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This collection of essays examines the structures of power and the ways in which power is exercised and felt in the fantasy world of Game of Thrones. It considers how the expectations of viewers, particularly within the genre of epic fantasy, are subverted across the full 8 seasons of the series. The assembled team of international scholars, representing a variety of disciplines, addresses such topics as the power of speech and magic; the role of nationality and politics; disability, race and gender; and the ways in which each reinforces or subverts power in Westeros and Essos.
This book explores the connections between history and fantasy in George RR Martin's immensely popular book series 'A Song of Ice and Fire' and the international TV sensation HBO TV's Game of Thrones. Acknowledging the final season's foregrounding of the cultural centrality of history, truth and memory in the confrontation between Bran and the Night King, the volume takes full account of the TV show's conclusion in its multiple readings across from medieval history, its institutions and practices, as depicted in the books to the show's own particular medievalism. The topics under discussion include the treatment of the historical phenomena of chivalry, tournaments, dreams, models of education, and the supernatural, and the different ways in which these are mediated in Martin's books and the TV show. The collection also includes a new study of one of Martin's key sources, Maurice Druon's Les Rois Maudits, in-depth explorations of major characters in their medieval contexts, and provocative reflections on the show's controversial handling of gender and power politics. Written by an international team of medieval scholars, historians, literary and cultural experts, bringing their own unique perspectives to the multiple societies, belief-systems and customs of the 'Game of Thrones' universe, Memory and Medievalism in George RR Martin and Game of Thrones offers original and sparky insights into the world-building of books and show.
Using an autoethnographic approach, as well as multiple first-person accounts from disabled writers, artists, and scholars, Jan Doolittle Wilson describes how becoming disabled is to forge a new consciousness and a radically new way of viewing the world. In Becoming Disabled, Wilson examines disability in ways that challenge dominant discourses and systems that shape and reproduce disability stigma and discrimination. It is to create alternative meanings that understand disability as a valuable human variation, that embrace human interdependency, and that recognize the necessity of social supports for individual flourishing and happiness. From her own disability view of the world, Wilson critiques the disabling impact of language, media, medical practices, educational systems, neoliberalism, mothering ideals, and other systemic barriers. And she offers a powerful vision of a society in which all forms of human diversity are included and celebrated and one in which we are better able to care for ourselves and each other.
Game of Thrones, one of the hottest series on television, leaves hundreds of critics divided on how "feminist" the show really is. Certainly the female characters, strong and weak, embody a variety of archetypes--widow queens, warrior women, damsels in distress, career women, priestesses, crones, mothers and maidens. However, the problem is that most of them play a single role without nuance--even the "strong women" have little to do besides strut about as one-note characters. This book analyzes the women and their portrayals one by one, along with their historical inspirations. Accompanying issues in television studies also appear, from the male gaze to depiction of race. How these characters are treated in the series and how they treat themselves becomes central, as many strip for the pleasure of men or are sacrificed as pawns. Some nude scenes or moments of male violence are fetishized and filmed to tantalize, while others show the women's trauma and attempt to identify with the scene's female perspective. The key is whether the characters break out of their traditional roles and become multidimensional.
George R.R. Martin's A Song of Ice and Fire series is a worldwide phenomenon, and the world of Westeros has seen multiple adaptations, from HBO's acclaimed television series to graphic novels, console games and orchestral soundtracks. This collection of new essays investigates what makes this world so popular, and why the novels and television series are being taught in university classrooms as genre-defining works within the American fantasy tradition. This volume represents the first sustained scholarly treatment of George R.R. Martin's groundbreaking work, and includes writing by experts involved in the production of the HBO show. The contributors investigate a number of compelling areas, including the mystery of the shape-shifting wargs, the conflict between religions, the origins of the Dothraki language and the sex lives of knights. The significance of fan cultures and their adaptations is also discussed.
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Every Game of Thrones fan remembers where they were for Ned Stark's untimely demise, can hum the tune of "The Rains of Castamere," and can't wait to find out Daenerys Targaryen's next move. But do you know the real inspiration for the Red Wedding? Or how to book a trip to visit Winterfell? 100 Things Game of Thrones Fans Should Know & Do Before They Die is the ultimate resource for true fans. Whether you've read all of George R.R. Martin's original novels or just recently devoured every season of the hit show, these are the 100 things all Game of Thrones fans need to know and do in their lifetime. Pop culture critic Rowan Kaiser has collected every essential piece of Game of Thrones knowledge and trivia, as well as must-do activities, and ranks them all from 1 to 100, providing an entertaining and easy-to-follow checklist as you progress on your way to fan superstardom!
