Author: Nadia Salem
Publisher: Lexington Books
ISBN: 1793648085
Category : Language Arts & Disciplines
Languages : en
Pages : 155
Book Description
In this book, Nadia Salem expands the standardized mythic quest of the hero’s journey for storytellers to include the heroine’s journey. By arguing that the former reflects coming of age while the latter coming of middle-age, Salem reveals how both are integral to depictions of fully developed characters.
The Monomyth Reboot
Author: Nadia Salem
Publisher: Lexington Books
ISBN: 1793648085
Category : Language Arts & Disciplines
Languages : en
Pages : 155
Book Description
In this book, Nadia Salem expands the standardized mythic quest of the hero’s journey for storytellers to include the heroine’s journey. By arguing that the former reflects coming of age while the latter coming of middle-age, Salem reveals how both are integral to depictions of fully developed characters.
Publisher: Lexington Books
ISBN: 1793648085
Category : Language Arts & Disciplines
Languages : en
Pages : 155
Book Description
In this book, Nadia Salem expands the standardized mythic quest of the hero’s journey for storytellers to include the heroine’s journey. By arguing that the former reflects coming of age while the latter coming of middle-age, Salem reveals how both are integral to depictions of fully developed characters.
The Monomyth in American Science Fiction Films
Author: Donald E. Palumbo
Publisher: McFarland
ISBN: 1476618518
Category : Literary Criticism
Languages : en
Pages : 205
Book Description
One of the great intellectual achievements of the 20th century, Joseph Campbell's The Hero with a Thousand Faces is an elaborate articulation of the monomyth: the narrative pattern underlying countless stories from the most ancient myths and legends to the films and television series of today. The monomyth's fundamental storyline, in Campbell's words, sees "the hero venture forth from the world of the common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons to his fellow man." Campbell asserted that the hero is each of us--thus the monomyth's endurance as a compelling plot structure. This study examines the monomyth in the context of Campbell's The Hero and discusses the use of this versatile narrative in 26 films and two television shows produced between 1960 and 2009, including the initial Star Wars trilogy (1977-1983), The Time Machine (1960), Logan's Run (1976), Escape from New York (1981), Tron (1982), The Terminator (1984), The Matrix (1999), the first 11 Star Trek films (1979-2009), and the Sci Fi Channel's miniseries Frank Herbert's Dune (2000) and Frank Herbert's Children of Dune (2003).
Publisher: McFarland
ISBN: 1476618518
Category : Literary Criticism
Languages : en
Pages : 205
Book Description
One of the great intellectual achievements of the 20th century, Joseph Campbell's The Hero with a Thousand Faces is an elaborate articulation of the monomyth: the narrative pattern underlying countless stories from the most ancient myths and legends to the films and television series of today. The monomyth's fundamental storyline, in Campbell's words, sees "the hero venture forth from the world of the common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons to his fellow man." Campbell asserted that the hero is each of us--thus the monomyth's endurance as a compelling plot structure. This study examines the monomyth in the context of Campbell's The Hero and discusses the use of this versatile narrative in 26 films and two television shows produced between 1960 and 2009, including the initial Star Wars trilogy (1977-1983), The Time Machine (1960), Logan's Run (1976), Escape from New York (1981), Tron (1982), The Terminator (1984), The Matrix (1999), the first 11 Star Trek films (1979-2009), and the Sci Fi Channel's miniseries Frank Herbert's Dune (2000) and Frank Herbert's Children of Dune (2003).
