On the Fringes of Literature and Digital Media Culture offers a polyphonic account of mutual interpenetrations of literature and new media. Shifting its focus from the personal to the communal and back again, the volume addresses such individual experiences as immersion and emotional reading, offers insights into collective processes of commercialisation and consumption of new media products and explores the experience and mechanisms of interactivity, convergence culture and participatory culture. Crucially, the volume also shows convincingly that, though without doubt global, digital culture and new media have their varied, specifically local facets and manifestations shaped by national contingencies. The interplay of the common subtext and local colour is discussed by the contributors from Eastern Europe and the Western world. Contributors are: Justyna Fruzińska, Dirk de Geest, Maciej Jakubowiak, Michael Joyce, Kinga Kasperek, Barbara Kaszowska-Wandor, Aleksandra Małecka, Piotr Marecki, Łukasz Mirocha, Aleksandra Mochocka, Emilya Ohar, Mariusz Pisarski, Anna Ślósarz, Dawn Stobbart, Jean Webb, Indrė Žakevičienė, Agata Zarzycka.
Global Perspectives on Digital Literature: A Critical Introduction for the Twenty-First Century explores how digital literary forms shape and are shaped by aesthetic and political exchanges happening across languages and nations. The book understands "global" as a mode of comparative thinking and argues for considering various forms of digital literature—the popular, the avant-garde, and the participatory—as realizing and producing global thought in the twenty-first century. Attending to issues of both political and aesthetic representation, the book includes a diverse group of contributors and a wide-ranging corpus of texts, composed in a variety of languages and regions, including East and South Asia, parts of Europe, Latin America, North America, Australia, and Western Africa. The book’s contributors adopt an array of interpretive approaches to make visible new connections and possibilities engendered by cross-cultural encounters. Among other topics, they reflect on the shifting conditions for production and distribution of literature, participatory cultures and technological affordances of Web 2.0, the ever-changing dynamics of global and local forces, and fundamental questions, such as, "What do we mean when we talk about literature today?" and "What is the future of literature?"
The nexus between travel, writing and media in the contemporary world is dense: travel practice is increasingly interwoven with media; representations in old and new media are co-present and converge. Digitisation has had a profound impact on the practice and mediation of travel, but this volume aims to show that travel and its representation have always been enlaced with media. With contributions by experts in literary and cultural studies, journalism studies and informatics, the book takes a multi- and interdisciplinary approach and covers a wide range of media, from the hand-crafted album to social media. It illustrates how current transformations invite us to revisit earlier periods of travel writing and their media environments, and to explore the ways in which contemporary forms of mediation are prefigured by earlier practices and forms. The book addresses readers interested in travel writing, travel studies and cultural studies. Chapters Introduction, 3, 7 and 9 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons [Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND)] 4.0 license. Funded by University of Freiburg.
For over two hundred years, the Gothic has remained fixed in the European and American imaginations, steadily securing its position as a global cultural mode in recent decades. The globalization of Gothic studies has resulted in the proliferation of new critical concepts and a growing academic interest in the genre. Yet, despite its longevity, unprecedented expansion, and accusations of prescriptiveness, the Gothic remains elusive and without a straightforward definition. Gothic Peregrinations: The Unexplored and Re-explored Territories looks at Gothic productions largely marginalized in the studies of the genre, including the European absorption of and response to the Gothic. This collection of essays identifies landmarks and ley lines in the insufficiently probed territories of Gothic scholarship and sets out to explore its unmapped regions. This volume not only examines Gothic peregrinations from a geographical perspective but also investigates how the genre has been at odds with strict demarcation of generic boundaries. Analyzing texts which come from outside the Gothic canon, yet prove to be deeply indebted to it, like bereavement memoirs, stories produced by and about factory girls of Massachusetts, and the Mattel Monster High franchise, this volume illuminates the previously unexplored fields in Gothic studies. The chapters in this volume reveal the truly transnational expansion of the Gothic and the importance of exchange – exchange now seen not only as crucial to the genre’s gestation, or vital to the processes of globalization, but also to legitimizing Gothic studies in the global world.
Whether one describes them as sequential art, graphic narratives or graphic novels, comics have become a vital part of contemporary culture. Their range of expression contains a tremendous variety of forms, genres and modes − from high to low, from serial entertainment for children to complex works of art. This has led to a growing interest in comics as a field of scholarly analysis, as comics studies has established itself as a major branch of criticism. This handbook combines a systematic survey of theories and concepts developed in the field alongside an overview of the most important contexts and themes and a wealth of close readings of seminal works and authors. It will prove to be an indispensable handbook for a large readership, ranging from researchers and instructors to students and anyone else with a general interest in this fascinating medium.
