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  • 1
    Book
    Book
    Minneapolis, Minnesota :University of Minnesota Press,
    UID:
    almafu_BV045908734
    Format: 254 Seiten : , Illustrationen ; , 23 cm.
    ISBN: 978-1-5179-0542-2
    Note: Includes bibliographical references and index. , Star Wars and the history of nostalgia -- , Before the empire: the politics of George Lucas and the critique of the original trilogy -- , It calls to you: selling Star Wars in 2015 -- , Look how old you've become: The Force Awakens as legacy film -- , An awakening: diversity as the politics of The Force Awakens -- , Just like old times?: music, seriality, and the fugue of The Force Awakens -- , You have to start somewhere: contrasting nostalgias in The Force Awakens and Rogue One -- , You think anybody's listening?: fighting fascism in Rogue One and Rebels -- , I've always hated watching you leave: death, Han Solo, and Carrie Fisher -- , I will finish what you started: Star Wars from The Last Jedi and beyond
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-1-4529-6006-7
    Language: English
    Keywords: Star wars
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  • 2
    UID:
    almafu_9960889718802883
    Format: 1 online resource (288 p.) : , 34 color images, 3 BW images, 1 table
    ISBN: 9780813597201
    Content: “As a man, I'm flesh and blood, I can be ignored, I can be destroyed; but as a symbol. as a symbol I can be incorruptible, I can be everlasting”. In the 2005 reboot of the Batman film franchise, Batman Begins, Bruce Wayne articulates how the figure of the superhero can serve as a transcendent icon. It is hard to imagine a time when superheroes have been more pervasive in our culture. Today, superheroes are intellectual property jealously guarded by media conglomerates, icons co-opted by grassroots groups as a four-color rebuttal to social inequities, masks people wear to more confidently walk convention floors and city streets, and bulletproof banners that embody regional and national identities. From activism to cosplay, this collection unmasks the symbolic function of superheroes. Bringing together superhero scholars from a range of disciplines, alongside key industry figures such as Harley Quinn co-creator Paul Dini, The Superhero Symbol provides fresh perspectives on how characters like Captain America, Iron Man, and Wonder Woman have engaged with media, culture, and politics, to become the “everlasting” symbols to which a young Bruce Wayne once aspired.
    Note: Frontmatter -- , CONTENTS -- , Introduction “Everlasting” Symbols -- , Part 1 Superheroes, Politics, and Civic Engagement -- , 1 “What Else Can You Do with Them?” Superheroes and the Civic Imagination -- , 2 “America Is a Piece of Trash” Captain America, Patriotism, Nationalism, and Fascism -- , 3 “This Land Is Mine!” Understanding the Function of Supervillains -- , 4 An Interview with Comics Artist, Writer, and “Herstorian” Trina Robbins -- , Part 2 The Superhero as Brand -- , 5 The Secret Commercial Identity of Superheroes Protecting the Superhero Symbol -- , 6 Siegel and Shuster as Brand Name -- , 7 Practicing Superhuman Law Creative License, Industrial Identity, and Spider-Man’s Homecoming -- , 8 The Sound of the Cinematic Superhero -- , 9 An Interview with Former President of DC Entertainment Diane Nelson -- , Part 3 Becoming the Superhero -- , 10 Arkham Knave The Joker in Game Design -- , 11 Being Super, Becoming Heroes Dialogic Superhero Narratives in Cosplay Collectives -- , 12 From Pages to Pavements A Criminological Comparison between Depictions of Crime Control in Superhero Narratives and “Real-Life Superhero” Activity -- , 13 An Interview with Dark Night: A True Batman Story Writer Paul Dini -- , Part 4 Superheroes and National Identity -- , 14 Captain America, National Narratives, and the Queer Subversion of the Retcon -- , 15 Apes, Angels, and Super Patriots The Irish in Superhero Comics -- , 16 Missing in Action The Late Development of the German-Speaking Superhero -- , 17 Chinese Milk for Iron Men Superhero Coproductions and Technological Anxiety -- , 18 Age of the Atoman Australian Superhero Comics and Cold War Modernity -- , 19 An Interview with Cleverman Creator Ryan Griffen and Star Hunter Page-Lochard -- , ACKNOWLEDGMENTS -- , NOTES ON CONTRIBUTORS -- , INDEX , In English.
    Language: English
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  • 3
    UID:
    almafu_9959369682702883
    Format: 1 online resource : , 49 black and white illustrations
    ISBN: 9781479830404
    Series Statement: User's Guides to Popular Culture ; 1
    Content: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
    Note: Frontmatter -- , Contents -- , Foreword -- , Introduction -- , I. Game Form -- , 1. FiFa -- , 2. Tetris -- , 3. King’s Quest -- , 4. Grand theft auto V -- , 5. Sid Meier’s Civilization -- , 6. Planescape: Torment -- , 7. Don’t Starve -- , 8. Braid -- , 9. BioShock Infinite -- , 10. The Legend of Zelda: Ocarina of Time -- , II. Representation -- , 11. Kim Kardashian: Hollywood -- , 12. The Last of Us -- , 13. Leisure Suit Larry -- , 14. The Queerness and Games Conference -- , 15. NBA 2K16 -- , 16. PaRappa the Rapper -- , 17. Sniper Elite III -- , 18. Papers, Please -- , 19. Age of Empires -- , 20. Borderlands -- , III Industry -- , 21. Miyamoto/Kojima -- , 22. Clash Royale -- , 23. Game Dev Tycoon -- , 24. Cookie Clicker -- , 25. Ball- and- Paddle Games -- , 26. Angry Birds -- , 27. Lego Dimensions -- , 28. Tomb Raider -- , 29. Medal of Honor -- , 30. Pokémon Go -- , IV. Game Practices -- , 31. Pelé’s Soccer -- , 32. Nes D- pad -- , 33. Minecraft -- , 34. Quake -- , 35. Counter- Strike -- , 36. EVE Online -- , 37. Night Trap -- , 38. Shovel Knight -- , 39. Tempest -- , 40. Walden, a game -- , Acknowledgments -- , Appendix. Video Games Discussed in this Volume -- , Contributors -- , Index , In English.
    Language: English
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