Reboot Culture
Author: William Proctor
Publisher: Springer Nature
ISBN: 3031409124
Category : Performing Arts
Languages : en
Pages : 283
Book Description
Since the release of Christopher Nolan’s Batman Begins in 2005, there has been a pronounced surge in alternative uses of the computer term ‘reboot,’ a surge that has witnessed the term deployed in new contexts and new signifying practices, involving politics, fashion, sex, nature, sport, business, and media. As a narrative concept, however, reboot terminology remains widely misused, misunderstood, and misinterpreted across popular, journalistic, and academic discourses, being recklessly and relentlessly solicited as a way to describe a broad range of narrative operations and contradictory groupings, including prequels, sequels, adaptations, revivals, re-launches, generic ‘refreshes,’ and enactments of retroactive continuity. Adopting an inter-disciplinary approach that fuses cultural studies, media archaeology, and discursive approaches, this book challenges existing scholarship on the topic by providing new frameworks and taxonomies that illustrate key differences between reboots and other ‘strategies of regeneration,’ helping to spotlight the various ways in which the culture industries mine their intellectual properties in distinct and novel ways to present them anew. Reboot Culture: Comics, Film, Transmedia is the first academic study to critically explore and interrogate the reboot phenomenon as it emerged historically to describe superhero comics that sought to jettison existing narrative continuity in order to ‘begin again’ from scratch.of franchising in the twenty-first century. of franchising in the twenty-first century. /div
Publisher: Springer Nature
ISBN: 3031409124
Category : Performing Arts
Languages : en
Pages : 283
Book Description
Since the release of Christopher Nolan’s Batman Begins in 2005, there has been a pronounced surge in alternative uses of the computer term ‘reboot,’ a surge that has witnessed the term deployed in new contexts and new signifying practices, involving politics, fashion, sex, nature, sport, business, and media. As a narrative concept, however, reboot terminology remains widely misused, misunderstood, and misinterpreted across popular, journalistic, and academic discourses, being recklessly and relentlessly solicited as a way to describe a broad range of narrative operations and contradictory groupings, including prequels, sequels, adaptations, revivals, re-launches, generic ‘refreshes,’ and enactments of retroactive continuity. Adopting an inter-disciplinary approach that fuses cultural studies, media archaeology, and discursive approaches, this book challenges existing scholarship on the topic by providing new frameworks and taxonomies that illustrate key differences between reboots and other ‘strategies of regeneration,’ helping to spotlight the various ways in which the culture industries mine their intellectual properties in distinct and novel ways to present them anew. Reboot Culture: Comics, Film, Transmedia is the first academic study to critically explore and interrogate the reboot phenomenon as it emerged historically to describe superhero comics that sought to jettison existing narrative continuity in order to ‘begin again’ from scratch.of franchising in the twenty-first century. of franchising in the twenty-first century. /div
The Science Fiction Reboot
Author: Heather Urbanski
Publisher: McFarland
ISBN: 0786465093
Category : Performing Arts
Languages : en
Pages : 239
Book Description
This analysis examines several recent reimagined science fiction franchises (Star Trek, Battlestar Galactica, V, and Star Wars) in order to capture how "reboots" work from a fan perspective. Previous encounters with these stories make the reboot experience distinct for fan-viewers, who bring with them a set of expectations and knowledge, often tied to franchise canon that cannot be separated from the new film or television series. Even when elements of the original versions are maintained, memories of them influence the narrative encounter. This book considers reimagined texts from several levels, including the medium, the characters, and the world building, to break down and then explore the reboot experience.
Publisher: McFarland
ISBN: 0786465093
Category : Performing Arts
Languages : en
Pages : 239
Book Description
This analysis examines several recent reimagined science fiction franchises (Star Trek, Battlestar Galactica, V, and Star Wars) in order to capture how "reboots" work from a fan perspective. Previous encounters with these stories make the reboot experience distinct for fan-viewers, who bring with them a set of expectations and knowledge, often tied to franchise canon that cannot be separated from the new film or television series. Even when elements of the original versions are maintained, memories of them influence the narrative encounter. This book considers reimagined texts from several levels, including the medium, the characters, and the world building, to break down and then explore the reboot experience.
Gender and Sexuality in Star Trek
Author: David Greven
Publisher: McFarland
ISBN: 078645458X
Category : Performing Arts
Languages : en
Pages : 241
Book Description
Studying the Star Trek myth from the original 1960s series to the 2009 franchise-reboot film, this book challenges frequent accusations that the Star Trek saga refuses to represent queer sexuality. Arguing that Star Trek speaks to queer audiences through subtle yet provocative allegorical narratives, the analysis pays close attention to representations of gender, race, and sexuality to develop an understanding of the franchise's queer sensibility. Topics include the 1960s original's deconstruction of the male gaze and the traditional assumptions of male visual mastery; constructions of femininity in Star Trek: Voyager, particularly in the relationship between Captain Janeway and Seven of Nine; and the ways in which Star Trek: Enterprise's adoption of neoconservative politics may have led to its commercial and aesthetic failure.
