, this
volume argues that returning to 1968 today may offer critical and
comparative resources for thinking a way out of our current
impasse.
This book examines the interconnections between punk and
alternative comedy (altcom). It explores how punk's tendency
towards humour and parody influenced the trajectory taken by altcom
in the UK, and the punk strategies introduced when altcom sought
self-definition against dominant established trends. The Punk Turn
in Comedy considers the early promise of punk-comedy convergence in
Peter Cook and Dudley Moore's 'Derek and Clive', and discusses punk
and altcom's attitudes towards dominant traditions. The chapters
demonstrate how punk and altcom sought a direct approach for
critique, one that rejected innuendo, while embracing the 'amateur'
in style and experimenting with audience-performer interaction.
Giappone argues that altcom tended to be more consistently
politicised than punk, with a renewed emphasis on responsibility.
The book is a timely exploration of the 'punk turn' in comedy
history, and will speak to scholars of both comedy and punk
studies.
Throughout history, comedians and clowns have enjoyed a certain
freedom to speak frankly often denied to others in hegemonic
systems. More recently, professional comedians have developed
platforms of comic license from which to critique the traditional
political establishment and have managed to play an important role
in interrogating and mediating the processes of politics in
contemporary society. This collection will examine the questions
that arise when of comedy and critique intersect by bringing
together both critical theorists and comedy scholars with a view to
exploring the nature of comedy, its potential role in critical
theory and the forms it can take as a practice of resistance.
Throughout history, comedians and clowns have enjoyed a certain
freedom to speak frankly often denied to others in hegemonic
systems. More recently, professional comedians have developed
platforms of comic license from which to critique the traditional
political establishment and have managed to play an important role
in interrogating and mediating the processes of politics in
contemporary society. This collection will examine the questions
that arise when of comedy and critique intersect by bringing
together both critical theorists and comedy scholars with a view to
exploring the nature of comedy, its potential role in critical
theory and the forms it can take as a practice of resistance.
Video Games and Comedy is the first edited volume to explore the
intersections between comedy and video games. This pioneering book
collects chapters from a diverse group of scholars, covering a wide
range of approaches and examining the relationship between video
games, humour, and comedy from many different angles. The first
section of the book includes chapters that engage with theories of
comedy and humour, adapting them to the specifics of the video game
medium. The second section explores humour in the contexts,
cultures, and communities that give rise to and spring up around
video games, focusing on phenomena such as in-jokes, player
self-reflexivity, and player/fan creativity. The third section
offers case studies of individual games or game series, exploring
the use of irony as well as sexual and racial humour in video
games. Chapter “Emergence and Ephemerality of Humour During Live
Coverage of Large-Scale eSports Events” is available open access
under a Creative Commons Attribution 4.0 International License via
link.springer.com.
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