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Superhero Rhetoric from Exceptionalism to Globalization: Up, Up and ...Abroad examines superhero narratives through the lens of American rhetoric and globalization. Michael Arthur Soares illustrates how deeply intertwined superhero narratives are with American political culture by analyzing, on the one hand, the rhetoric of American exceptionalism and the representation of American presidents in superhero narratives and, on the other, the prevalence of superhero rhetoric in speeches by American politicians. Turning toward the global mobility of the superhero genre, Soares then offers further insight into the ways in which cultural contexts inform transformations of superheroes and their narratives around the world and how American filmmakers have adjusted their narratives to guarantee their global reach and ability to place films in the global marketplace. Finally, the author considers real-life examples of licensed superhero iconography embodied by individuals around the world who seek to make change in their communities. Ultimately, the chapters examine the journey of superhero rhetoric and how it reaches out to global audiences, across cultural borders and back again.
The Superhero Multiverse focuses on the evolving meanings of the superhero icon in 21st-century film and popular media, with an emphasis on re-adapting, re-imagining, and re-making. With its focus on multimedia and transmedia transformations, The Superhero Multiverse pivots on two important points: firstly, it reflects on the core concerns of the superhero narrative—including the relationship between ‘superhero comics’ and ‘superhero films’, the comics roots of superhero media, matters of canon and hybridity, and issues of recycling and stereotyping in superhero films and media texts. Secondly, it considers how these intersecting textual and cultural preoccupations are intrinsic to the process of remaking and re-adapting superheroes, and brings attention to multiple ways of materializing these iconic figures in our contemporary context.
This groundbreaking study examines Muslim female superheroes within a matrix of Islamic theology, feminism, and contemporary political discourse. Through a close reading of texts including Ms. Marvel, Qahera, and The 99, Sophia Rose Arjana argues that these powerful and iconic characters reflect independence and agency, reflecting the diverse lives of Muslim girls and women in the world today.
Superheroes and Masculinity: Unmasking the Gender Performance of Heroism explores how heteropatriarchal representations of gender are portrayed within superhero comics, film, and television. The contributors examine how hegemonic masculinity has been continually perpetuated and reinforced within the superhero genre and unpack concise critiques of specific superhero representations, the industry, and the fan base at large. However, Superheroes and Masculinity also argues that possibilities of resistance and change are embedded within these problematic portrayals. To this end, several chapters explore alternative portrayals of queerness within superhero representations and read the hegemonic masculinity of various characters against the grain to produce queer possibilities. Ultimately, this collection argues that the quest to unmask how gender operates within superheroes is a crucial one.
Connects the American exceptionalist ethos to the violence in Vietnam and the Middle East.
In 1940, Hans Augusto Rey and Margret Rey built two bikes, packed what they could, and fled wartime Paris. Among the possessions they escaped with was a manuscript that would later become one of the most celebrated books in children’s literature—Curious George. Since his debut in 1941, the mischievous icon has only grown in popularity. After being captured in Africa by the Man in the Yellow Hat and taken to live in the big city’s zoo, Curious George became a symbol of curiosity, adventure, and exploration. In Curious about George: Curious George, Cultural Icons, Colonialism, and US Exceptionalism, author Rae Lynn Schwartz-DuPre argues that the beloved character also performs within a narrative of racism, colonialism, and heroism. Using theories of colonial and rhetorical studies to explain why cultural icons like Curious George are able to avoid criticism, Schwartz-DuPre investigates the ways these characters operate as capacious figures, embodying and circulating the narratives that construct them, and effectively argues that discourses about George provide a rich training ground for children to learn US citizenship and become innocent supporters of colonial American exceptionalism. By drawing on postcolonial theory, children’s criticisms, science and technology studies, and nostalgia, Schwartz-DuPre’s critical reading explains the dismissal of the monkey’s 1941 abduction from Africa and enslavement in the US, described in the first book, by illuminating two powerful roles he currently holds: essential STEM ambassador at a time when science and technology is central to global competitiveness and as a World War II refugee who offers a “deficient” version of the Holocaust while performing model US immigrant. Curious George’s twin heroic roles highlight racist science and an Americanized Holocaust narrative. By situating George as a representation of enslaved Africans and Holocaust refugees, Curious about George illuminates the danger of contemporary zero-sum identity politics, the colonization of marginalized identities, and racist knowledge production. Importantly, it demonstrates the ways in which popular culture can be harnessed both to promote colonial benevolence and to present possibilities for resistance.
In 1921, Paul Amadeus Dienach, a Swiss-Austrian teacher with fragile health, falls into a one-year-long coma. During this time, his consciousness slides into the future and enters the body of another man in 3906 A.D. When Dienach awakens from his coma, he finds himself back in 1922. Knowing that he doesn't have much time left, he writes a diary, recording whatever he could remember from his amazing experience: the mankind's history in the forthcoming centuries, from the nightmare of overpopulation and World Wars up until the world-changing globalisation, the radical new administration system, the colony on Mars and the next human evolutionary stage. Without any close friends and relatives to entrust, he doesn't say a word to anyone out of fear of being branded a lunatic. Before he dies, he hands his diary to his favourite student, George Papachatzis, later prominent Professor of Law and Rector of Panteion University of Greece.The diary circulates as hidden knowledge amongst high ranking masons in the lodges of Athens. In 1972, professor Papachatzis, despite an intense dispute, decides to publish Dienach's diary in Greek. Paul Dienach was not an author, poet, or professional writer. Rather, he was an ordinary man who kept a journal, never with the expectation that it would be published. This unique and controversial book, a universal legacy, is now carefully edited, translated and available to everyone. This is the history of our future! We deliver it to you."
Race and Hegemonic Struggle in the United States: Pop Culture, Politics, and Protest is a collection of essays that draws on concepts developed by Antonio Gramsci to examine the imagining of race in popular culture productions, political discourses, and resistance rhetoric. The chapters in this volume call for renewed attention to Gramscian political thought to examine, understand, interpret and explain the persistent contradictions, ambivalence, and paradoxes in racial representations and material realities.This book’s contributors rely on Gramsci’s ideas to explore how popular, political, and resistant discourses reproduce or transform our understandings of race and racism, social inequalities, and power relationships in the twentieth and early twenty-first centuries. Together the chapters confront forms of collective and cultural amnesia about race and racism suggested in the phrases “postrace,” “postracial,” and “postracism," while exposing the historical, institutional, social, and political forces and constraints that make antiracism, atonement, and egalitarian change so difficult to achieve.
The Cold War began almost immediately after the end of World War II and the defeat of the Nazis in Europe. As images of the Nazis’ atrocities became part of American culture’s common store, the evil of their old enemy, beyond the Nazis as a wartime opponent, became increasingly important. As America tried to describe the danger represented by the spread of Communism, it fell back on descriptions of Nazism to make the threat plain through comparison. At the heart of the tensions of that era lay the inconsistency of using one kind of evil to describe another. The book addresses this tension in regards to McCarthyism, campaigns to educate the public about Communism, attempts to raise support for wars in Asia, and the rhetoric of civil rights. Each of these political arenas is examined through their use of Nazi analogies in popular, political, and literary culture. The Nazi Card is an invaluable look at the way comparisons to Nazis are used in American culture, the history of those comparisons, and the repercussions of establishing a political definition of evil.
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.