Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols.
This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis.
“Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design
“Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT
“[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats
“Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives
“For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University
“In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center
“Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology
“A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘lyric reading’ to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of ‘game poems.’”—Susana Ruiz, University of California, Santa Cruz
“This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology—to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between.”—Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU
“A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book.”—Chris Bateman, author of Imaginary Games and 21st Century Game Design
“I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames – throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide.”—Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of
“With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as ‘entertainment products’. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames.”—Soraya Murray, author of On Video Games
“Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames.”—Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light
“Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively.”—Gregory Avery-Weir, creator of The Majesty of Colors and Looming
“Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games.”—Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path
“So much has been written about what games are, and yet there’s always a new way of thinking about them. In Jordan Magnuson’s Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson’s book is a fascinating exploration of games as poetry, and the poetry of play.”—Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software
“In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!”—Adam Le Doux, creator of Bitsy
“As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games.”—Antonio César Moreno Cantano, University Complutense of Madrid
“Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to “go make some game poems!” After reading the book, I was keen to do exactly that. I urge you to do the same!”—Alex Mitchell, National University of Singapore
“To many, poetry is a dying – or dead – art form. Few people sit down at night to open their favorite poet’s chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson’s book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style – and brevity – of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful.”—Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University
Garden as Art: Beatrix Farrand at Dumbarton Oaks features essays and photographs of this remarkable landscape as a living and breathing work of art. Published on the occasion of the centennial of the Dumbarton Oaks Gardens in 2021, the book illuminates the stewardship of one of the most beautiful gardens on earth.
Edited by Thaïsa Way, this volume includes essays from scholars and practitioners as well as photographs by landscape photographer Sahar Coston-Hardy. The essays place the garden in the context of its historical surroundings, explore its archival significance, and reflect on its effects on the world of contemporary design. Accompanying the essays is a collection of newly commissioned photographs by Coston-Hardy that document the seasons and growth in the gardens over the course of a year and that invite the reader to contemplate the art of garden design and the remarkable beauty of the natural world. Archival images of the gardens offer a chronicle of evolving design concepts as well as illustrate how gardens change over time as living works of art. Garden as Art offers an inspiring view of a place that has been remarkably influential in design and the art of landscape architecture.
In the late eighteenth century, the British took greater interest than ever before in observing and recording all aspects of the natural world. Travelers and colonists returning from far-flung lands provided dazzling accounts of such exotic creatures as elephants, baboons, and kangaroos. The engraver Thomas Bewick (1753–1828) harnessed this newfound interest by assembling the most comprehensive illustrated guide to nature of his day.
A General History of Quadrupeds, first published in 1790, showcases Bewick’s groundbreaking engraving techniques that allowed text and images to be published on the same page. From anteaters to zebras, armadillos to wolverines, this delightful volume features engravings of over four hundred animals alongside descriptions of their characteristics as scientifically understood at the time. Quadrupeds reaffirms Bewick’s place in history as an incomparable illustrator, one whose influence on natural history and book printing still endures today.
"Patten consistently manages with great deftness to intertwine the personal and the historical, the strands of Cruikshank's life and those of his caricatures, illustrations, and moralities without a sign of jargon or pedantry. . . . This is a monumental life and works."--Ronald Paulson, The Johns Hopkins University
"At last, an authoritative, exhaustively researched biography of one of nineteenth-century England's greatest popular artists! It will rescue him from the biographical obscurity in which he has dwelt and inspire a fresh estimate of his achievement as a rough-and-tumble caricaturist and prolific book illustrator."--Richard D. Altick, Ohio State University
The etchings and wood engravings by George Cruikshank (1792-1878) recorded, commented on, and satirized his times to such an extent that they have been frequently used to represent the age. Cruikshank, a popular artist in the propaganda war against Napoleon, an ardent campaigner for Reform and Temperance, and the foremost illustrator of such classics as Grimms' Fairy Tales, Scott's novels, and Dickens's Oliver Twist, is known for his versatility, imagination, humor, and incisive images. His long life, marked by a ceaseless struggle to win recognition for his art, intersected with many of Britain's important political, social, and cultural leaders.
