In this Book

Travels in Intermedia[lity]
summary
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.

Table of Contents

  1. Cover
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  1. Title Page, Copyright
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  1. Contents
  2. pp. vii-viii
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  1. Acknowledgments
  2. p. ix
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  1. 1. Travels in Intermedia[lity]: An Introduction
  2. pp. 1-14
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  1. 2. Four Models of Intermediality
  2. pp. 15-36
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  1. 3. Intermediality in Media Philosophy
  2. pp. 37-45
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  1. 4. Realism and the Digital Image
  2. pp. 46-62
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  1. 5. Mother's Little Nightmare: Photographic and Monstrous Genealogies in David Lynch’s The Elephant Man
  2. pp. 63-80
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  1. 6. Laughs: The Misappropriated Jewels, or A Close Shave for the Prima Donna
  2. pp. 81-91
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  1. 7. Words and Images in the Contemporary American Graphic Novel
  2. pp. 92-110
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  1. 8. Music for the Jilted Generation: Techno and | as Intermediality
  2. pp. 111-124
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  1. 9. Geniune Thought is Inter(medial)
  2. pp. 125-136
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  1. 10. Theater and Music: Intermedial Negotiations
  2. pp. 137-151
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  1. 11. The Novel as Hypertext: Mapping Thomas Pynchon’s Against the Day
  2. pp. 152-168
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  1. 12. Delightful Vistas: Revisiting the Hypertext Garden
  2. pp. 169-174
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  1. 13. Playing Research: Methodological Approaches to Game Analysis
  2. pp. 175-191
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  1. 14. The Nonessentialist Essentialist Guide to Games
  2. pp. 192-210
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  1. 15. "Turn Your Radio On": Intermediality in the Computer Game Grand Theft Auto: San Andreas
  2. pp. 211-225
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  1. 16. Television as Network -- Network as Television: Experiments in Content and Community
  2. pp. 226-247
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  1. 17. Social Media and the Future of Political Narrative
  2. pp. 248-263
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  1. Contributors
  2. pp. 265-269
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  1. Index
  2. pp. 271-273
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