Publisher: McFarland
ISBN: 078645458X
Category : Performing Arts
Languages : en
Pages : 241
Book Description
Studying the Star Trek myth from the original 1960s series to the 2009 franchise-reboot film, this book challenges frequent accusations that the Star Trek saga refuses to represent queer sexuality. Arguing that Star Trek speaks to queer audiences through subtle yet provocative allegorical narratives, the analysis pays close attention to representations of gender, race, and sexuality to develop an understanding of the franchise's queer sensibility. Topics include the 1960s original's deconstruction of the male gaze and the traditional assumptions of male visual mastery; constructions of femininity in Star Trek: Voyager, particularly in the relationship between Captain Janeway and Seven of Nine; and the ways in which Star Trek: Enterprise's adoption of neoconservative politics may have led to its commercial and aesthetic failure.
American Theology, Superhero Comics, and Cinema
Author: Anthony Mills
Publisher: Routledge
ISBN: 113501437X
Category : Religion
Languages : en
Pages : 216
Book Description
Stan Lee, who was the head writer of Marvel Comics in the early 1960s, co-created such popular heroes as Spider-Man, Hulk, the X-Men, the Fantastic Four, Iron Man, Thor, and Daredevil. This book traces the ways in which American theologians and comic books of the era were not only both saying things about what it means to be human, but, starting with Lee they were largely saying the same things. Author Anthony R. Mills argues that the shift away from individualistic ideas of human personhood and toward relational conceptions occurring within both American theology and American superhero comics and films does not occur simply on the ontological level, but is also inherent to epistemology and ethics, reflecting the comprehensive nature of human life in terms of being, knowing, and acting. This book explores the idea of the "American monomyth" that pervades American hero stories and examines its philosophical and theological origins and specific manifestations in early American superhero comics. Surveying the anthropologies of six American theologians who argue against many of the monomyth’s assumptions, principally the staunch individualism taken to be the model of humanity, and who offer relationality as a more realistic and ethical alternative, this book offers a detailed argument for the intimate historical relationship between the now disparate fields of comic book/superhero film creation, on the one hand, and Christian theology, on the other, in the United States. An understanding of the early connections between theology and American conceptions of heroism helps to further make sense of their contemporary parallels, wherein superhero stories and theology are not strictly separate phenomena but have shared origins and concerns.
Publisher: Routledge
ISBN: 113501437X
Category : Religion
Languages : en
Pages : 216
Book Description
Stan Lee, who was the head writer of Marvel Comics in the early 1960s, co-created such popular heroes as Spider-Man, Hulk, the X-Men, the Fantastic Four, Iron Man, Thor, and Daredevil. This book traces the ways in which American theologians and comic books of the era were not only both saying things about what it means to be human, but, starting with Lee they were largely saying the same things. Author Anthony R. Mills argues that the shift away from individualistic ideas of human personhood and toward relational conceptions occurring within both American theology and American superhero comics and films does not occur simply on the ontological level, but is also inherent to epistemology and ethics, reflecting the comprehensive nature of human life in terms of being, knowing, and acting. This book explores the idea of the "American monomyth" that pervades American hero stories and examines its philosophical and theological origins and specific manifestations in early American superhero comics. Surveying the anthropologies of six American theologians who argue against many of the monomyth’s assumptions, principally the staunch individualism taken to be the model of humanity, and who offer relationality as a more realistic and ethical alternative, this book offers a detailed argument for the intimate historical relationship between the now disparate fields of comic book/superhero film creation, on the one hand, and Christian theology, on the other, in the United States. An understanding of the early connections between theology and American conceptions of heroism helps to further make sense of their contemporary parallels, wherein superhero stories and theology are not strictly separate phenomena but have shared origins and concerns.
Video Game Storytelling
Author: Evan Skolnick
Publisher: Watson-Guptill
ISBN: 0385345836
Category : Games & Activities
Languages : en
Pages : 210
Book Description
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Publisher: Watson-Guptill
ISBN: 0385345836
Category : Games & Activities
Languages : en
Pages : 210
Book Description
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
Welcome to Your Designer Planet!