Robert Patten provides the first documentary biography of Cruikshank. In this first volume of a two-volume work, which covers the artist's Regency caricatures and early book illustrations, Patten demonstrates the ways that Cruikshank was, as his contemporaries frequently declared, the Hogarth of the nineteenth century. Having reviewed over 8,500 unpublished letters and most of Cruikshank's 12,000 or more printed images, Patten gives a thorough and reliable account of the artist's career. He puts Cruikshank's achievement into a variety of larger contexts--publishing history, political and cultural history, the traditions of figurations practiced by Cruikshank's contemporaries, and the literary and social productions of nineteenth-century Britain.
Published to coincide with the Fall 1992 bicentennial celebrations of the artist's birth, this biography provides both the general reader and the specialist with a wealth of new information conveyed in a lively, non-technical prose. Patten's book contributes to current investigation of the rich interactions between high art and low art, texts and pictures, politics and imagination.
One of the highest-paid studio contract directors of his time, George Cukor was nominated five times for an Academy Award as Best Director. In publicity and mystique he was dubbed the “women’s director” for guiding the most sensitive leading ladies to immortal performances, including Greta Garbo, Ingrid Bergman, Judy Garland, and—in ten films, among them The Philadelphia Story and Adam’s Rib—his lifelong friend and collaborator Katharine Hepburn. But behind the “women’s director” label lurked the open secret that set Cukor apart from a generally macho fraternity of directors: he was a homosexual, a rarity among the top echelon. Patrick McGilligan’s biography reveals how Cukor persevered within a system fraught with bigotry while becoming one of Hollywood’s consummate filmmakers.
George Washington: Revolutionary general, Father of His Country, first president, authentic hero, prime mover in establishing a constitutional government, squire of Mount Vernon, itself a national shrine. The sheer ubiquity of his persona makes him an excellent focus for understanding how Americans from the centennial of the nation's birth to the present have rediscovered their colonial origins and have manipulated what they found for a variety of social, economic, and political purposes. The more modern we become, says Karal Ann Marling, the more desperately we cling to our Washingtons, to our old-fashioned heroes, to an imaginary lost paradise chock-full of colonial furniture.
Marling has pursued the figure of Washington from flea markets to World's Fairs in order to understand his significance in American culture and iconography. Of all American heroes, she points out, Washington is the one most closely tied to artifacts, relics, material possessions, style. She describes the Philadelphia Centennial Exposition of 1876, where the federal government exhibited a scene of camp life at Valley Forge, complete with Washington's coat, pants, and other personal objects that lent a strong domestic flavor to the nascent colonial revival. When the restoration of Mount Vernon was begun in the late nineteenth century, it was financed and directed by women, as was much of the historic preservation of the period. Thanks to these efforts, the American home became the scene of successive waves of a revivalism that is still very alive in the 1980s.
In describing Washington's talismanic importance, Marling shows the efforts of twentieth-century politicians to co-opt his incorruptible image. When Harding wanted to convince Americans of his reliability and probity, he campaigned from the Colonial Revival porch of his house on Mount Vernon Avenue in Marion, Ohio. The Washington image was mined for the campaigns that celebrated Calvin Coolidge's Puritan simplicity and Herbert Hoover's engineering talents, said to be related to George Washington's career as a surveyor; more recently, Ronald Reagan at his second inaugural invoked the vision of the humble general praying in the snow at Valley Forge. The neutral and flexible Washington became whatever people wanted him to be—the decorators' darling, the doyen of the D.A.R., the model citizen held up as an example to unruly children and immigrants.
But Marling's book is about more than George Washington and the different ways in which Americans have made use of their past. In her quest for the unhistorical George, Marling has examined the subculture of American life—magazine fiction, historical romances, movies (both silent and talking), and journalism. She traces the descent of high art into such popular forms as posters, plaques, packages, and billboards, all to illuminate how Washington's iconic meaning has influenced styles and tastes on many levels.
Gerhard Richter is one of the most important and influential artists of the post-war era. For decades he has sought innovative ways to make painting more relevant, often through a multifaceted dialogue with photography. Today Richter is most widely recognized for the photo-paintings he made during the 1960s that rely on images culled from mass media and pop culture. Always fascinated with the limits and uncertainties of representation, he has since then produced landscapes, abstractions, glass and mirror constructions, prints, sculptures, and installations.
