Bültmann & Gerriets
Cyberpunk and Visual Culture
von Graham Murphy, Lars Schmeink
Verlag: Taylor & Francis
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Kopierschutz: Adobe DRM


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ISBN: 978-1-351-66516-2
Erschienen am 24.10.2017
Sprache: Englisch
Umfang: 326 Seiten

Preis: 61,49 €

Klappentext
Biografische Anmerkung
Inhaltsverzeichnis

This book provides critical analysis and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.



Graham J. Murphy is Professor with the School of English and Liberal Studies (Faculty of Business) at Seneca College (Toronto). He co-edited Beyond Cyberpunk: New Critical Perspectives with Sherryl Vint (2010), co-authored Ursula K. Le Guin: A Critical Companion with Susan M. Bernardo (2006), and authored several articles that have appeared in numerous anthologies and peer-review journals. He is an Associate Editor for Journal of the Fantastic in the Arts and sits on the editorial advisory boards of both Science Fiction Studies and Extrapolation.

Lars Schmeink is Professor of Media Studies at the Institut für Kultur- und Medienmanagement, Hochschule für Musik und Theater (Hamburg) and is currently the president of the Gesellschaft für Fantastikforschung (Association for Research in the Fantastic). He is the German section editor for media in the Open Library of the Humanities, the author of Biopunk Dystopias: Genetic Engineering, Society, and Science Fiction (2016), and has published in Science Fiction Studies, Science Fiction Film and Television and Journal for the Fantastic in the Arts.



Scott Bukatman

Foreword: Cyberpunk and its Visual Vicissitudes

Graham J. Murphy and Lars Schmeink

Introduction: The Visuality and Virtuality of Cyberpunk

I: "Image/Text Concatenations"; or, From Literary to Visual Cyberpunk (and back again)

  1. Christian Hviid Mortensen
    Beyond the Heroics of Gonzo-Journalism in Transmetropolitan
  2. Timothy Wilcox
    Embodying Failures of the Imagination: Defending the Posthuman in The Surrogates
  3. Graham J. Murphy
    Cyberpunk Urbanism and Subnatural Bugs in BOOM! Studios' Do Androids Dream of Electric Sheep?
  4. Stina Attebery and Josh Pearson
    "Today's Cyborg is Stylish": The Humanity Cost of Posthuman Fashion in Cyberpunk 2020
  5. Pawel Frelik
    "Silhouettes of Strange Illuminated Mannequins": Cyberpunk's Incarnations of Light
  6. II: "Tactics of Visualization"; or, From Visual to Virtual Cyberpunk (and back again)

  7. Christopher McGunnigle
  8. "My Targeting System is a Little Messed Up": The Cyborg Gaze in the RoboCop Media Franchise

  9. Ryan J. Cox
    Kusanagi's Body: Dualism and the Performance of Identity in Ghost in the Shell and Stand Alone Complex
  10. Mark R. Johnson
    The History of Cyberspace Aesthetics in Video Games
  11. Stephen Joyce
    Playing for Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution
  12. Jenna Ng and Jamie Macdonald
    "We Are Data": The Cyberpunk Imaginary of Data Worlds in Watch Dogs
  13. III: "Emerging World Orders"; or, Cyberpunk as Science Fiction Realism

  14. Evan Torner
  15. 1980s German Cyberpunk Cinema: Kamikaze 1989 and Nuclearvision

  16. Mark Bould
    Afrocyberpunk Cinema: The Postcolony Finds its own Use for Things
  17. Anna McFarlane
    Cyberpunk and "Science Fiction Realism" in Kathryn Bigelow's Strange Days and Zero Dark Thirty
  18. Sherryl Vint
    Cyberwar: The Convergence of Virtual and Material Battlefields in Cyberpunk Cinema
  19. Lars Schmeink
    Afterthoughts: Cyberpunk Engagements with Countervisuality


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