Author: Richard Leviton
Publisher: iUniverse
ISBN: 0595888402
Category : Body, Mind & Spirit
Languages : en
Pages : 688
Book Description
We now live in the time of the Gaian hierophant. This is the one who reveals and shows us how to relate to the sacred aspects of Gaia, our planet. Who is this hierophant? Each of us, when we join the campaign with Gaia against the desecration of our natural environment. But first we have to discover what the Earth really is. The Earth's thousands of sacred sites hold a secret: they are functional parts of the planet's geomantic body, consciousness nodes in the Earth's subtle body. Each veils a Light temple, each once known widely and remembered in myth, and Welcome to Your Designer Planet! documents 165 different kinds. The Earth is not an accident of the cosmos, but was designed specifically for humans as an extended Mystery temple primed to support and enhance our greater awareness. And the designers intended that humans help maintain it. Want to help the ecosystem and modulate global warming and climate change? Plug yourself into the Earth's Light grid through your nearest sacred site and start helping. Earth Mysteries researcher Richard Leviton presents a working model of the Earth's geomantic reality based on 24 years of research. The world's myths are the doorway into this fantastic domain of the Earth's visionary geography, showing us where to go and what to do and even what kinds of spiritual beings to expect to see. The future of the Earth is in our hands. Here are some pages from its design manual showing us how to fine-tune our wonderful host planet.
Publisher: iUniverse
ISBN: 0595888402
Category : Body, Mind & Spirit
Languages : en
Pages : 688
Book Description
We now live in the time of the Gaian hierophant. This is the one who reveals and shows us how to relate to the sacred aspects of Gaia, our planet. Who is this hierophant? Each of us, when we join the campaign with Gaia against the desecration of our natural environment. But first we have to discover what the Earth really is. The Earth's thousands of sacred sites hold a secret: they are functional parts of the planet's geomantic body, consciousness nodes in the Earth's subtle body. Each veils a Light temple, each once known widely and remembered in myth, and Welcome to Your Designer Planet! documents 165 different kinds. The Earth is not an accident of the cosmos, but was designed specifically for humans as an extended Mystery temple primed to support and enhance our greater awareness. And the designers intended that humans help maintain it. Want to help the ecosystem and modulate global warming and climate change? Plug yourself into the Earth's Light grid through your nearest sacred site and start helping. Earth Mysteries researcher Richard Leviton presents a working model of the Earth's geomantic reality based on 24 years of research. The world's myths are the doorway into this fantastic domain of the Earth's visionary geography, showing us where to go and what to do and even what kinds of spiritual beings to expect to see. The future of the Earth is in our hands. Here are some pages from its design manual showing us how to fine-tune our wonderful host planet.
Tracking Classical Monsters in Popular Culture
Author: Liz Gloyn
Publisher: Bloomsbury Publishing
ISBN: 1350114332
Category : History
Languages : en
Pages : 241
Book Description
What is it about ancient monsters that popular culture still finds so enthralling? Why do the monsters of antiquity continue to stride across the modern world? In this book, the first in-depth study of how post-classical societies use the creatures from ancient myth, Liz Gloyn reveals the trends behind how we have used monsters since the 1950s to the present day, and considers why they have remained such a powerful presence in our shared cultural imagination. She presents a new model for interpreting the extraordinary vitality that classical monsters have shown, and their enormous adaptability in finding places to dwell in popular culture without sacrificing their connection to the ancient world. Her argument takes her readers through a comprehensive tour of monsters on film and television, from the much-loved creations of Ray Harryhausen in Clash of the Titans to the monster of the week in Hercules: The Legendary Journeys, before looking in detail at the afterlives of the Medusa and the Minotaur. She develops a broad theory of the ancient monster and its life after antiquity, investigating its relation to gender, genre and space to offer a bold and novel exploration of what keeps drawing us back to these mythical beasts. From the siren to the centaur, all monster lovers will find something to enjoy in this stimulating and accessible book.