Though Richter has been known in the United States for quite some time, the highly successful retrospective of his work at the MoMA in 2002 catapulted him to unprecedented fame. Enter noted curator Dietmar Elger, who here presents the first biography of this contemporary artist. Written with full access to Richter and his archives, this fascinating book offers unprecedented insight into his life and work. Elger explores Richter’s childhood in Nazi Germany; his years as a student and mural painter in communist East Germany; his time in the West during the turbulent 1960s and ’70s, when student protests, political strife, and violence tore the Federal Republic of Germany apart; and his rise to international acclaim during the 1980s and beyond.
Richter has always been a difficult personality to parse and the seemingly contradictory strands of his artistic practice have frustrated and sometimes confounded critics. But the extensive interviews on which this book is based disclose a Richter who is far more candid, personal, and vivid than ever before. The result is a book that will be the foundational portrait of this artist for years to come.
Throughout his career, the influential new media theorist Vilém Flusser kept the idea of gesture in mind: that people express their being in the world through a sweeping range of movements. He reconsiders familiar actions—from speaking and painting to smoking and telephoning—in terms of particular movement, opening a surprising new perspective on the ways we share and preserve meaning. A gesture may or may not be linked to specialized apparatus, though its form crucially affects the person who makes it.
These essays, published here as a collection in English for the first time, were written over roughly a half century and reflect both an eclectic array of interests and a durable commitment to phenomenological thought. Defining gesture as “a movement of the body or of a tool attached to the body for which there is no satisfactory causal explanation,” Flusser moves around the topic from diverse points of view, angles, and distances: at times he zooms in on a modest, ordinary movement such as taking a photograph, shaving, or listening to music; at others, he pulls back to look at something as vast and varied as human “making,” embracing everything from the fashioning of simple tools to mass manufacturing. But whatever the gesture, Flusser analyzes it as the expression of a particular form of consciousness, that is, as a particular relationship between the world and the one who gestures.
Masks are an ancient tradition of the Alutiiq people on the southern coast of Alaska. Alutiiq artists carved the masks from wood or bark into images of ancestors, animal spirits, and other mythological forces; these extraordinary creations have been an essential tool for communicating with the spirit world and have played an important role in dances and hunting festivities for centuries. Giinaquq: Like a Face presents thirty-three full-color images of these fantastic and eye-catching masks, which have been preserved for more than a century as part of the Pinart Collection in a small French museum.
These masks, collected in 1871 by a young French scholar of indigenous cultures, are presented for the first time in their complete cultural context, celebrating the rich history of the Alutiiq people and their artistic traditions. In addition to the stunning photographs, Giinaquq—Like a Face includes an informative text in three languages—English, Alutiiq, and French—in order to provide a cross-cultural understanding of the masks’ traditional meaning and use. This captivating and revealing book will be an essential resource for anyone interested in indigenous art and culture.
This probing analysis of three works by Giotto and the patrons who commissioned them goes far beyond the clichés of Giotto as the founding figure of Western painting. It traces the interactions between Franciscan friars and powerful bankers, illuminating the complex interplay between mercantile wealth and the iconography of poverty.
Political strife and religious faction lacerated fourteenth-century Italy. Giotto’s commissions are best understood against the background of this social turmoil. They reflected the demands of his patrons, the requirements of the Franciscan Order, and the restlessly inventive genius of the painter. Julian Gardner examines this important period of Giotto’s path-breaking career through works originally created for Franciscan churches: Stigmatization of Saint Francis from San Francesco at Pisa, now in the Louvre, the Bardi Chapel cycle of the Life of St. Francis in Santa Croce at Florence, and the frescoes of the crossing vault above the tomb of Saint Francis in the Lower Church of San Francesco at Assisi.
These murals were executed during a twenty-year period when internal tensions divided the friars themselves and when the Order was confronted by a radical change of papal policy toward its defining vow of poverty. The Order had amassed great wealth and built ostentatious churches, alienating many Franciscans in the process and incurring the hostility of other Orders. Many elements in Giotto’s frescoes, including references to St. Peter, Florentine politics, and church architecture, were included to satisfy patrons, redefine the figure of Francis, and celebrate the dominant group within the Franciscan brotherhood.
The long-awaited conclusion to Derrida’s seminar on the gift and time.
In 1991, Jacques Derrida published the first half of a seminar delivered from 1978 to 1979 on gifts and time, but the second installment (though expected) was not completed in his lifetime. Given Time II completes the seminar with eight sessions that showcase Derrida’s most advanced work on the problematic of the gift in Heidegger, with deep dives into some of the most difficult texts in the Heideggerian corpus, including “The Origin of the Work of Art,” “The Thing,” and “On Time and Being.”
