In 1977 a single film called Star Wars exploded on the consciousness of the world. Since then the franchise, created by George Lucas, has become a global entertainment corporation. The merchandise of the original trilogy was largely confined to toys and games, but those games have since become computerized, the toys more sophisticated, and Star Wars has moved into the multi-media environment of the twenty-first century in ways unimaginable in the long-ago world of 1977. Computer games and web sites, novels, animated television shows, as well as a new trilogy of films, have all...
In 1977 a single film called Star Wars exploded on the consciousness of the world. Since then the franchise, created by George Lucas, has becom...
In the past, the examination of myth has traditionally been the study of the "Primitive" or the "Other." More recently, however, myth has been increasingly employed in movies and in television productions. Nowhere is this more apparent than in the Star Trek television and movie franchise. This collection of essays on Star Trek brings together perspectives from scholars in fields including film, anthropology, history, American studies and biblical scholarship, and examines the symbolism, religious implications, heroic and gender archetypes, and lasting effects of the Star Trek "mythscape."
In the past, the examination of myth has traditionally been the study of the "Primitive" or the "Other." More recently, however, myth has been increas...
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.
What can World War Two...
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playi...
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.
What can World War Two...
Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Pl...
Fantasy and science fiction began in print, and from the first films to the latest blockbusters, print stories have provided the inspirations, the ideas, and in some cases the detailed blueprints. Adaption Studies has long been an area of intense debate in literature and film studies, but no single work has ever approached fantasy and science fiction texts as a unique and important area of inquiry by themselves. The Fantastic Made Visible is the first book to do exactly that. Follow that journey from the earliest adaptations of Jules Verne, Robert A. Heinlein, and Shakespeare to today's films...
Fantasy and science fiction began in print, and from the first films to the latest blockbusters, print stories have provided the inspirations, the ide...
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigms remains the one that famously "never happened." This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The essayists examine various digital games, assessing the applicability of play-versus-narrative approaches or considering the failure of each. The essays reflect the broader history while applying notions of play and story to recent games in an attempt to propel serious...
Since the emergence of digital game studies, a number of debates have engaged scholars. The debate between ludic (play) and narrative (story) paradigm...
The 1960s and early 70s saw the evolution of Frontier Myths even as scholars were renouncing the interpretive value of myths themselves. Works like Joe Haldeman s "The Forever War" exemplified that rejection using his experiences during the Vietnam War to illustrate the problematic consequences of simple mythic idealism. Simultaneously, Americans were playing with expanded and revised versions of familiar Frontier Myths, though in a contemporary context, through NASA s lunar missions, "Star Trek," and Gerard K. O Neill s High Frontier.
This book examines the reasons behind the exclusion...
The 1960s and early 70s saw the evolution of Frontier Myths even as scholars were renouncing the interpretive value of myths themselves. Works like...
Through the lens of game studies and narratology - traditional storytelling concepts applied to the gaming world - this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Through the lens of game studies and narratology - traditional storytelling concepts applied to the gaming world - this book explores the synergy of b...