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19 books match the query 'Animation'

cover of Animating Film Theory

Animating Film Theory

Karen Beckman, ed.

Duke University Press, 2014

Animating Film Theory provides an enriched understanding of the relationship between two of the most unwieldy and unstable organizing concepts in cinema and media studies: animation and film theory. For the most part, animation has been excluded from the purview of film theory. The contributors to this collection consider the reasons for this marginalization while also bringing attention to key historical contributions across a wide range of animation practices, geographic and linguistic terrains, and historical periods. They delve deep into questions of how animation might best be understood, as well as how it relates to concepts such as the still, the moving image, the frame, animism, and utopia. The contributors take on the kinds of theoretical questions that have remained underexplored because, as Karen Beckman argues, scholars of cinema and media studies have allowed themselves to be constrained by too narrow a sense of what cinema is. This collection reanimates and expands film studies by taking the concept of animation seriously.

Contributors. Karen Beckman, Suzanne Buchan, Scott Bukatman, Alan Cholodenko, Yuriko Furuhata, Alexander R. Galloway, Oliver Gaycken, Bishnupriya Ghosh, Tom Gunning, Andrew R. Johnston, Hervé Joubert-Laurencin, Gertrud Koch, Thomas LaMarre, Christopher P. Lehman, Esther Leslie, John MacKay, Mihaela Mihailova, Marc Steinberg, Tess Takahashi
 
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cover of Animation

Animation

Curtis, Scott

Rutgers University Press, 2019

From the earliest motion pictures and cartoons of the 1900s, to the latest 3D animated feature and CGI blockbuster, animation has always been a part of the cinematic experience. While the boundaries between animation and live-action have often been carefully tended, the ubiquity of contemporary computer imaging certainly blurs those lines, thereby confirming the importance of animation for the history of American cinema. The last installment of the acclaimed Behind the Silver Screen series, Animation explores the variety of technologies and modes of production throughout the history of American animation: the artisanal, solitary labors of early animators such as Winsor McCay, or of independent animators such as Mary Ellen Bute; the industrial assembly lines of Hollywood studio-unit animation; the parsimonious production houses of the post-studio, post-war era; the collaborative approach of boutique animation and special-effect houses. Drawing on archival sources, this volume provides not only an overview of American animation history, but also, by focusing on the relationship between production and style, a unique approach to understanding animation in general. 
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cover of Animation and America

Animation and America

Wells, Paul

Rutgers University Press, 2002

The "cartoon"in the output of the all conquering Disney studio, the anarchic antics of Bugs Bunny and Daffy Duck in Looney Tunes, and the satiric vision of the Simpsons on television is synonymous with the United States, but the genre rarely is taken seriously. Nevertheless, cartoons are important artistic and cultural achievements, and are an essential ingredient in how America is viewed, both by itself and by others.

In Animation and America, Paul Wells looks afresh at this unique art, discussing the distinctiveness of the cartoon form, as well as myriad other types of animation production. Insisting upon the "modernity" of the genre, Wells examines its importance as a barometer of the social conditions in which it is made and which it reflects. This book is not a standard history of animation in America, but rather uses animation as a way of discussing social and political change. Wells concentrates on the ways in which the form continues to grow, experiment, and remain subversiveand, increasingly, gaining acclaim and recognition. Now in the vanguard of visual culture, animation occupies an important position in representing both the outcomes and impacts of new technologies, and it also has laid the foundations for a new understanding of social and artistic practice.
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cover of Anime's Identity: Performativity and Form beyond Japan

Anime's Identity

Performativity and Form beyond Japan

Stevie Suan

University of Minnesota Press, 2021

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.

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cover of Anime's Knowledge Cultures: Geek, Otaku, Zhai

Anime's Knowledge Cultures

Geek, Otaku, Zhai

Jinying Li

University of Minnesota Press, 2024

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.

