12 results on '"Paratext"'
Search Results
2. Theater, Terror, Tod
- Author
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Carlesso, Giovanna-Beatrice
- Subjects
Postdramatik ,Künstlerdrama ,Theater ,Avantgarde ,Intermedialität ,Paratext ,Literatur ,Kunst ,Postdramatisches Theater ,Christoph Schlingensief ,Terror ,Tod ,Inszenierung ,Kulturgeschichte ,Theaterwissenschaft ,Theatergeschichte ,Kunstgeschichte ,Postdramatic ,Artist Daram ,Theatre ,Avant-garde ,Intermediality ,Literature ,Art ,Postdramatic Theatre ,Death ,Staging ,Cultural History ,Theatre Studies ,History of Theatre ,Art History ,thema EDItEUR::A The Arts::AT Performing arts::ATD Theatre studies ,thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGA History of art - Abstract
Christoph Schlingensiefs autoreferenzielles Theater verhandelt Kunst- und Künstlerdiskurse im Kontext avantgardistischer Theorie und Praxis. In detaillierten Text- und Aufführungsanalysen nimmt Giovanna-Beatrice Carlesso zwei der komplexesten und anspielungsreichsten Inszenierungen des Autor-Regisseurs in den Blick, um ein dichtes Netz aus intermedialen Selbst- und Fremdzitaten im Nexus von Kunst, Terror und Tod zu entwirren. Dabei beleuchtet sie erstmals die longue durée des Künstlerdramas und erforscht dessen Weiterentwicklung durch Schlingensief in Zeiten der Postdramatik.
- Published
- 2024
- Full Text
- View/download PDF
3. Posthumous Editing in the Modern United States
- Author
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Fagan, Allison
- Published
- 2020
- Full Text
- View/download PDF
4. Beginnings and Endings
- Author
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Segal, Eyal
- Published
- 2019
- Full Text
- View/download PDF
5. Worlds Enough: The Invention of Realism in the Victorian Novel
- Author
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Freedgood, Elaine, author and Freedgood, Elaine
- Published
- 2019
- Full Text
- View/download PDF
6. Videogames and Agency
- Author
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Bódi, Bettina
- Subjects
agency ,game design ,game development ,game studies ,paratext ,player action ,videogame ,video games ,thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides ,thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture - Abstract
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
- Published
- 2023
- Full Text
- View/download PDF
7. Formen und Funktionen auktorialer Epitexte im literarischen Feld der Gegenwart
- Author
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Wegmann, Thomas, Döring, Jörg, Manz, Nora, Mayr, Max, and Obererlacher, Anna
- Subjects
General literature studies ,ÖFOS 2012 -- HUMANITIES (6) -- Linguistics and Literature (602) -- Linguistics and Literature (6020) -- General literature studies (602003) ,Applied literature studies ,ÖFOS 2012 -- HUMANITIES (6) -- Linguistics and Literature (602) -- Linguistics and Literature (6020) -- Applied literature studies (602006) ,Medical study and revision guides and reference material ,Thema Subject Codes -- Medicine and Nursing (M) -- Medical study and revision guides and reference material (MR) ,Literary studies: general ,Thema Subject Codes -- Biography, Literature and Literary studies (D) -- Literature: history and criticism (DS) -- Literary studies: general (DSB) ,authorship ,epitext ,contemporary literature ,paratext ,Allgemeine Literaturwissenschaft ,ÖFOS 2012 -- GEISTESWISSENSCHAFTEN (6) -- Sprach- und Literaturwissenschaften (602) -- Sprach- und Literaturwissenschaften (6020) -- Allgemeine Literaturwissenschaft (602003) ,Angewandte Literaturwissenschaft ,ÖFOS 2012 -- GEISTESWISSENSCHAFTEN (6) -- Sprach- und Literaturwissenschaften (602) -- Sprach- und Literaturwissenschaften (6020) -- Angewandte Literaturwissenschaft (602006) ,Medizinstudium: Lehrbücher, Skripten, Prüfungsbücher, Nachschlagewerke ,Thema Klassifizierung -- Medizin (M) -- Medizinstudium: Lehrbücher, Skripten, Prüfungsbücher, Nachschlagewerke (MR) ,Literaturwissenschaft, allgemein ,Thema Klassifizierung -- Biographie, Literatur und Literaturwissenschaft (D) -- Literatur: Geschichte und Kritik (DS) -- Literaturwissenschaft, allgemein (DSB) ,Autorschaft ,Epitext ,Gegenwartsliteratur ,Paratext - Abstract
