Metareference across Media: Theory and Case Studies


Book Description

Strange as it may seem, Cervantes’s novel Don Quixote, Marc Forster’s film Stranger than Fiction, Shakespeare’s play A Midsummer Night’s Dream, Pere Borrell del Caso’s painting “Escaping Criticism” reproduced on the cover of the present volume and Mozart’s sextet “A Musical Joke” all share one common feature: they include a meta-dimension. Metaization – the movement from a first cognitive, referential or communicative level to a higher one on which first-level phenomena self-reflexively become objects of reflection, reference and communication in their own right – is in fact a common feature not only of human thought and language but also of the arts and media in general. However, research into this issue has so far predominantly focussed on literature, where a highly differentiated, albeit strictly monomedial critical toolbox exists. Metareference across Media remedies this onesidedness and closes the gap between literature and other media by providing a transmedial framework for analysing metaphenomena. The essays transcend the current notion of metafiction, pinpoint examples of metareference in hitherto neglected areas, discuss the capacity for metaization of individual media or genres from a media-comparative perspective, and explore major (historical) forms and functions as well aspects of the development of metaization in cultural history. Stemming from diverse disciplinary and methodological backgrounds, the contributors propose new and refined concepts and models and cover a broad range of media including fiction, drama, poetry, comics, photography, film, computer games, classical as well as popular music, painting, and architecture. This collection of essays, which also contains a detailed theoretical introduction, will be relevant to students and scholars from a wide variety of fields: intermediality studies, semiotics, literary theory and criticism, musicology, art history, and film studies.




The Idea of Israel in Second Temple Judaism


Book Description

In this book, Jason A. Staples proposes a new paradigm for how the biblical concept of Israel developed in Early Judaism and how that concept impacted Jewish apocalyptic hopes for restoration after the Babylonian Exile. Challenging conventional assumptions about Israelite identity in antiquity, his argument is based on a close analysis of a vast corpus of biblical and other early Jewish literature and material evidence. Staples demonstrates that continued aspirations for Israel's restoration in the context of diaspora and imperial domination remained central to Jewish conceptions of Israelite identity throughout the final centuries before Christianity and even into the early part of the Common Era. He also shows that Israelite identity was more diverse in antiquity than is typically appreciated in modern scholarship. His book lays the groundwork for a better understanding of the so-called 'parting of the ways' between Judaism and Christianity and how earliest Christianity itself grew out of hopes for Israel's restoration.




Meta- and Inter-Images in Contemporary Visual Art and Culture


Book Description

Exploring the epistemological potential of meta- and inter-images Since the 1990s, when the question of the visual became central in various arts and humanities disciplines, images that refer to themselves as such or to other images have enjoyed an increasing interest. Meta- and Inter-Images in Contemporary Visual Art and Culture partakes in, enriches and updates these debates. It investigates what meta- and inter-images can make known about the visual, in its own terms, by its own means. Written by scholars in aesthetics, art history, and cultural, film, literary, media, and visual studies, the essays gathered here tackle meta- and inter-images in an array of creative artefacts, practices, and media. They unfold the epistemological potential of every meta- and inter-image discussed to raise questions such as: What are images? How do they work? By whom, to what purpose, to what effect and in what context/s are they used? How are they created and understood? And how do they challenge our (pre)conceptions of images and the ways we study them? Contributors Maaheen Ahmed (Université catholique de Louvain), Vangelis Athanassopoulos (Université Paris I Panthéon-Sorbonne), Sotirios Bahtsetzis (Hellenic Open University), Concepción Cortés Zulueta (Universidad Autónoma de Madrid), Mafalda Dâmaso (Goldsmiths, University of London), Elisabeth-Christine Gamer (University of Bern), Amanda Gluibizzi (Ohio State University), Stella Hockenhull (University of Wolverhampton), Anaël Lejeune (Université catholique de Louvain), Fabrice Leroy (University of Louisiana at Lafayette), Johanna Malt (King’s College London), Olga Moskatova (IKKM, Bauhaus-Universität Weimar), Magdalena Nowak (The Graduate School for Social Research at the Polish Academy of Sciences), Jorgelina Orfila (Texas Tech University), Fran Pheasant-Kelly (University of Wolverhampton), Raphaël Pirenne (School of Graphic Research, E.R.G. Brussels), Abigail Susik (Willamette University)




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




Immersion and Distance.


Book Description

Readers who appear to be lost in a storyworld, members of theatre or cinema audiences who are moved to tears while watching a performance, beholders of paintings who are absorbed by the representations in front of them, players of computer games entranced by the fictional worlds in which they interactively participate – all of these mental states of imaginative immersion are variants of ‘aesthetic illusion’, as long as the recipients, although thus immersed, are still residually aware that they are experiencing not real life but life-like representations created by artefacts. Aesthetic illusion is one of the most forceful effects of reception processes in representational media and thus constitutes a powerful allurement to expose ourselves, again and again to, e.g., printed stories, pictures and films, be they factual or fictional. In contrast to traditional discussions of this phenomenon, which tend to focus on one medium or genre from one discipline only, the present volume explores aesthetic illusion, as well as its reverse side, the breaking of illusion, from a highly innovative multidisciplinary and transmedial perspective. The essays assembled stem from disciplines that range from literary theory to art history and include contributions on drama, lyric poetry, the visual arts, photography, architecture, instrumental music and computer games, as well as reflections on the cognitive foundations of aesthetic illusion from an evolutionary perspective. The contributions to individual media and aspects of aesthetic illusion are prefaced by a detailed theoretical introduction. Owing to its transmedial and multidisciplinary scope, the volume will be relevant to students and scholars from a wide variety of fields: cultural history at large, intermediality and media studies, as well as, more particularly, literary studies, music, film, and art history.




