Download Free Normalizing Mental Illness And Neurodiversity In Entertainment Media Book in PDF and EPUB Free Download. You can read online Normalizing Mental Illness And Neurodiversity In Entertainment Media and write the review.

This volume examines the shift toward positive and more accurate portrayals of mental illness in entertainment media, asking where these succeed and considering where more needs to be done. With studies that identify and analyze the characters, viewpoints, and experiences of mental illness across film and television, it considers the messages conveyed about mental illness and reflects on how the different texts reflect, reinforce, or challenge sociocultural notions regarding mental illness. Presenting chapters that explore a range of texts from film and television, covering a variety of mental health conditions, including autism, post-traumatic stress disorder (PTSD), depression, and more, this book will appeal to scholars of sociology, cultural and media studies, and mental health.
The popular, critically acclaimed text on psychopathology in movies – now including the latest movies and more Explores films according to the diagnostic criteria of DSM-5 and ICD-11 Provides psychological ratings of nearly 1,500 films Includes downloadable teaching materials Films can be a powerful aid to learning about mental illness and psychopathology – for practitioners and students in fields as diverse as psychology, psychiatry, social work, medicine, nursing, counseling, literature, or media studies, and for anyone interested in mental health. Watching films relevant to mental health can actually help you become a more productive therapist and a more astute diagnostician. Movies and Mental Illness, written by an eminent clinical psychologist (who is also a movie aficionado), has established a reputation as a uniquely enjoyable and highly memorable text for learning about psychopathology. This new edition has been completely revised to explore current issues, such as children's screentime and celebrities with mental illness, and to include the numerous films that have been released since the last edition. The core clinical chapters raise provocative questions about differential diagnosis (according to the DSM-5 and ICD-11) for the primary characters portrayed in the films. Included are also a full index of films; sample course syllabus; ratings of close to 1,500 films; fascinating appendices, such as "Top 50 Heroes and Villains," psychotherapists in movies, and misconceptions about mental illness in movies. Accompanying the new edition are downloadable resources for teachers that include critical questions and topics for discussion, as well as fabricated case histories based on movie characters with Mini-Mental State Examinations that help explain, teach, and encourage discussion about important mental health disorders. In addition, the author plans a regular series of online "Spotlights" articles that will critically examine the psychological content of new movies as they are released.
Essays on the post-modern reception and interpretation of the Middle Ages. Though Studies in Medievalism has hosted many essays on gender, this is the first volume devoted specifically to that theme. The first part features four short essays that directly address manifestations of sexism in postmedieval responses to the Middle Ages: gender substitutions in a Grail Quest episode of the 2023 television series Mrs. Davis, repurposed misogyny in the last two episodes of Game of Thrones (2011-19), traditional gender stereotypes in Capital One's credit card commercials from 2000 to 2013, and "shaggy" medievalism in Robert Eggers' 2022 film The Northman. The second part contains ten longer essays, which collectively continue to demonstrate the ubiquity of gender issues and the extraordinary flexibility of approaches to them. The authors discuss the misogynistic sexualization of Grendel's mother in Parke Godwin's 1995 fantasy novel The Tower of Beowulf, in Graham Baker's 1999 film Beowulf, in three episodes from the television series Xena: Warrior Princess, and in Robert Zemeckis's 2007 film Beowulf; gender substitution in David Lowery's 2021 film The Green Knight and in Kinoku Nasu's and Takashi Takeuchi's anime series Fate (2004-); female authorship of three early-nineteenth-century plays about court ladies' medieval empowerment; extraordinary violence in medievalist video games; nationalism in fake nineteenth-century medievalist documents and in contemporary online fora; racial discrimination in video gaming and in Jim Crow literature; and the condemnation of racism in Maria Dahvana Headley's 2018 novel The Mere Wife.
This book is a unique study of the historical, theoretical, and cultural interpretations of ‘madness’ including interviews with those who have experiences of ‘madness’. It takes a transdisciplinary approach, employing historical, psychological, and sociological perspectives through an intersectional lens. This work explains how the prioritization of thinking over feeling in Western thought means the transrational imagination has frequently been negated in tackling mental health with detrimental results. This book, therefore, examines creative media, especially film, as a transrational form of human expression for healing and wellbeing, along with television, theatre, social media, music, and computer games. ‘Madness’ with regards to gender, sexuality, adolescence, and class in media and film is interrogated, as well as ‘madness’ and race through a focus on colonialism, post-colonialism, and psychiatry. It analyses group psychosis, including celebrity culture, and the ‘madness’ of leaders and gurus. This book challenges the lasting influence of the Age of Reason by furthering our understanding of the value of transrationality and the diverse ways of being human.
