Download Free Germanic Myths In The Audiovisual Culture Book in PDF and EPUB Free Download. You can read online Germanic Myths In The Audiovisual Culture and write the review.

Germanic mythology is currently experiencing a significant boom in audiovisual media, especially among younger audiences. Heroes such as Thor, Odin and Siegfried populate television and comic series, films, and video games. When and why did this interest in Germanic mythology emerge in the media? Starting from the interpretation of the myths used by Richard Wagner in 'The Ring of the Nibelung' at the end of the 19th century, the contributions in this volume examine the reception of Germanic myths in audiovisual media in the course of the 20th and 21st century.
Germanic mythology is currently experiencing a significant boom in audiovisual media, especially among younger audiences. Heroes such as Thor, Odin and Siegfried populate television and comic series, films, and video games. When and why did this interest in Germanic mythology emerge in the media? Starting from the interpretation of the myths used by Richard Wagner in 'The Ring of the Nibelung' at the end of the 19th century, the contributions in this volume examine the reception of Germanic myths in audiovisual media in the course of the 20th and 21st century.
Zu Beginn des 20. Jahrhunderts machte zeitgleich mit dem Expressionismus eine neue Kunstform ihre ersten Schritte, die Bild, Sprache und Musik in sich vereinte: der Kinofilm. In Deutschland hatte die expressionistische Ästhetik einen enormen Einfluss auf dieses neue Medium, der sich in Filmen wie Das Cabinet des Dr. Caligari (1920), Der Golem (1920), Nosferatu (1922) oder Metropolis (1927) zeigt und bis heute seine Spuren hinterlassen hat. Dieser Band analysiert, wie Themen, Motive, Mythen und Ästhetik des expressionistischen Kinos der 1920er Jahre in den audiovisuellen Medien bis ins 21. Jahrhundert fortwirken und welchen Einfluss sie auf Myth Criticism oder auf populäre Gattungen wie Fantasy, Horror oder Science Fiction nach wie vor ausüben.
For a long time now, women have struggled for the vindication of their rights and for their visibility. This struggle may seem a story of success, maybe not complete or equal for all women, but at least one which slowly but surely carries with it the promise of equality for all women. However, a closer look reveals that in various fields of culture the representation of women frequently undergoes a manipulation which makes the image of women lose the intention initially attempted. This is often the case with adaptations of literary texts to the screen, when the initial literary message is changed because of, for example, marketing demands or some ideological stance. Rarely do we find the opposite case where the indifferent or emasculated original female characters are turned into guardians and/or apologists of feminine power. The present volume focuses precisely on the way in which the image of women is modified in films and TV series, when compared with the original literary texts.
Our aim is to understand if myth has been directly affected by the digital revolution and to what extent it has retained its original essence or whether it has mutated to new forms. These articles tackle films and television series that devote a considerable part to the impact of transcendence in our lives. They show that myth continues to be a particularly suitable tool for the knowledge of our society and of ourselves.
With complex stories and stunning visuals eliciting intense emotional responses, coupled with opportunities for self-expression and problem solving, video games are a powerful medium to foster empathy, critical thinking, and creativity in players. As these games grow in popularity, ambition, and technological prowess, they become a legitimate art form, shedding old attitudes and misconceptions along the way. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives asks whether videogames have the power to transform a player and his or her beliefs from a sociopolitical perspective. Unlike traditional forms of storytelling, videogames allow users to immerse themselves in new worlds, situations, and politics. This publication surveys the landscape of videogames and analyzes the emergent gaming that shifts the definition and cultural effects of videogames. This book is a valuable resource to game designers and developers, sociologists, students of gaming, and researchers in relevant fields.