Beyond Heidegger, Derrida engages Claude Lévi-Strauss, Marcel Mauss, Maurice Blanchot, Jacques Lacan, and others on the act of giving and receiving, the sacrificial gift, and more. Throughout, Derrida identifies a paradox of gift giving: for the gift to be received as a gift, it must not appear as such, since gifts often involve a cycle of debt and repayment. Given Time II is a uniquely Derridean treatment of an important subject in the work of Heidegger and beyond.
Global Storytelling: Journal of Digital and Moving Images, housed at the Academy of Film and published by Michigan Publishing, is an open access, peer-reviewed international and interdisciplinary journal for intellectual debates concerning the politics, economics, culture, media, and technology of the moving image.
Jain draws on interviews with artists, printers, publishers, and consumers as well as analyses of the prints themselves to trace the economies—of art, commerce, religion, and desire—within which calendar images and ideas about them are formulated. For Jain, an analysis of the bazaar, or vernacular commercial arena, is crucial to understanding not only the calendar art that circulates within the bazaar but also India’s postcolonial modernity and the ways that its mass culture has developed in close connection with a religiously inflected nationalism. The bazaar is characterized by the coexistence of seemingly incompatible elements: bourgeois-liberal and neoliberal modernism on the one hand, and vernacular discourses and practices on the other. Jain argues that from the colonial era to the present, capitalist expansion has depended on the maintenance of these multiple coexisting realms: the sacred, the commercial, and the artistic; the official and the vernacular.
In tracing the history of gold through the ages, this beautiful book showcases the multifarious uses to which the precious metal has been put. Drawing on her own long experience investigating the art and science of metallurgy, Susan La Niece guides readers through the rich history of gold. In detailed images and descriptive text, her book shows us gold over the millennia as coinage, jewelry and ornamentation, high-status vessels, and grave goods; as gifts of distinction, and as radiant symbols in rituals of magic and worship.
Following a glimmering trail through distant times and places, Gold takes us to cultures as disparate as the Mughals of India, the Anglo-Saxons of Britain, and the pre-Hispanic civilizations of the New World. It considers the work of alchemists and goldsmiths, the myths and the legends, the fakes and fine art. And, in the end, it offers a fittingly lavish and deeply informed picture of gold in all its practical, figurative, commercial, artistic, and historical facets.
An innovative look at the contribution of montage to twentieth-century architecture
Graphic Assembly unearths the role played by montage and collage in the development of architectural culture over the past century, revealing their unexamined yet crucial significance. Craig Buckley brings together experimental architectural practices based in London, Paris, Vienna, and Florence, showing how breakthroughs in optical media and printing technologies enabled avant-garde architects to reimagine their field.
Graphic Assembly considers a range of architects and movements from the 1950s through the early ’70s, including Theo Crosby, Hans Hollein, and John McHale; the magazine Clip-Kit; and the groups Archigram, Superstudio, and Utopie. It gives a thorough account of how montage concepts informed the design of buildings, prototypes, models, exhibitions, and multimedia environments, accompanied by Buckley’s insightful interpretations of the iconic images, exhibitions, and buildings of the 1960s that mark how the decade is remembered.
Richly illustrated with never-before-published material from more than a dozen archives and private collections, Graphic Assembly offers a comparative overview of the network of experimental architectural practice in Europe. It provides a deep historical account of the cut-and-paste techniques now prevalent with architecture’s digital turn, demonstrating the great importance of montage to architecture past, present, and future.
America’s historic sites, homes, and public buildings are a living record of the diverse ethnicities that, over four centuries, helped to build a growing nation. Since 1891, the National Society of the Colonial Dames of America (NSCDA) has actively promoted our national heritage through historic preservation, restoration, and the interpretation of historic sites throughout the United States. In conjunction with NSCDA, in 2025 The Artist Book Foundation (TABF) will publish Great American Treasures, a comprehensive survey of the architecture, furnishings, and gardens that epitomize the nation’s diverse material culture over more than 400 years.
The publication will feature the NSCDA’s collection of historic places, which span the sixteenth to the twentieth centuries, and will highlight the residences of those who established themselves in America during this time. It will feature an array of buildings that speak to the diversity of traditions, people, and architecture in a growing nation—from English Georgian houses on the eastern seaboard to a French Colonial dwelling in Missouri and mission houses in Hawai’i. This survey will illuminate the stories and material traditions of the wide range of individuals who contributed to the founding of the United States and to the development of America as a dynamic multicultural nation.