How have the forms and functions of authorial epitexts expanded and developed in the German-speaking world since the turn of the millennium in a professionalised literary field with changed media conditions and possibilities with regard to the staging and role of authorship and the correlation of author and work? The contributions collected in this volume address this question with a view to the dynamic relationship between work, authorship and paratext, as articulated in epitexts in particular. The aim is to capture the multifaceted potential of epitexts in their heterogeneity, to focus an different questions and to work out their significance for research in literary studies., Wie erweitern und entwickeln sich im deutschsprachigen Raum seit der Jahrtausendwende Formen und Funktionen auktorialer Epitexte in einem professionalisierten literarischen Feld mit veränderten medialen Bedingungen und Möglichkeiten hinsichtlich der Inszenierung und Rolle von Autor*innenschaft sowie der Korrelation von Autor:in und Werk? Dieser Frage widmen sich die im Band versammelten Beiträge mit Blick auf das dynamische Verhältnis zwischen (Gesamt-) Werk, Autor:innenschaft und Paratext, wie es sich insbesondere in Epitexten artikuliert. Ziel ist es, das vielseitige Potenzial von Epitexten in ihrer Heterogenität zu erfassen, auf unterschiedliche Fragestellungen hin zu fokussieren und ihre Bedeutung für literaturwissenschaftliche Forschung herauszuarbeiten.
- Published
- 2024
- Full Text
- View/download PDF
8. Cultivating Extreme Art Cinema: Text, Paratext and Home Video Culture
- Author
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Hobbs, Simon, author and Hobbs, Simon
- Published
- 2018
- Full Text
- View/download PDF
9. The Chapter
- Author
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Dames, Nicholas
- Published
- 2016
- Full Text
- View/download PDF
10. Paratextualizing Games. Investigations on the Paraphernalia and Peripheries of Play.
- Author
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Beil, Benjamin, Beil, Benjamin, Freyermuth, Gundolf S., and Schmidt, Hanns Christian
- Subjects
Media studies ,Popular culture ,Computer Games ,Digital Games ,Digital Media ,Fan Studies ,Let's Plays ,Media ,Media Aesthetics ,Media Studies ,Paratext ,Popular Culture - Abstract
Summary: Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
11. Paratexts in Translation
- Author
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Pleijel, Richard and Podlevskikh Carlström, Malin
- Subjects
Betty Friedan ,Françoise Sagan ,Patrick Modiano ,Bonjour Tristesse ,Catholic Study Bible ,Feminism ,Katolsk Studiebibel ,Paratext ,Post-Soviet Russian Literature ,The Feminine Mystique ,Translation ,bic Book Industry Communication::C Language::CF linguistics::CFP Translation & interpretation - Abstract
As something that surrounds, extends, and presents a text to the world, the phenomenon of paratext is gaining more and more attention within the discipline of Translation Studies. This edited volume, with contributions by five Nordic scholars, aims to build on that attention by presenting five case studies on paratexts in translations into Danish, Norwegian, and Swedish. A special focus lies on the paratextual mechanisms at play when works from different source cultures are translated into a Nordic target context. The translated works under scrutiny belong to genres such as literary novels, non-fiction works, and religious texts, and the paratexts surveyed include footnotes, covers, blurbs, introductions, and literary reviews. The scholars represented in the volume all work in Translation Studies, or at the intersection between Translation Studies and other disciplines.
- Published
- 2022
- Full Text
- View/download PDF
12. Paratextualizing Games
- Author
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Beil, Benjamin, Freyermuth, Gundolf S., and Schmidt, Hanns Christian
- Subjects
Digital Games ,Paratext ,Fan Studies ,Let's Plays ,Media ,Popular Culture ,Computer Games ,Digital Media ,Media Aesthetics ,Media Studies ,bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies ,bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFC Cultural studies::JFCA Popular culture - Abstract
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
- Published
- 2021
- Full Text
- View/download PDF
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