Publisher: Bloomsbury Publishing
ISBN: 1350114332
Category : History
Languages : en
Pages : 241
Book Description
What is it about ancient monsters that popular culture still finds so enthralling? Why do the monsters of antiquity continue to stride across the modern world? In this book, the first in-depth study of how post-classical societies use the creatures from ancient myth, Liz Gloyn reveals the trends behind how we have used monsters since the 1950s to the present day, and considers why they have remained such a powerful presence in our shared cultural imagination. She presents a new model for interpreting the extraordinary vitality that classical monsters have shown, and their enormous adaptability in finding places to dwell in popular culture without sacrificing their connection to the ancient world. Her argument takes her readers through a comprehensive tour of monsters on film and television, from the much-loved creations of Ray Harryhausen in Clash of the Titans to the monster of the week in Hercules: The Legendary Journeys, before looking in detail at the afterlives of the Medusa and the Minotaur. She develops a broad theory of the ancient monster and its life after antiquity, investigating its relation to gender, genre and space to offer a bold and novel exploration of what keeps drawing us back to these mythical beasts. From the siren to the centaur, all monster lovers will find something to enjoy in this stimulating and accessible book.
Robert Kirkman
Author: Terrence R. Wandtke
Publisher: Univ. Press of Mississippi
ISBN: 1496834836
Category : Biography & Autobiography
Languages : en
Pages : 235
Book Description
Robert Kirkman (b. 1978) is probably best known as the creator of The Walking Dead. The comic book and its television adaptation have reinvented the zombie horror story, transforming it from cult curiosity and parody to mainstream popularity and critical acclaim. In some ways, this would be enough to justify this career-spanning collection of interviews. Yet Kirkman represents much more than this single comic book title. Kirkman’s story is a fanboy’s dream that begins with him financing his irreverent, independent comic book Battle Pope with credit cards. After writing major titles with Marvel comics (Spider-Man, Captain America, and X-Men), Kirkman rejected companies like DC and Marvel and publicly advocated for creator ownership as the future of the comics industry. As a partner at Image, Kirkman wrote not only The Walking Dead but also Invincible, a radical reinvention of the superhero genre. Robert Kirkman: Conversations gives insight to his journey and explores technique, creativity, collaboration, and the business of comics as a multimedia phenomenon. For instance, while continuing to write genre-based comics in titles like Outcast and Oblivion Song, Kirkman explains his writerly bias for complex characters over traditional plot development. As a fan-turned-creator, Kirkman reveals a creator’s complex relationship with fans in a comic-con era that breaks down the consumer/producer dichotomy. And after rejecting company-ownership practices, Kirkman articulates a vision of the creator-ownership model and his goal of organic creativity at Skybound, his multimedia company. While Stan Lee was the most prominent comic book everyman of the previous era of comics production, Kirkman is the most prominent comic book everyman of this dynamic, evolving new era.
Publisher: Univ. Press of Mississippi
ISBN: 1496834836
Category : Biography & Autobiography
Languages : en
Pages : 235
Book Description
Robert Kirkman (b. 1978) is probably best known as the creator of The Walking Dead. The comic book and its television adaptation have reinvented the zombie horror story, transforming it from cult curiosity and parody to mainstream popularity and critical acclaim. In some ways, this would be enough to justify this career-spanning collection of interviews. Yet Kirkman represents much more than this single comic book title. Kirkman’s story is a fanboy’s dream that begins with him financing his irreverent, independent comic book Battle Pope with credit cards. After writing major titles with Marvel comics (Spider-Man, Captain America, and X-Men), Kirkman rejected companies like DC and Marvel and publicly advocated for creator ownership as the future of the comics industry. As a partner at Image, Kirkman wrote not only The Walking Dead but also Invincible, a radical reinvention of the superhero genre. Robert Kirkman: Conversations gives insight to his journey and explores technique, creativity, collaboration, and the business of comics as a multimedia phenomenon. For instance, while continuing to write genre-based comics in titles like Outcast and Oblivion Song, Kirkman explains his writerly bias for complex characters over traditional plot development. As a fan-turned-creator, Kirkman reveals a creator’s complex relationship with fans in a comic-con era that breaks down the consumer/producer dichotomy. And after rejecting company-ownership practices, Kirkman articulates a vision of the creator-ownership model and his goal of organic creativity at Skybound, his multimedia company. While Stan Lee was the most prominent comic book everyman of the previous era of comics production, Kirkman is the most prominent comic book everyman of this dynamic, evolving new era.