China’s emergence as a major global power is reshaping the cyber domain. The country has the world’s largest internet-user community, a growing economic footprint and increasingly capable military and intelligence services. Harnessing these assets, it is pursuing a patient, assertive foreign policy that seeks to determine how information and communications technologies are governed and deployed. This policy is likely to have significant normative impact, with potentially adverse implications for a global order that has been shaped by Western liberal democracies. And, even as China goes out into the world, there are signs that new technologies are becoming powerful tools for domestic social control and the suppression of dissent abroad. Western policymakers are struggling to meet this challenge. While there is much potential for good in a self-confident China that is willing to invest in the global commons, there is no guarantee that the country’s growth and modernisation will lead inexorably to democratic political reform. This Adelphi book examines the political, historical and cultural development of China’s cyber power, in light of its evolving internet, intelligence structures, military capabilities and approach to global governance. As China attempts to gain the economic benefits that come with global connectivity while excluding information seen as a threat to stability, the West will be forced to adjust to a world in which its technological edge is fast eroding and can no longer be taken for granted.
A GAME OF THRONES How would you like to read A Game of Thrones with a PhD by your side?Steven Attewell, creator of Race for the Iron Throne (racefortheironthrone.wordpress.com), is one of the most insightful scholars in political theory and history, but instead of devoting his talents to academia, he's delving into George R.R. Martin's A Song of Ice and Fire saga to give the most comprehensive deconstruction - and explanation - yet offered.Each one of Thrones's 73 chapters is broken down in meticulous detail in four key areas. The Political and Historical Analyses explore the political ramifications that each character's decisions entail while digging into the real-world historical incidents that inspired Martin's narrative twists and turns. What If? offers up a tantalizing look at how these political and historical elements could have played out in dozens of alternative scenarios, underscoring the majesty and complexity of Martin's storytelling. And Book vs. Show looks at the key differences - both good and bad - between the story as originally conceived on the printed page and as realized in HBO's Game of Thrones.At nearly 204,000 words, it's almost literally impossible to imagine a more exhaustive or authoritative reading companion for any novel ever before published.Note: there are spoilers for all five published novels in the Song of Ice and Fire series. About the author Steven Attewell is the author of Race for the Iron Throne, a blog that examines the history and politics of the Song of Ice and Fire series and HBO's Game of Thrones. He has a PhD in History from the University of California, Santa Barbara, where he studied the history of public policy and was a political and union activist. In addition to Race for the Iron Throne, Steven is also a co-podcaster on Game of Thrones at the Lawyers, Guns, and Money podcast, writes about public policy at the Realignment Project, and is a co-author of the Tower of the Hand: A Hymn for Spring anthology book.
Award-wining author Guy Gavriel’s sixth novel, hauntingly evocative of medieval Spain, is both a brilliant adventure and a moving story of love, divided loyalties, and what happens to men and women when hardening beliefs begin to remake -- or destroy -- a world. The ruling Asharites have come from the desert sands, worshipping the stars, their warrior blood fierce and pure. But over centuries, seduced by the sensuous pleasures of their new land, that stern piety has eroded. The Asharies empire has splintered into decadent city-states lead by warring petty kinds. King Almalik of Cartada is on the ascendancy, adding city after city to his realm, even though Cartada is threatened by forces both within and without. Almalik is aided by his friend and advisor, the notorious Ammar ibn Khairan -- poet, diplomat, soldier -- until a summer afternoon of savage brutality changes their relationship forever. Meanwhile, in the north, the Jaddite’s most celebrated -- and feared -- military leader, Rodrigo Belmonte, is driven into exile in the wake of events following the death of the king he loved. Rodrigo leads his mercenary company south, to the dangerous lands of Al-Rassan. In the exquisite lakeside city of Ragosa, Rodrigo Belmonte and Ammar ibn Kharian meet and serve -- for a time -- the same master. Sharing the interwoven fate of these two men from different worlds -- and increasingly torn in her feelings -- is Jehane, the beautiful, accomplished court physician, whose own skills play an increasing role as Al-Rassan is swept to the brink of holy war, and beyond.