Author: | ISBN: | 9781611682618 | |
Publisher: | Dartmouth College Press | Publication: | June 12, 2012 |
Imprint: | Dartmouth College Press | Language: | English |
Author: | |
ISBN: | 9781611682618 |
Publisher: | Dartmouth College Press |
Publication: | June 12, 2012 |
Imprint: | Dartmouth College Press |
Language: | English |
How do fiction, film, music, the Internet, and plastic, performative, and fine arts negotiate their shapes, formats, and contents in our contemporary world? More important, how does their interaction shape their techniques of representation, strategies of communication, and forms of reception? In the light of these ongoing interactive (and intermedial) processes, the fields of cultural studies and American studies are challenged to restructure and reorganize themselves. Less interested in the mere fact of traditional art forms meeting new media such as film, video, and digital arts, this collection concentrates on the ways in which the fundamental theoretical constructs of the media have forever changed. This book offers the latest in global intermedial studies, including discussions of digital photography, comics and graphic novels, performance art, techno, hypertext, and video games.
How do fiction, film, music, the Internet, and plastic, performative, and fine arts negotiate their shapes, formats, and contents in our contemporary world? More important, how does their interaction shape their techniques of representation, strategies of communication, and forms of reception? In the light of these ongoing interactive (and intermedial) processes, the fields of cultural studies and American studies are challenged to restructure and reorganize themselves. Less interested in the mere fact of traditional art forms meeting new media such as film, video, and digital arts, this collection concentrates on the ways in which the fundamental theoretical constructs of the media have forever changed. This book offers the latest in global intermedial studies, including discussions of digital photography, comics and graphic novels, performance art, techno, hypertext, and video games.