You may have to register before you can download all our books and magazines, click the sign up button below to create a free account.
"Covering a broad scope, this collection examines the cinemas of Europe, East Asia, India, Africa and Latin America, and will be of interest to scholars and students of film studies, cultural studies and postcolonial studies, as well as to film enthusiasts keen to explore a wider range of world cinema."--Jacket.
Nagai Kafū (1879–1959) spent more time abroad than any other writer of his generation, firing the Japanese imagination with his visions of America and France. Applying the theoretical framework of Occidentalism to Japanese literature, Rachael Hutchinson explores Kafū's construction of the Western Other, an integral part of his critique of Meiji civilization. Through contrast with the Western Other, Kafū was able to solve the dilemma that so plagued Japanese intellectuals—how to modernize and yet retain an authentic Japanese identity in the modern world. Kafū's flexible positioning of imagined spaces like the "West" and the "Orient" ultimately led him to a definition of the Japanese Self. Hutchinson analyzes the wide range of Kafū's work, particularly those novels and stories reflecting Kafū's time in the West and the return to Japan, most unknown to Western readers and a number unavailable in English, along with his better-known depictions of Edo's demimonde. Kafū's place in Japan's intellectual history and his influence on other writers are also discussed.
In A Sense of the City, Gala Maria Follaco examines Nagai Kafū’s (1879-1959) literary construction of urban spatialities from late Meiji through the early Shōwa period. She argues that Kafū’s urban critique was based on his awareness of the cultural sedimentation of the cityscape and of the complex relationship that it bore with the historical framework of modern Japan. With the overall aim to define Kafū’s position within pre-war Japanese literature, Follaco touches upon key issues such as memory, class difference, and language ideologies; draws connections between his sojourn abroad and strategies of “mapping” the city of Tokyo in his literature; and takes into account works previously understudied, including his biography of Washizu Kidō and his photographs.
An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding. As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the “stealth game” genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that unearthed complex emotions from players on the same level as films or novels. Drawing on archives of interviews in English and Japanese with Kojima and his team, as well as academic discourses of social/political games and cinematic narrative/world-building, this book examines Kojima's progressive game design as it applies to four key areas: socially-relevant narratives, cinematic aesthetics, thematically-connected systems, and reflexive spaces.
Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.
Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part o...
What is going on when a graphic novel has a twelfth-century samurai pick up a telephone to make a call, or a play has an ancient aristocrat teaching in a present-day schoolroom? Rather than regarding such anachronisms as errors, Samurai with Telephones develops a theory of how texts can use different types of anachronisms to challenge or rewrite history, play with history, or open history up to new possibilities. By applying this theoretical framework of anachronism to several Japanese literary and cultural works, author Christopher Smith demonstrates how different texts can use anachronism to open up history for a wide variety of different textual projects. From the modern period, this volu...
Videogames have always depicted representations of American culture, but how exactly they feed back into this culture is less obvious. Advocating an action-based understanding of both videogames and culture, this book delineates how aspects of American culture are reproduced transnationally through popular open-world videogames. Playing American proposes an analytic focus on open-world videogames' "ambient operations" and traces practices of "playing American" through the stages of videogame development, gameplay, and reception. Three case studies - concentrating on the Grand Theft Auto, Watch Dogs, and Red Dead Redemption franchises, respectively - highlight different figurations of "playin...