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cover of Birth of an Industry: Blackface Minstrelsy and the Rise of American Animation

Birth of an Industry

Blackface Minstrelsy and the Rise of American Animation

Nicholas Sammond

Duke University Press, 2015

In Birth of an Industry, Nicholas Sammond describes how popular early American cartoon characters were derived from blackface minstrelsy. He charts the industrialization of animation in the early twentieth century, its representation in the cartoons themselves, and how important blackface minstrels were to that performance, standing in for the frustrations of animation workers. Cherished cartoon characters, such as Mickey Mouse and Felix the Cat, were conceived and developed using blackface minstrelsy's visual and performative conventions: these characters are not like minstrels; they are minstrels. They play out the social, cultural, political, and racial anxieties and desires that link race to the laboring body, just as live minstrel show performers did. Carefully examining how early animation helped to naturalize virulent racial formations, Sammond explores how cartoons used laughter and sentimentality to make those stereotypes seem not only less cruel, but actually pleasurable. Although the visible links between cartoon characters and the minstrel stage faded long ago, Sammond shows how important those links are to thinking about animation then and now, and about how cartoons continue to help to illuminate the central place of race in American cultural and social life.
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cover of Comic Book Movies

Comic Book Movies

Davis, Blair

Rutgers University Press, 2018

Comic Book Movies explores how this genre serves as a source for modern-day myths, sometimes even incorporating ancient mythic figures like Thor and Wonder Woman’s Amazons, while engaging with the questions that haunt a post-9/11 world: How do we define heroism and morality today? How far are we willing to go when fighting terror? How can we resist a dystopian state?

Film scholar Blair Davis also considers how the genre’s visual style is equally important as its weighty themes, and he details how advances in digital effects have allowed filmmakers to incorporate elements of comic book art in innovative ways. As he reveals, comic book movies have inspired just as many innovations to Hollywood’s business model, with film franchises and transmedia storytelling helping to ensure that the genre will continue its reign over popular culture for years to come.  
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cover of From Walt to Woodstock: How Disney Created the Counterculture

From Walt to Woodstock

How Disney Created the Counterculture

By Douglas Brode

University of Texas Press, 2004

With his thumbprint on the most ubiquitous films of childhood, Walt Disney is widely considered to be the most conventional of all major American moviemakers. The adjective "Disneyfied" has become shorthand for a creative work that has abandoned any controversial or substantial content to find commercial success.

But does Disney deserve that reputation? Douglas Brode overturns the idea of Disney as a middlebrow filmmaker by detailing how Disney movies played a key role in transforming children of the Eisenhower era into the radical youth of the Age of Aquarius. Using close readings of Disney projects, Brode shows that Disney's films were frequently ahead of their time thematically. Long before the cultural tumult of the sixties, Disney films preached pacifism, introduced a generation to the notion of feminism, offered the screen's first drug-trip imagery, encouraged young people to become runaways, insisted on the need for integration, advanced the notion of a sexual revolution, created the concept of multiculturalism, called for a return to nature, nourished the cult of the righteous outlaw, justified violent radicalism in defense of individual rights, argued in favor of communal living, and encouraged antiauthoritarian attitudes. Brode argues that Disney, more than any other influence in popular culture, should be considered the primary creator of the sixties counterculture—a reality that couldn't be further from his "conventional" reputation.

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cover of How to Create a Universe

How to Create a Universe

Jakob Ion Wille, Simon Jon Andreasen, and Gunnar Wille

University of Westminster Press, 2025

How to Create a Universe helps you create and understand the universes that you love from books, films, TV series and games. Through ideas, reflections, drawings, conversations, theories and first-hand examples, the book takes the mystery out of universe building and provides new knowledge and methods for understanding and creating content for fictional universes. You can use the methods in the book to develop, conceptualize and devise universes whether you are a game creator, film producer, writer, TV series showrunner, designer, theatre director, artist, researcher, student or educator – or simply enjoy being a curious explorer wishing to understand the creative process of building a fictional universe. The book follows a similar approach to design research by focusing on methods and tools and, not least, interdisciplinary collaboration. Combining approaches from art research and the humanities with media studies and development processes, the book draws on extensive studies of works across different media, including film, TV series, games, computer games, theatre, literature and oral lore. We are inspired by explanations from narrative theory and biological evolution of the human urge to create and delve into fiction and fictive universes. Furthermore, we share the interest in methods, tools and collaboration models that characterizes design thinking.The book’s nine chapters contain insights into the process of universe building from idea to publication; interviews with some of the world’s leading universe thinkers and builders; practical exercises for developing universes across traditional, new and future media formats; and more than 200 drawings and illustrations of models and examples to provide support and inspiration. The authors draw on knowledge and information collected around the world over several years. In the book, you will meet people who have been involved in creating and developing the universes for Squid Game, Fight Club, The Terminal, Minority Report, Your Name, Suzume, Black Mirror, Mr. Turner, Wallace and Gromit, Pandemic Legacy, Dead of Winter, Dark, Lego, El Tigre, Avatar, Spiderman, Halo, Quirky Circuits, End of Night, The Guilty and Enforcement.
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cover of John Lasseter

John Lasseter

Richard Neupert

University of Illinois Press, 2016

Celebrated as Pixar's "Chief Creative Officer," John Lasseter is a revolutionary figure in animation history and one of today's most important filmmakers. Lasseter films from Luxo Jr. to Toy Story and Cars 2 highlighted his gift for creating emotionally engaging characters. At the same time, they helped launch computer animation as a viable commercial medium and serve as blueprints for the genre's still-expanding commercial and artistic development.

