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BOOK EXCERPT:
Mind-game films and other complex narratives have been a prominent phenomenon of the cinematic landscape during the period 1990-2010, when films like The Sixth Sense, Memento, Fight Club and Source Code became critical and commercial successes, often acquiring a cult status with audiences. With their multiple story lines, unreliable narrators, ambiguous twist endings, and paradoxical worlds, these films challenge traditional ways of narrative comprehension and in many cases require and reward multiple viewings. But how can me make sense of films that don't always make sense the way we are used to? While most scholarship has treated these complex films as narrative puzzles that audiences solve with their cognitive skills, Making Sense of Mind-Game Films offers a fresh perspective by suggesting that they appeal to the body and the senses in equal measures. Mind-game films tell stories about crises between body, mind and world, and about embodied forms of knowing and subjective ways of being-in-the-world. Through compelling in-depth case studies of popular mind-game films, the book explores how these complex narratives take their (embodied) spectators with them into such crises. The puzzling effect generated by these films stems from a conflict between what we think and what we experience, between what we know and what we feel to be true, and between what we see and what we sense.
Product Details :
Genre |
: Performing Arts |
Author |
: Simin Nina Littschwager |
Publisher |
: Bloomsbury Publishing USA |
Release |
: 2019-06-27 |
File |
: 256 Pages |
ISBN-13 |
: 9781501337062 |
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BOOK EXCERPT:
This book analyzes a cycle of early twenty-first-century mind-game films and TV series in which male protagonists retreat into fantasies, dreams, or hallucinations as a means of coping with grief and guilt following the death of a loved one. Discussing films like Memento, Inception, and Shutter Island alongside the TV series Mr. Robot, among others, Rosalind Sibielski highlights how the construction of alternate realities allows the protagonists to work through bereavement and past trauma. Sibielski also argues that, as part of this process, the protagonists not only find themselves questioning their memories and what they believe to be true about their identities, but they are also forced to reevaluate who they are as men and the way that they define their manhood. Finally, Grief, Madness, and Crises of Masculinity in Mind-Game Films examines these stories of intersecting crises of reality and crises of masculinity within the context of millennial culture wars in the US over the way that manhood is, can be, or should be enacted.
Product Details :
Genre |
: Social Science |
Author |
: Rosalind Sibielski |
Publisher |
: Rowman & Littlefield |
Release |
: 2024-08-22 |
File |
: 201 Pages |
ISBN-13 |
: 9781666936452 |
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BOOK EXCERPT:
This book represents the culmination of Thomas Elsaesser’s intense and passionate thinking about the Hollywood mind-game film from the previous two decades. In order to answer what the mind-game film is, why they exist, and how they function, Elsaesser maps the industrial-institutional challenges and constraints facing Hollywood, and the broader philosophic horizon within which American cinema thrives today. He demonstrates how the ‘Persistence of Hollywood’ continues as it has adapted to include new twists and turns, as well as revisions of past concerns, as film moves through the 21st century. Through examples such as Minority Report, Mulholland Drive, Source Code, and Back to the Future, Elsaesser explores how mind-game films challenge us and play games with our perception of reality, creating skepticism and (self-) doubt. He also highlights the mind-game film's tendency to intervene in a complex fashion in the political moment by questioning the dominant power’s intent to program both body and mind alike. Prescient and compelling, The Mind-Game Film will appeal to students, scholars, and enthusiasts of media studies, film studies, philosophy, and politics.
