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Performing Southeast Asia: Performance, Politics and the Contemporary is an important reconsideration of the histories and practices of theatre and performance in a fluid and dynamic region that is also experiencing an overarching politics of complexity, precarity and populist authoritarian tendencies. In a substantial introductory essay and essays by leading scholars, activists and practitioners working inside the region, the book explores fundamental questions for the arts. The book asks how theatre contributes to and/or addresses the political condition in the contemporary moment, how does it represent the complexity of experiences in peoples’ daily lives and how does theatre engage in ...
Acoustic Interculturalism is a study of the soundscapes of intercultural performance through the examination of sound's performativity. Employing an interdisciplinary approach, the book examines an akoumenological reception of sound to postulate the need for an acoustic knowing – an awareness of how sound shapes the intercultural experience.
In recent years, computer technology has permeated all aspects of life--not just work and education, but also leisure time. Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer. In fifteen essays, the contributors discuss the various ways the game player interacts with the game. The first half of the book considers the physical and mental aspects of digital game play. The second section concentrates on other factors that influence play. Essays cover the full range of digital gaming, including computer and video games. Topics include several detailed investigations of particular, often controversial games such as Grand Theft Auto: Vice City, as well as a consideration of the ways in which game-playing crosses socioeconomic, age, gender and racial lines. The concluding essays discuss scholars' perceptions of digital media and efforts to frame them. Instructors considering this book for use in a course may request an examination copy here.
Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.
The Methuen Drama Handbook of Interculturalism and Performance explores ground-breaking new directions and critical discourse in the field of intercultural theatre and performance while surveying key debates concerning interculturalism as an aesthetic and ethical series of encounters in theatre and performance from the 1960s onwards. The handbook's global coverage challenges understandings of intercultural theatre and performance that continue to prioritise case studies emerging primarily from the West and executed by elite artists. By building on a growing field of scholarship on intercultural theatre and performance that examines minoritarian and grassroots work, the volume offers an alter...
How do theatre and performance transmit and dispute ideologies of neoliberalism? The essays in this anthology examine the mechanisms and rhetorics of contemporary multinational and transnational organizations, artists, and communities that produce theatre and performance for global audiences.
To what extent is theatre a contagious practice, capable of undoing and enlivening people and cultures? Theatres of Contagion responds to some of the anxieties of our current political and cultural climate by exploring theatre's status as a contagious cultural force, questioning its role in the spread or control of medical, psychological and emotional conditions and phenomena. Observing a diverse range of practices from the early modern to contemporary period, the volume considers how this contagion is understood to happen and operate, its real and imagined effects, and how these have been a source of pleasure and fear for theatre makers, audiences and authorities. Drawing on perspectives fr...
Highlights the trailers, merchandising and cultural conversations that shape our experiences of film and television It is virtually impossible to watch a movie or TV show without preconceived notions because of the hype that precedes them, while a host of media extensions guarantees them a life long past their air dates. An onslaught of information from print media, trailers, internet discussion, merchandising, podcasts, and guerilla marketing, we generally know something about upcoming movies and TV shows well before they are even released or aired. The extras, or “paratexts,” that surround viewing experiences are far from peripheral, shaping our understanding of them and informing our ...
This collection explores the consequences of accentism—an under-researched issue that intersects with racism and classism—in the Shakespeare industry across languages and cultures, past and present. It adopts a transmedia and transhistorical approach to a subject that has been dominated by the study of "Original Pronunciation." Yet the OP project avoids linguistically "foreign" characters such as Othello because of the additional complications their "aberrant" speech poses to the reconstruction process. It also evades discussion of contemporary, global practices and, underpinning the enterprise, is the search for an aural "purity" that arguably never existed. By contrast, this collection attends to foreign speech patterns in both the early modern and post-modern periods, including Indian, East Asian, and South African, and explores how accents operate as "metasigns" reinforcing ethno-racial stereotypes and social hierarchies. It embraces new methodologies, which includes reorienting attention away from the visual and onto the aural dimensions of performance.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.