Ingmar Bergman at the Crossroads


Book Description

This collection offers new and insightful perspectives on Ingmar Bergman's work as a film and theatre director as well as writer of fiction. Ingmar Bergman's rich legacy as a film director and writer of classics such as The Seventh Seal, Scenes From a Marriage, and Fanny and Alexander has attracted scholars not only in film studies but also of literature, theater, gender, philosophy, religion, sociology, musicology, and more. Less known, however, is Bergman from the perspective of production studies, including all the choices, practices, and routines involved in what goes on behind the scenes. For instance, what about Bergman's collaborations and conflicts with film producers? What about his work with musicians at the opera, technicians in the television studio, and actors on the film set? What about Bergman and MeToo? In order to throw light on these issues, art practitioners such as film directors Ang Lee and Margarethe von Trotta, film and opera director Atom Egoyan, and film producer and screenwriter James Schamus are brought together with academics such as philosopher and film scholar Paisley Livingston, musicologist Alexis Luko, and playwright and performance studies scholar Allan Havis to discuss Bergman's work from their unique perspectives. In addition, Ingmar Bergman at the Crossroads provides, for the first time, in-depth interviews with Bergman's longtime collaborators Katinka Faragó and Måns Reuterswärd, who both have first-hand experience of working intimately as producers in film and television with Bergman, covering more than 5 decades. In an open exchange between individual and institutional perspectives, this book bridges the often-rigid boundaries between theoreticians and practitioners, in turn pointing Bergman's studies in new directions.




The Metareferential Turn in Contemporary Arts and Media


Book Description

One possible description of the contemporary medial landscape in Western culture is that it has gone ‘meta’ to an unprecedented extent, so that a remarkable ‘meta-culture’ has emerged. Indeed, ‘metareference’, i.e. self-reflexive comments on, or references to, various kinds of media-related aspects of a given medial artefact or performance, specific media and arts or the media in general is omnipresent and can, nowadays, be encountered in ‘high’ art and literature as frequently as in their popular counterparts, in the traditional media as well as in new media. From the Simpsons, pop music, children’s literature, computer games and pornography to the contemporary visual arts, feature film, postmodern fiction, drama and even architecture – everywhere one can find metareferential explorations, comments on or criticism of representation, medial conventions or modes of production and reception, and related issues. Within individual media and genres, notably in research on postmodernist metafiction, this outspoken tendency towards ‘metaization’ is known well enough, and various reasons have been given for it. Yet never has there been an attempt to account for what one may aptly term the current ‘metareferential turn’ on a larger, transmedial scale. This is what The Metareferential Turn in Contemporary Arts and Media: Forms, Functions, Attempts at Explanation undertakes to do as a sequel to its predecessor, the volume Metareference across Media (vol. 4 in the series ‘Studies in Intermediality’), which was dedicated to theoretical issues and transhistorical case studies. Coming from diverse disciplinary and methodological backgrounds, the contributors to the present volume propose explanations of impressive subtlety, breadth and depth for the current situation in addition to exploring individual forms and functions of metareference which may be linked with particular explanations. As expected, there is no monocausal reason to be found for the situation under scrutiny, yet the proposals made have in their compination a remarkable explanatory power which contributes to a better understanding of an important facet of current media production and reception. The essays assembled in the volume, which also contains an introduction with a detailed survey over the possibilities of accounting for the metareferential turn, will be relevant to students and scholars from a wide variety of fields: cultural history at large, intermediality and media studies as well as, more particularly, literary studies, music, film and art history.




Transmedial Narratology and Contemporary Media Culture


Book Description

Narratives are everywhere—and since a significant part of contemporary media culture is defined by narrative forms, media studies need a genuinely transmedial narratology. Against this background, Transmedial Narratology and Contemporary Media Culture focuses on the intersubjective construction of storyworlds as well as on prototypical forms of narratorial and subjective representation. This book provides not only a method for the analysis of salient transmedial strategies of narrative representation in contemporary films, comics, and video games but also a theoretical frame within which medium-specific approaches from literary and film narratology, from comics studies and game studies, and from various other strands of media and cultural studies may be applied to further our understanding of narratives across media.




Images of Traumatic Memories


Book Description

By employing the lens of the most recent critical studies on intermediality, the author analyses the interaction between literature and photography in three contemporary hybrid novels ( Miss Peregrine's Home for Peculiar Children by Ransom Riggs, 2011, Extremely Loud and Incredibly Close by Jonathan Safran Foer, 2005, and The Dark Room by Rachel Seiffert, 2001) sharing the narration of traumatic historical events. The intermedial dimension realised by the confluence of the two media devices offers new ways to create meaning and to reflect upon the nature of collective and individual trauma, by re-enacting the distortion and the inaccessibility to the memories of those experiences. In this context, the reader emerges as an active participant in the process of fiction-making, as the act of reading becomes a renewed act of witnessing.




Comics and Videogames


Book Description

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.