Despite a career spanning over forty years, filmmaker Alan Rudolph has flown largely under the radar of independent film scholars and enthusiasts, often remembered as Robert Altman’s protégé. Through a reading of his 1985 film Trouble in Mind, Caryl Flinn demonstrates that Rudolph is long overdue for critical re-evaluation.
Exploring Trouble in Mind’s influence on indie filmmaking, Rudolph’s dream-like style, and the external political influences of the Reagan era, Flinn effectively conveys the originality of Rudolph’s work through this multifaceted film. Utilizing archival materials and interviews with Rudolph himself and his collaborators, Flinn argues for this career-defining film’s relevance to American independent cinema and the decade of the 1980s. Amply illustrated with frame enlargements and set photographs, this book uncovers new production stories and reception contexts of a film that Flinn argues deserves a place in the limelight.The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves.
Wells draws on a wide range of examples, from the original King Kongto Nick Park's Chicken Run to Disney cartoonsùsuch as Tarzan, The Jungle Book, and Brother Bearùto reflect on people by looking at the ways in which they respond to animals in cartoons and films.
A CHOICE Outstanding Academic Title, 2019
Mickey Mouse, Betty Boop, Donald Duck, Bugs Bunny, Felix the Cat, and other beloved cartoon characters have entertained media audiences for almost a century, outliving the human stars who were once their contemporaries in studio-era Hollywood. In Animated Personalities, David McGowan asserts that iconic American theatrical short cartoon characters should be legitimately regarded as stars, equal to their live-action counterparts, not only because they have enjoyed long careers, but also because their star personas have been created and marketed in ways also used for cinematic celebrities.
Drawing on detailed archival research, McGowan analyzes how Hollywood studios constructed and manipulated the star personas of the animated characters they owned. He shows how cartoon actors frequently kept pace with their human counterparts, granting “interviews,” allowing “candid” photographs, endorsing products, and generally behaving as actual actors did—for example, Donald Duck served his country during World War II, and Mickey Mouse was even embroiled in scandal. Challenging the notion that studios needed actors with physical bodies and real off-screen lives to create stars, McGowan demonstrates that media texts have successfully articulated an off-screen existence for animated characters. Following cartoon stars from silent movies to contemporary film and television, this groundbreaking book broadens the scope of star studies to include animation, concluding with provocative questions about the nature of stardom in an age of digitally enhanced filmmaking technologies.
The Anime Boom in the United States is a comprehensive and empirically grounded study of the expansion of anime marketing and sales into the United States. Using the example of Japanese animation, it examines the supporting organizational and cultural processes that constitute a transnational system for globalizing and localizing cultural commodities.
Drawing on field research, survey data, and in-depth interviews with Japanese and American professionals in the animation industry, the authors investigate anime’s arrival in the United States beginning in the 1960s, and explores the transnational networks of anime production and marketing as well as the cultural and artistic processes the genre has inspired.
This detailed study of the anime boom in the United States is the starting point for a wider investigation of the globalization of contemporary culture and the way in which global creative industries operate in an age of media digitalization and convergence. It is an indispensable guide for all those interested in understanding the dynamics of power structures in cultural and media globalization.
A formal approach to anime rethinks globalization and transnationality under neoliberalism
Anime has become synonymous with Japanese culture, but its global reach raises a perplexing question—what happens when anime is produced outside of Japan? Who actually makes anime, and how can this help us rethink notions of cultural production? In Anime’s Identity, Stevie Suan examines how anime’s recognizable media-form—no matter where it is produced—reflects the problematics of globalization. The result is an incisive look at not only anime but also the tensions of transnationality.
Far from valorizing the individualistic “originality” so often touted in national creative industries, anime reveals an alternate type of creativity based in repetition and variation. In exploring this alternative creativity and its accompanying aesthetics, Suan examines anime from fresh angles, including considerations of how anime operates like a brand of media, the intricacies of anime production occurring across national borders, inquiries into the selfhood involved in anime’s character acting, and analyses of various anime works that present differing modes of transnationality.
Anime’s Identity deftly merges theories from media studies and performance studies, introducing innovative formal concepts that connect anime to questions of dislocation on a global scale, creating a transformative new lens for analyzing popular media.
Unlocking the technosocial implications of global geek cultures
Why has anime, a “low-tech” medium from last century, suddenly become the cultural “new cool” in the information age? Through the lens of anime and its transnational fandom, Jinying Li explores the meanings and logics of “geekdom” as one of the most significant sociocultural groups of our time. In Anime’s Knowledge Cultures, Li shifts the center of global geography in knowledge culture from the computer boys in Silicon Valley to the anime fandom in East Asia.
Drawing from film studies, animation studies, media theories, fan studies, and area studies, she provides broad cultural and theoretical explanations of anime’s appeal to a new body of tech-savvy knowledge workers and consumers commonly known as geeks, otaku, or zhai. Examining the forms, techniques, and aesthetics of anime, as well as the organization, practices, and sensibilities of its fandom, Anime’s Knowledge Cultures is at once a theorization of anime as a media environment as well as a historical and cultural study of transnational geekdom as a knowledge culture. Li analyzes anime culture beyond the national and subcultural frameworks of Japan or Japanese otaku, instead theorizing anime’s transnational, transmedial network as the epitome of the postindustrial knowledge culture of global geekdom.
By interrogating the connection between the anime boom and global geekdom, Li reshapes how we understand the meanings and significance of anime culture in relation to changing social and technological environments.
A study of Denis Villeneuve’s genre-transcendent film.
In Denis Villeneuve’s Arrival (2016), scientists must decipher the language of and peacefully communicate with aliens who have landed on Earth before the world’s military attacks. In this first book-length study of the film, scholar David Roche argues that it is one of the most important films of this century, and the most brilliant science fiction film since Blade Runner. Roche posits Arrival as a blockbuster with artistic ambitions—an argument supported by the film’s several Academy Award nominations—and looks closely at how the film engages with theoretical questions posed by contemporary film studies and philosophy alike. Each section explores a central aspect of the film: its status as an auteur adaptation; its relation to the science fiction genre; its themes of communication on narrative and meta-narrative levels; its aesthetics of time and space; and the political and ethical questions it raises. Ultimately, Roche declares Arrival a unique, multifaceted experience in the world of hard science fiction films, placing it in context with works like 2001: A Space Odyssey, Close Encounters of the Third Kind, and Contact while also examining how it bridges the gap between genre and art house cinema.
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