The Routledge Encyclopedia of Translation Studies remains the most authoritative reference work for students and scholars interested in engaging with the phenomenon of translation in all its modes and in relation to a wide range of theoretical and methodological traditions. This new edition provides a considerably expanded and updated revision of what appeared as Part I in the first and second editions. Featuring 132 as opposed to the 75 entries in Part I of the second edition, it offers authoritative, critical overviews of additional topics such as authorship, canonization, conquest, cosmopolitanism, crowdsourced translation, dubbing, fan audiovisual translation, genetic criticism, healthcare interpreting, hybridity, intersectionality, legal interpreting, media interpreting, memory, multimodality, nonprofessional interpreting, note-taking, orientalism, paratexts, thick translation, war and world literature. Each entry ends with a set of annotated references for further reading. Entries no longer appearing in this edition, including historical overviews that previously appeared as Part II, are now available online via the Routledge Translation Studies Portal. Designed to support critical reflection, teaching and research within as well as beyond the field of translation studies, this is an invaluable resource for students and scholars of translation, interpreting, literary theory and social theory, among other disciplines.
Translation is a rapidly developing subject of study, especially in China, Australia, Europe and the USA. This Handbook offers an accessible and authoritative account of the many facets of this buoyant discipline, intended for students, teachers and scholars of translation studies, modern languages, linguistics, social studies and literary studies.
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.
Metagames: Games about Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player’s role is in play, and to raise more profound topics such as those describing experiences of people of oppressed identities. The book is divided into six chapters that deal with the following meta devices: breaking the fourth wall, hypermediation, unreliable narrator, abusive game design, fragmentation, and parody. The book will predominantly interest scholars and students of media studies and game studies as it continues discourses held in the discipline regarding the metareferential character of digital games.
All too often, defining a discipline becomes more an exercise of exclusion than inclusion. Disrupting the Digital Humanities seeks to rethink how we map disciplinary terrain by directly confronting the gatekeeping impulse of many other so-called field-defining collections. What is most beautiful about the work of the Digital Humanities is exactly the fact that it can't be tidily anthologized. In fact, the desire to neatly define the Digital Humanities (to filter the DH-y from the DH) is a way of excluding the radically diverse work that actually constitutes the field. This collection, then, works to push and prod at the edges of the Digital Humanities - to open the Digital Humanities rather than close it down. Ultimately, it's exactly the fringes, the outliers, that make the Digital Humanities both lovely and rigorous. This collection does not constitute yet another reservoir for the new Digital Humanities canon. Rather, our aim is less about assembling content as it is about creating new conversations. Building a truly communal space for the digital humanities requires that we all approach that space with a commitment to: 1) creating open and non-hierarchical dialogues; 2) championing non-traditional work that might not otherwise be recognized through conventional scholarly channels; 3) amplifying marginalized voices; 4) advocating for students and learners; and 5) sharing generously to support the work of our peers. TABLE OF CONTENTS // Cathy N. Davidson, "Preface: Difference is Our Operating System" Dorothy Kim and Jesse Stommel, "Disrupting the Digital Humanities: An Introduction" I. Etymology Adeline Koh, "A Letter to the Humanities: DH Will Not Save You" Audrey Watters, "The Myth and the Millennialism of 'Disruptive Innovation'" Meg Worley, "The Rhetoric of Disruption: What are We Doing Here?" Jesse Stommel, "Public Digital Humanities" II. Identity Jonathan Hsy and Rick Godden, "Universal Design and Its Discontents" Angel Nieves, "DH as 'Disruptive Innovation' for Restorative Social Justice: Virtual Heritage and 3D Reconstructions of South Africa's Township Histories" Annemarie Perez, "Lowriding through the Digital Humanities" III. Jeremiad Mongrel Coalition Against Gringpo, "Gold Star for You," "Mongrel Dream Library" Michelle Moravec, "Exceptionalism in Digital Humanities: Community, Collaboration, and Consensus" Matt Thomas, "The Trouble with ProfHacker" Sean Michael Morris, "Digital Humanities and the Erosion of Inquiry" IV. Labor Moya Bailey, "#transform(ing)DH Writing and Research: An Autoethonography of Digital Humanities and Feminist Ethics" Kathi Inman Berens and Laura Sanders, "DH and Adjuncts: Putting the Human Back into the Humanities" Liana Silva Ford, "Not Seen, Not Heard" Spencer D. C. Keralis, "Disrupting Labor in Digital Humanities; or, The Classroom Is Not Your Crowd" V. Networks Maha Bali, "The Unbearable Whiteness of the Digital" Eunsong Kim, "The Politics of Visibility" Bonnie Stewart, "Academic Influence: The Sea of Change" VI. Play Edmond Y Chang, "Playing as Making" Kat Lecky, "Humanizing the Interface" Robin Wharton, "Bend Until It Breaks: Digital Humanities and Resistance" VII. Structure Chris Friend, "Outsiders, All: Connecting the Pasts and Futures of Digital Humanities and Composition" Lee Skallerup-Bessette, "W(h)ither DH? New Tensions, Directions, and Evolutions in the Digital Humanities" Chris Bourg, "The Library is Never Neutral" Fiona Barnett, "After the Digital Humanities, or, a Postscript" Conclusion Dorothy Kim, "#DecolonizeDH or A Practical Guide to Making DH Less White"