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Over 160 western movie locations in the Southern California area are detailed in this book by location expert Jerry L. Schneider. With over 2,000 maps, aerial photographs, illustrations, stills, and film captures, this is the most lavishly illustrated book about the western movie locations ever published. Histories of each location along with extensive filmographies of each location is included.
A biography that takes a penetrating look at Edgar Rice Burroughs, the writer who invented the superhero of the century--Tarzan--whose adventures continue to enthrall audiences. of photos.
He Was Some Kind of a Man: Masculinities in the B Western explores the construction and representation of masculinity in low-budget western movies made from the 1930s to the early 1950s. These films contained some of the mid-twentieth-century’s most familiar names, especially for youngsters: cowboys such as Roy Rogers, Hopalong Cassidy, and Red Ryder. The first serious study of a body of films that was central to the youth of two generations, He Was Some Kind of a Man combines the author’s childhood fascination with this genre with an interdisciplinary scholarly exploration of the films influence on modern views of masculinity. McGillis argues that the masculinity offered by these films ...
Throughout its hundred-year history, the game Jetan has influenced many writers and game designers. Invented by author Edgar Rice Burroughs for his 1922 novel The Chessmen of Mars, Jetan has been played by enthusiastic fans and serious gamers alike. This first-ever book on Jetan explores the game's rules in depth and provides new interpretations based on up-to-date research. It chronicles the game's history, explores tactics and variants and provides a complete standard for notating games. Also included are three annotated Jetan playthroughs and several practice exercises. Over 80 diagrams and photographs are used as illustrations, and an essay about Edgar Rice Burroughs' lifelong interest in sports and games further contextualizes the game.
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Exploring the early westerns of John Wayne--from his first starring role in the The Big Trail (1930) to his breakthrough as the Ringo Kid in John Ford's Stagecoach (1939)--the authors trace his transformation from Marion Mitchell Morrison, movie studio prop man, into John Wayne, a carefully crafted film persona of his own invention that made him world famous. Wayne's years of training went well beyond honing his acting skill, as he developed the ability to do his own stunts, perfected his technique as a gun handler and became an expert horseman.
For well more than a century, Western films have embodied the United States' most fundamental doctrine--expansionism--and depicted, in a uniquely American way, the archetypal battle between good and evil. Westerns also depict a country defined and re-defined by complex crises. World War II transformed the genre as well as the nation's identity. Since then, Hollywood filmmakers have been fighting America's ideological wars onscreen by translating modern-day politics into the timeless mythology of the Old West. This book surveys the most iconic and influential Westerns, examines Hollywood stars and their political stripes and reveals the familiar Western tropes--which became elements in popular action, science fiction and horror films. This then sets the stage for the Western revival of the 1990s and a period of reinvention in the 21st century. Instructors considering this book for use in a course may request an examination copy here.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, a...