Richard Neupert explores Lasseter's signature aesthetic and storytelling strategies and details how he became the architect of Pixar's studio style. Neupert contends that Lasseter's accomplishments emerged from a unique blend of technical skill and artistic vision, as well as a passion for working with collaborators. In addition, Neupert traces the director's career arc from the time Lasseter joined Pixar in 1984. As Neupert shows, Lasseter's ability to keep a foot in both animation and CGI allowed him to thrive in an unconventional corporate culture that valued creative interaction between colleagues. The ideas that emerged built an animation studio that updated and refined classical Hollywood storytelling practices--and changed commercial animation forever.

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cover of Molecular Capture: The Animation of Biology

Molecular Capture

The Animation of Biology

Adam Nocek

University of Minnesota Press, 2021

How computer animation technologies became vital visualization tools in the life sciences

Who would have thought that computer animation technologies developed in the second half of the twentieth century would become essential visualization tools in today’s biosciences? This book is the first to examine this phenomenon. Molecular Capture reveals how popular media consumption and biological knowledge production have converged in molecular animations—computer simulations of molecular and cellular processes that immerse viewers in the temporal unfolding of molecular worlds—to produce new regimes of seeing and knowing.

Situating the development of this technology within an evolving field of historical, epistemological, and political negotiations, Adam Nocek argues that molecular animations not only represent a key transformation in the visual knowledge practices of life scientists but also bring into sharp focus fundamental mutations in power within neoliberal capitalism. In particular, he reveals how the convergence of the visual economies of science and entertainment in molecular animations extends neoliberal modes of governance to the perceptual practices of scientific subjects. Drawing on Alfred North Whitehead’s speculative metaphysics and Michel Foucault’s genealogy of governmentality, Nocek builds a media philosophy well equipped to examine the unique coordination of media cultures in this undertheorized form of scientific media. More specifically, he demonstrates how governmentality operates across visual practices in the biosciences and the popular mediasphere to shape a molecular animation apparatus that unites scientific knowledge and entertainment culture.

Ultimately, Molecular Capture proposes that molecular animation is an achievement of governmental design. It weaves together speculative media philosophy, science and technology studies, and design theory to investigate how scientific knowledge practices are designed through media apparatuses.

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cover of Next Time on Dragon Ball: Playing with a Manga and Anime Franchise

Next Time on Dragon Ball

Playing with a Manga and Anime Franchise

Vincent Haddad

University of Minnesota Press, 2026

How media production and fan play interact to shape the aesthetics of a global anime franchise

Since its debut in 1984, Dragon Ball has become one of the most popular, influential, and lucrative media franchises in the world. In Next Time on Dragon Ball, Vincent Haddad investigates how the franchise has maintained huge global demand despite its formulaic plotlines. Examining its exhaustive repetition of storytelling forms across comics, TV series, games, and merchandise, Haddad argues that the convergence of play, fandom, and narrative made Dragon Ball an unlikely success—and a harbinger of broader shifts in the media landscape of franchises from the 1980s to the present.

Haddad conceives of Dragon Ball as a “franchise toy,” a corporate media property that is constantly remixed by its fans in ways that its owners resist but also ultimately embrace: appropriation is essential to the franchise’s popularity. Over the past forty years, Haddad argues, Dragon Ball’s deployment of familiar tropes, cultural references, and narrative forms—from classical Chinese stories and the films of Bruce Lee and Jackie Chan to American franchises like Superman and Star Wars—has invited unique transcultural play. Through diverse examples of how fans use its characters as “playthings,” Haddad shows how Dragon Ball travels across international networked fandoms, highlighting the queer, gendered, and racialized dimensions of this play.

Parsing the dynamics of “sites of conflict” between authorized media and fan content, Next Time on Dragon Ball illuminates how fan engagement across the Americas changes the parameters of what a manga and anime franchise is and can be.

Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.

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cover of On the Animation of the Inorganic: Art, Architecture, and the Extension of Life

On the Animation of the Inorganic

Art, Architecture, and the Extension of Life

Spyros Papapetros

University of Chicago Press, 2012

Throughout human history, people have imagined inanimate objects to have intelligence, language, and even souls. In our secular societies today, we still willingly believe that nonliving objects have lives of their own as we find ourselves interacting with computers and other equipment. In On the Animation of the Inorganic, Spyros Papapetros examines ideas about simulated movement and inorganic life during and after the turn of the twentieth century—a period of great technical innovation whose effects continue to reverberate today.

Exploring key works of art historians such as Aby Warburg, Wilhelm Worringer, and Alois Riegl, as well as architects and artists like Fernand Léger, Mies van der Rohe, and Salvador Dalí, Papapetros tracks the evolution of the problem of animation from the fin de siècle through the twentieth century. He argues that empathy—the ability to identify with objects of the external world—was repressed by twentieth-century modernist culture, but it returned, projected onto inorganic objects such as machines, automobiles, and crystalline skyscrapers. These modern artifacts, he demonstrates, vibrated with energy, life, and desire of their own and had profound effects on people. Subtle and insightful, this book will change how we view modernist art, architecture, and their histories.

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cover of The Animated Bestiary: Animals, Cartoons, and Culture

The Animated Bestiary

Animals, Cartoons, and Culture

Wells, Paul

Rutgers University Press, 2008

Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto.

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.

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cover of The Colored Cartoon: Black Presentation in American Animated Short Films, 1907-1954

The Colored Cartoon

Black Presentation in American Animated Short Films, 1907-1954

Christopher P. Lehman

University of Massachusetts Press, 2007

From the introduction of animated film in the early 1900s to the 1950s, ethnic humor was a staple of American-made cartoons. Yet as Christopher Lehman shows in this revealing study, the depiction of African Americans in particular became so inextricably linked to the cartoon medium as to influence its evolution through those five decades. He argues that what is in many ways most distinctive about American animation reflects white animators' visual interpretations of African American cultural expression. 

The first American animators drew on popular black representations, many of which were caricatures rooted in the culture of southern slavery. During the 1920s, the advent of the sound-synchronized cartoon inspired animators to blend antebellum-era black stereotypes with the modern black cultural expressions of jazz musicians and Hollywood actors. When the film industry set out to desexualize movies through the imposition of the Hays Code in the early 1930s, it regulated the portrayal of African Americans largely by segregating black characters from others, especially white females. At the same time, animators found new ways to exploit the popularity of African American culture by creating animal characters like Bugs Bunny who exhibited characteristics associated with African Americans without being identifiably black. 

By the 1950s, protests from civil rights activists and the growing popularity of white cartoon characters led animators away from much of the black representation on which they had built the medium. Even so, animated films today continue to portray African American characters and culture, and not necessarily in a favorable light. 

Drawing on a wide range of sources, including interviews with former animators, archived scripts for cartoons, and the films themselves, Lehman illustrates the intimate and unmistakable connection between African Americans and animation.

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cover of The Flesh of Animation: Bodily Sensations in Film and Digital Media

The Flesh of Animation

Bodily Sensations in Film and Digital Media

Sandra Annett

University of Minnesota Press, 2024

How animation can reconnect us with bodily experiences
 

Film and media studies scholarship has often argued that digital cinema and CGI provoke a sense of disembodiment in viewers; they are seen as merely fantastic or unreal. In her in-depth exploration of the phenomenology of animation, Sandra Annett offers a new perspective: that animated films and digital media in fact evoke vivid embodied sensations in viewers and connect them with the lifeworld of experience. 

 

Starting with the emergence of digital technologies in filmmaking in the 1980s, Annett argues that contemporary digital media is indebted to the longer history of animation. She looks at a wide range of animation—from Disney films to anime, electro swing music videos to Vocaloids—to explore how animation, through its material forms and visual styles, can evoke bodily sensations of touch, weight, and orientation in space. Each chapter discusses well-known forms of animation from the United States, France, Japan, South Korea, and China, examining how they provoke different sensations in viewers, such as floating and falling in Howl’s Moving Castle and My Beautiful Girl Mari, and how the body is mediated in films that combine animation and live action, as seen in Who Framed Roger Rabbit and Song of the South. These films set the stage for an exploration of how animation and embodiment manifest in contemporary global media, from CGI and motion capture in Disney’s “live action remakes” to new media installations by artists like Lu Yang.