Many of the sites tell the stories of familiar historic figures like George and Martha Washington, John Adams, James and Dolley Madison, John Quincy Adams, Benjamin Franklin, and George Mason. Other sites offer the narratives of figures who contributed to America’s artistic heritage, such as John James Audubon and John Smibert, or those who helped to shape the country’s mercantile system, like Frederick Van Cortlandt and James Logan. Some places were designed by well-known architects such as Robert Mills or McKim, Mead & White, while most were the work of unknown or little-known architects, builders, joiners, and slave laborers. The classic architecture of these sites, their exquisite furnishings and lush gardens, and even the headstones in historic cemeteries all provide a window into the rich diversity of men, women, and children—free, indentured, and enslaved—who came together to make America.
In premodern China, elite painters used imagery not to mirror the world around them, but to evoke unfathomable experience. Considering their art alongside the philosophical traditions that inform it, The Great Image Has No Form explores the “nonobject”—a notion exemplified by paintings that do not seek to represent observable surroundings.
François Jullien argues that this nonobjectifying approach stems from the painters’ deeply held belief in a continuum of existence, in which art is not distinct from reality. Contrasting this perspective with the Western notion of art as separate from the world it represents, Jullien investigates the theoretical conditions that allow us to apprehend, isolate, and abstract objects. His comparative method lays bare the assumptions of Chinese and European thought, revitalizing the questions of what painting is, where it comes from, and what it does. Provocative and intellectually vigorous, this sweeping inquiry introduces new ways of thinking about the relationship of art to the ideas in which it is rooted.
From Athens and Arcadia on one side of the Aegean Sea and from Ionia, Lycia, and Karia on the other, this book brings together some of the great monuments of classical antiquity --among them two of the seven wonders of the ancient world, the later temple of Artemis at Ephesos and the Mausoleum at Halikarnassos.
Drawing on the Greek and Lycian architecture and sculpture in the British Museum--a collection second to none in quality, quantity, and geographical and chronological range--this lavishly illustrated volume tells a remarkable story reaching from the archaic temple of Artemis, the Parthenon, and other temples of the Athenian Acropolis to the temple of Apollo at Bassai, the sculptured tombs of Lycia, the Mausoleum, and the temple of Athena Polias at Priene. Ian Jenkins explains each as a work of art and as a historical phenomenon, revealing how the complex personality of these buildings is bound up with the people who funded, designed, built, used, destroyed, discovered, and studied them. With 250 photographs and specially commissioned line drawings, the book comprises a monumental narrative of the art and architecture that gave form, direction, and meaning to much of Western culture.
Ancient Greek inscriptions are crucially important in understanding the cultures of Greece and the Mediterranean in antiquity. They provide glimpses of the behavior of the people of the time, including clues about their mindsets and aspirations. These public records combine word and image in a multitude of ways and are rich in the insights they offer.
The inscriptions examined in this volume come from a range of objects on metal or stone that include laws, decrees, accounts and inventories, honorific texts, dedications to deities, and funerary epitaphs. They give a broad view of interstate relations, historical narratives, and the political administration of various city-states while also providing new perspectives on concepts such as democracy, citizenship, gender, ethnicity, religion, and the supernatural. Peter Liddel emphasizes the physical form of the texts alongside their importance in understanding ancient Greek culture. Accessible and insightful, Greek Inscriptions both highlights the significance and history of these artifacts and examines their reception in the modern world.
Greek Prostitutes in the Ancient Mediterranean, 800 BCE–200 CE challenges the often-romanticized view of the prostitute as an urbane and liberated courtesan by examining the social and economic realities of the sex industry in Greco-Roman culture. Departing from the conventional focus on elite society, these essays consider the Greek prostitute as displaced foreigner, slave, and member of an urban underclass.
The contributors draw on a wide range of material and textual evidence to discuss portrayals of prostitutes on painted vases and in the literary tradition, their roles at symposia (Greek drinking parties), and their place in the everyday life of the polis. Reassessing many assumptions about the people who provided and purchased sexual services, this volume yields a new look at gender, sexuality, urbanism, and economy in the ancient Mediterranean world.
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