This anthology examines how immigrants and their US-born children use media to negotiate their American identity and how audiences engage with mediated narratives about the immigrant experience (cultural adjustments, language use, and the like). Where this work diverges from other collections and monographs is the area is its intentional focus on how both first- and second-generation Americans’ complex identities and hybrid cultures interact with mediated narratives in general, alongside the extent to which these narratives reflect their experience. In a three-part structure, the collection examines representations, “zooms in” to explore the reception of these narratives through autoethnographic essays, and concludes in a section of analysis and critique of specific media.
Representation of Disability in Children’s Video Games looks at how children’s engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children’s video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children’s games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.
Audience Interactions in Contemporary Celebrity Culture: Approaches from across Disciplines explores current understandings of celebrity-audience relationships in the context of digitalization and the ongoing celebritization of all aspects of culture and society. Focusing on the themes of celebrity and health, celebrity and identity, and celebrity and scandal, this volume presents chapters authored by experts from across the globe that deal with celebrity-audience relationships in different historical, cultural, and social settings, tackling the topics from social-psychological, critical/cultural, and persuasive perspectives. In doing so, this book highlights the broadening of disciplinary, paradigmatic, theoretical, and methodological approaches to celebrity studies research. By bringing these different approaches together in one book and drawing overall conclusions across chapters, the editors and contributors of this volume promote and facilitate cross-fertilization in ongoing efforts to grasp the fascinating complexity of celebrity-audiences relationships. Scholars of media, pop culture, and celebrity studies will find this collection particularly useful.
Madness and Distress in Music Education offers an in-depth exploration of mental health and emotional distress in the context of music education, offering new ways of thinking about these experiences and constructing ways to support distress through affirming pedagogy, practices, and policies in music education. Centering the lived experiences of 15 people in a range of roles across music education who self-identify an issue with their mental health, the volume addresses impacts on both students and educators. The author draws on Mad Studies and disability studies to present new paradigms for thinking about Madness and distress in the music context. An essential resource for music educators, music education researchers, and preservice students seeking to understand the complexities of mental health in the music classroom, this book considers how people conceptualize their mental health, how distress impacts participation in music education, how music education may support or exacerbate distress, and what supports for distress can be implemented in music education.
Caste, Communication and Power explores communication and the constitution of caste in Indian society. Intimately connected, both communication and caste are determined by historical developments. The book looks at communication as a lens to study caste and power relations, with its immense potential to shape perception and affect ground reality. It also studies the evolution of the conceptual and theoretical foundations of caste and power relations, and maps their emergence from communicative resources and practices. These communication practices are inevitably linked to the social structure, with their reliance on symbolic forms of self-expression, often revealing the underlying ideological attitudes. The book studies this interface of culture and media, evaluating the caste question and the associated power relations in terms of modes of communication practised in the society.
When the first Fast & Furious film was released in June 2001, few predicted that it would be a box office hit, let alone the launchpad for a multi-billion-dollar franchise. A mid-budget crime movie set around L.A.'s underground car-racing scene, featuring a cast of relative unknowns, the film became one of the surprise hits of that summer, earning more than 5 times its budget in worldwide ticket sales. 2 decades and 9 films later, Fast & Furious today ranks among the 10 highest-grossing movie franchises of all time, with a box office total of $6.6 billion and has also given rise to an animated TV show and theme park ride. Full-Throttle Franchise is the first book to offer an in-depth analysis of the Fast & Furious, bringing together a range of scholars to explore not only the style and themes of the franchise, but also its broader cultural impact and legacy. The collected essays establish the franchise's importance in cinematic and ideological terms, linking their discussions to wider issues of genre, representation, adaptation, and industry. Topics range from stardom and performance, focusing on key actors Vin Diesel and Dwayne Johnson, to the way in which Fast & Furious intersects with dominant ideas of racial, gender, and sexual identity. Aimed at both scholars and fans, Full-Throttle Franchise seeks to uncover just what has made Fast & Furious so enduringly popular, mapping its outrageous set pieces, ever-expanding universe, and growing cast of global megastars in terms of wider cultural and industrial forces.