 

Leveraging an array of case studies through a new approach to film phenomenology, The Flesh of Animation offers an enlightening discussion of why animation provides a sensational experience for viewers not replicable through other media forms.

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cover of The Live-Action Animated Film

The Live-Action Animated Film

Kyle Meikle

Rutgers University Press, 2026

Since cinema’s beginning, live actors and cartoon characters have traded places and invaded each other’s spaces, with real people getting animated and animated character getting real. The Live-Action Animated Film looks at the long history of movies that combine live action with 2D, stop-motion, and 3D animation to hallucinogenic effect. This survey suggests that the experimental and idiosyncratic mixed pics of the twentieth century set the template for the mainstream blockbusters of the twenty-first. Covering everything from Technicolor musicals and creature features to contemporary remakes and reboots, The Live-Action Animated Film brings this significant, boundary-blurring genre into sharper focus. In retrospect, the introduction of cartoons into live action looks as central to film history as the coming of sound or color.
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cover of To Embody the Marvelous: The Making of Illusions in Early Modern Spain

To Embody the Marvelous

The Making of Illusions in Early Modern Spain

Esther Fernández

Vanderbilt University Press, 2021

Winner of the Vern Williamsen Comedia Book Prize, Association for Hispanic Classical Theater, 2023
Winner of the Nancy Staub Award, UNIMA-USA (Union Internationale de la Marionnette), 2023


In its exploration of puppetry and animation as the performative media of choice for mastering the art of illusion, To Embody the Marvelous engages with early modern notions of wonder in religious, artistic, and social contexts.

From jointed, wood-carved figures of Christ, saintly marionettes that performed hagiographical dramas, experimental puppets and automata in Cervantes' Don Quixote, and the mechanical sets around which playwright Calderón de la Barca devised secular magic shows to deconstruct superstitions, these historical and fictional artifacts reenvisioned religious, artistic, and social notions that led early modern society to critically wrestle with enchantment and disenchantment.

The use of animated performance objects in Spanish theatrical contexts during the sixteenth and seventeenth centuries became one of the most effective pedagogical means to engage with civil society. Regardless of social strata, readers and spectators alike were caught up in a paradigm shift wherein belief systems were increasingly governed by reason—even though the discursive primacy of supernatural doxa and Christian wonder remained firmly entrenched. Thanks to their potential for motion, religious and profane puppets, automata, and mechanical stage props deployed a rationalized sense of wonder that illustrates the relationship between faith and reason, reevaluates the boundaries of fiction in art and entertainment cultures, acknowledges the rise of science and technology, and questions normative authority.
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cover of To Embody the Marvelous: The Making of Illusions in Early Modern Spain

To Embody the Marvelous

The Making of Illusions in Early Modern Spain

Esther Fernández

Vanderbilt University Press, 2022

Winner of the Vern Williamsen Comedia Book Prize, Association for Hispanic Classical Theater, 2023
Winner of the Nancy Staub Award, UNIMA-USA (Union Internationale de la Marionnette), 2023


In its exploration of puppetry and animation as the performative media of choice for mastering the art of illusion, To Embody the Marvelous engages with early modern notions of wonder in religious, artistic, and social contexts.

From jointed, wood-carved figures of Christ, saintly marionettes that performed hagiographical dramas, experimental puppets and automata in Cervantes' Don Quixote, and the mechanical sets around which playwright Calderón de la Barca devised secular magic shows to deconstruct superstitions, these historical and fictional artifacts reenvisioned religious, artistic, and social notions that led early modern society to critically wrestle with enchantment and disenchantment.

The use of animated performance objects in Spanish theatrical contexts during the sixteenth and seventeenth centuries became one of the most effective pedagogical means to engage with civil society. Regardless of social strata, readers and spectators alike were caught up in a paradigm shift wherein belief systems were increasingly governed by reason—even though the discursive primacy of supernatural doxa and Christian wonder remained firmly entrenched. Thanks to their potential for motion, religious and profane puppets, automata, and mechanical stage props deployed a rationalized sense of wonder that illustrates the relationship between faith and reason, reevaluates the boundaries of fiction in art and entertainment cultures, acknowledges the rise of science and technology, and questions normative authority.
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