Product Details :
Genre |
: History |
Author |
: Thomas Elsaesser |
Publisher |
: Routledge |
Release |
: 2021-03-28 |
File |
: 290 Pages |
ISBN-13 |
: 9781135884048 |
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BOOK EXCERPT:
Seminar paper from the year 2014 in the subject Communications - Movies and Television, grade: 1.0, University of Hannover (Englisches Seminar (English Department)), course: Digital Movies, Chaos Cinema, Post-Cinematic Affect: Thinking 21st-Century Motion Pictures, language: English, abstract: This thesis brings into relation Thomas Elsaesser's category of the "mind-game film" and Gilles Deleuze's observations of a new depiction and awareness of time in film. The mind-game film is then read as symptomatic of a social change from a society of "discipline" towards a "society of control" (Michel Foucault). In the course of this analysis, the catalyst role of technical progress and pervasive interconnectedness becomes evident. Traditional tenets of cinema and storytelling are overcome and played with. Time, which used to flow naturally, and therefore unnoticed, has evolved into a crucial, freely modulatable dimension of its own and serves as an additional structural and narrational level on top of the spatial dimensions. This development is propelled by the rise of the digital image and its manifold possibilities of interfering with the flow of time. Likewise, the principle of "focalization" is extended beyond the idea of merely directing our attention, towards the total filtration of the film reality through the (subjective) vision of a (or several) character(s) (Buckland 8). Thriving on these central elements, mind-game films aim to deceive the spectator by determining when, or if, he/she receives certain information which is crucial to the understanding of the story. Just as no focal character can possibly be sure of his/her own perception's reliability or, for that matter, his/her own mental sanity, we cannot trust our perception. What we see is the image of an image, filtered through a succession of two minds, the character's virtual one and our own [...]
Product Details :
Genre |
: Performing Arts |
Author |
: Malte Mindermann |
Publisher |
: GRIN Verlag |
Release |
: 2014-12-08 |
File |
: 24 Pages |
ISBN-13 |
: 9783656855026 |
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BOOK EXCERPT:
Drawing upon the expertise of film scholars from around the world, Puzzle Films investigates a number of films that sport complex storytelling--from Memento, Old Boy, and Run Lola Run, to the Infernal Affairs trilogy and In the Mood for Love. Unites American ‘independent’ cinema, the European and International Art film, and certain modes of avant-garde filmmaking on the basis of their shared storytelling complexity Draws upon the expertise of film scholars from North America, Britain, China, Poland, Holland, Italy, Greece, New Zealand, and Australia
Product Details :
Genre |
: Language Arts & Disciplines |
Author |
: Warren Buckland |
Publisher |
: Wiley-Blackwell |
Release |
: 2009-01-12 |
File |
: 264 Pages |
ISBN-13 |
: UOM:39015078771667 |
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BOOK EXCERPT:
Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Product Details :
Genre |
: Computers |
Author |
: Clive Fencott |
Publisher |
: John Wiley & Sons |
Release |
: 2012-07-10 |
File |
: 261 Pages |
ISBN-13 |
: 9780470597187 |
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BOOK EXCERPT:
Product Details :
Genre |
: Motion pictures |
Author |
: |
Publisher |
: |
Release |
: 1997 |
File |
: 1572 Pages |
ISBN-13 |
: UCSD:31822023995673 |
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BOOK EXCERPT:
Product Details :
Genre |
: Motion pictures |
Author |
: |
Publisher |
: |
Release |
: 2005 |
File |
: 384 Pages |
ISBN-13 |
: STANFORD:36105121687904 |
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BOOK EXCERPT:
Entertainment in the Cyber Zone is the first comprehensive, consumer-oriented guide to multimedia software. Written with a light touch--and packed with fascinating peeks behind-the-scenes--this book explains multimedia, CD-ROM, and virtual reality in a lively and entertaining way.
Product Details :
Genre |
: Computers |
Author |
: Chris McGowan |
Publisher |
: Random House Puzzles & Games |
Release |
: 1995 |
File |
: 420 Pages |
ISBN-13 |
: UCSD:31822020780797 |
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BOOK EXCERPT:
From the moment the golf ball is addressed, the mind takes over. "Often writers on the mental game, while very good at identifying problems, discuss the solutions only in vague terms. Robert Brown's book discusses problems and solutions in a concrete way, and gives golfers advice they can apply to themselves". -- Alastair Cochran, author of In Search of the Perfect Swing
Product Details :
Genre |
: Sports & Recreation |
Author |
: Robert Alexander Brown |
Publisher |
: Lyons and Burford Publishers |
Release |
: 1994 |
File |
: 192 Pages |
ISBN-13 |
: PSU:000023406773 |