How do right-wing extremist organizations throughout the world use the Internet as a tool for communication and recruitment? What is its role in identity-building within radical right-wing groups and how do they use the Internet to set their agenda, build contacts, spread their ideology and encourage mobilization? This important contribution to the field of Internet politics adopts a social movement perspective to address and examine these important questions. Conducting a comparative content analysis of more than 500 extreme right organizational web sites from France, Germany, Italy, Spain, the United Kingdom and the United States, it offers an overview of the Internet communication activities of these groups and systematically maps and analyses the links and structure of the virtual communities of the extreme right. Based on reports from the daily press the book presents a protest event analysis of right wing groups’ mobilisation and action strategies, relating them to their online practices. In doing so it exposes the new challenges and opportunities the Internet presents to the groups themselves and the societies in which they exist.
This trilingual volume examines the extent to which myths are affected by the crises of the 20th and 21st centuries. It brings together four theoretical studies which analyse both the crisis of structure – implying the distortion or disappearance of myth – and the crisis of concepts and terminology that currently threaten the study of mythology. The largest section of the volume focuses on the crises that have affected ancient, medieval and modern literary myths from a global perspective, taking into account psychology, ethics, politics and contemporary meta-literature. The final section examines the crisis experienced by those myths which permeate the material world, investigating historical and fictitious characters, mythologized places, and languages. The volume is a remarkable collection of 30 texts that were selected from 300 proposals by prestigious researchers from over 30 countries during the 3rd International Conference of Myth Criticism held in Madrid in October 2014.
This bilingual work identifies and explains the subversive rewriting of ancient, medieval and modern myths in contemporary novels. The book opens with two theoretical essays on the subject of subversive tendencies and myth reinvention in the contemporary novel. From there, it moves on to the analysis of essential texts. Firstly, classical myths in works by authors such as André Gide, Thomas Pynchon, Julio Cortázar, Italo Calvino or Christa Wolf (for instance, Theseus, Oedipus or Medea) are discussed. Then, myths of biblical origin – such as the Flood or the Golem – are revisited in the work of Giorgio Bassani, Julian Barnes and Cynthia Ozick. A further section is concerned with the place of modern myths (Faust, the ghost, Ophelia…) in the fiction of Günter Grass, Paul Auster, or Clara Janés. The contributors have also delved into the relationship between myth and art – especially in the discourse of contemporary advertising, painting and cinema – and myth’s intercultural dimensions: hybridity in the Latin American novels of Augusto Roa Bastos and Carlos Fuentes, and in the Hindu-themed novels of Bharati Mukherjee. This volume emerges from the careful selection of 37 essays out of over 200 which were put forward by outstanding scholars from 25 different countries for the Madrid International Conference on Myth and Subversion (March 2011). Este volumen bilingüe identifica y explica la práctica subversiva aplicada a los mitos antiguos, medievales y modernos en la novela contemporánea. Abren el libro dos estudios teóricos sobre la tendencia subversiva y la reinvención de mitos en la actualidad. Prosigue el análisis de diversos textos de primera importancia. En primer lugar se revisan los mitos clásicos en autores como André Gide, Thomas Pynchon, Julio Cortázar, Italo Calvino o Christa Wolf (p. ej., Teseo, Edipo, Medea). En segundo lugar, la reescritura de los mitos bíblicos según Giorgio Bassani, Julian Barnes o Cynthia Ozick (p. ej., el diluvio o el Golem). En tercer lugar, mitos modernos en la ficción de Günter Grass, Paul Auster o Clara Janés (p. ej., Fausto, el fantasma, Ofelia). El volumen presta igualmente atención a las relaciones entre mito y arte (su recurrencia en la publicidad, la pintura y el cine contemporáneos) y a la vertiente intercultural de los mitos: el mestizaje en la novela latinoamericana de Augusto Roa Bastos y Carlos Fuentes, o en la de temática hindú de Bharati Mukherjee. La compilación resulta de una exquisita selección de 37 textos entre los más de 200 propuestos para el Congreso Internacional Mito y Subversión (Madrid, marzo de 2011) por investigadores de prestigio procedentes de 25 países.