Rick and Morty


Book Description

An all-new collection featuring four of Rick and Morty's greatest hits! Thrill to the rise and fall of the Flesh Curtains/ witness a revolution against Rick/ experience the pure sci-fi horror of "Morty Shines"/ and in the last story, an alien invasion that threatens all of reality!




Rick and Morty: Annihilation Tour


Book Description

An all-new collection featuring four of Rick and Morty's greatest hits! Thrill to the rise and fall of the Flesh Curtains; witness a revolution against Rick; experience the pure sci-fi horror of "Morty Shines"; and in the finale, and an alien invasion that threatens all of reality! Collecting the fan-favorite stories from Rick and Morty #s 4, 23, 26, and Rick and Morty Presents: The Flesh Curtains!




The Science of Rick and Morty


Book Description

Explore the real science behind the Cartoon Network phenomenon Rick and Morty—one of television’s most irreverent, whip-smart, and darkly hilarious shows—and discover how close we are to Rick’s many experiments becoming a reality. Adult Swim’s Rick and Morty is one of the smartest (and most insane) shows on television. Genius alcoholic Rick Sanchez and his hapless grandson Morty have explored everything from particle physics to human augmentation and much more in their intergalactic adventures through the multiverse. With biting humor and plenty of nihilism, Rick and Morty employs cutting-edge scientific theories in every episode. But, outside of Rick’s garage laboratory, what are these theories truly about and what can they teach us about ourselves? Blending biology, chemistry, and physics basics with accessible—and witty—prose, The Science of Rick and Morty equips you with the scientific foundation to thoroughly understand Rick’s experiments from the show, such as how we can use dark matter and energy, just what is intelligence hacking, and whether or not you can really control a cockroach’s nervous system with your tongue. Perfect for longtime and new fans of the show, this is the ultimate segue into discovering more about our complicated and fascinating universe.




The Cambridge History of Science Fiction


Book Description

The first science fiction course in the American academy was held in the early 1950s. In the sixty years since, science fiction has become a recognized and established literary genre with a significant and growing body of scholarship. The Cambridge History of Science Fiction is a landmark volume as the first authoritative history of the genre. Over forty contributors with diverse and complementary specialties present a history of science fiction across national and genre boundaries, and trace its intellectual and creative roots in the philosophical and fantastic narratives of the ancient past. Science fiction as a literary genre is the central focus of the volume, but fundamental to its story is its non-literary cultural manifestations and influence. Coverage thus includes transmedia manifestations as an integral part of the genre's history, including not only short stories and novels, but also film, art, architecture, music, comics, and interactive media.




The Cambridge Companion to American Science Fiction


Book Description

The Cambridge Companion to American Science Fiction explores the relationship between the ideas and themes of American science fiction and their roots in the American cultural experience. Science fiction in America has long served to reflect the country's hopes, desires, ambitions, and fears. The ideas and conventions associated with science fiction are pervasive throughout American film and television, comics and visual arts, games and gaming, and fandom, as well as across the culture writ large. Through essays that address not only the history of science fiction in America but also the influence and significance of American science fiction throughout media and fan culture, this companion serves as a key resource for scholars, teachers, students, and fans of science fiction.




rafenew.world - The Book


Book Description

This defining movie guide and blog companion contains a plethora of equally passionate and subjective movie reviews published by the title-giving nerd on his blog rafenew.world between 2015 and 2020. The second chapter gathers even more (German) pieces written for his former website nidwirkli.ch between 2003 and 2006. Some of the older texts may not have aged too well. But they bear not only witness to the coming of age of the author's writing style, taste and character - they document two decades worth of evolution in cinema, pop-culture and society itself. Each one of the more than 160 articles comes with its own QR Code, providing an interactive experience including free videos, graphics and even more digital content available on rafenew.world. Being first and foremost a vanity project, this title delivers hours and hours of reading material, opinions, trivia, callbacks and, most important, fun for everyone lucky enough to have been a child in the eighties.




The Disney+ Kingdom


Book Description

Debuting in 2019, Disney+ quickly became one of the most popular streaming services worldwide. With hubs for Disney, Pixar, Marvel, Star Wars and National Geographic, Disney+ not only provides "vault" content from these brands but also original films and television programming such as High School Musical: The Musical: The Series, The Mandalorian, The Mighty Ducks: Game Changers, Andor and The Imagineering Story. This collection of essays examines a variety of Disney+ exclusive content, exploring themes such as nostalgia, identity, representation and lived experience. Designed to appeal to both academics and the average Disney fan, it attempts to answer the question of whether its original streaming content is a plus or minus for the "Mouse House."




A Feeling of Wrongness


Book Description

In A Feeling of Wrongness, Joseph Packer and Ethan Stoneman confront the rhetorical challenge inherent in the concept of pessimism by analyzing how it is represented in an eclectic range of texts on the fringes of popular culture, from adult animated cartoons to speculative fiction. Packer and Stoneman explore how narratives such as True Detective, Rick and Morty, Final Fantasy VII, Lovecraftian weird fiction, and the pop ideology of transhumanism are better suited to communicate pessimistic affect to their fans than most carefully argued philosophical treatises and polemics. They show how these popular nondiscursive texts successfully circumvent the typical defenses against pessimism identified by Peter Wessel Zapffe as distraction, isolation, anchoring, and sublimation. They twist genres, upend common tropes, and disturb conventional narrative structures in a way that catches their audience off guard, resulting in belief without cognition, a more rhetorically effective form of pessimism than philosophical pessimism. While philosophers and polemicists argue for pessimism in accord with the inherently optimistic structures of expressive thought or rhetoric, Packer and Stoneman show how popular texts are able to communicate their pessimism in ways that are paradoxically freed from the restrictive tools of optimism. A Feeling of Wrongness thus presents uncharted rhetorical possibilities for narrative, making visible the rhetorical efficacy of alternate ways and means of persuasion.




Dungeons & Dragons Lore & Legends


Book Description

An illustrated guide to Dungeons & Dragons’ beloved fifth edition told through interviews, artwork, and visual ephemera from the designers, storytellers, and artists who bring it to life. When the reimagined fifth edition of Dungeons & Dragons debuted in the summer of 2014, the game was on the brink of obsolescence. But within a few short years, D&D found greater success than it had ever enjoyed before, even surpassing its 1980s golden age. How did an analog game nearly a half century old become a star in a digital world? For the first time, Lore & Legends reveals the incredible ongoing story of Dungeons & Dragons fifth edition from the perspective of the designers, artists, and players who bring it to life. This comprehensive visual guide illuminates contemporary D&D—its development, evolution, cultural relevance, and popularity—through exclusive interviews and more than 900 pieces of artwork, photography, and advertising curated and analyzed by the authors of the bestselling and Hugo Award–nominated Dungeons & Dragons Art & Arcana.




Watch Us Roll


Book Description

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.