Access your Project MUSE content using one of the login options below Close(X)
Browse Results For:
Masculinity and Sexuality in the American War Film
In war films, the portrayal of deep friendships between men is commonplace. Given the sexually anxious nature of the American imagination, such bonds are often interpreted as carrying a homoerotic subtext. In Armed Forces , Robert Eberwein argues that an expanded conception of masculinity and sexuality is necessary in order to understand more fully the intricacy of these intense and emotional human relationships. Drawing on a range of examples from silent films such as What Price Glory and Wings to sound era works like The Deer Hunter, Platoon, Three Kings, and Pearl Harbor , he shows how close readings of war films, particularly in relation to their cultural contexts, demonstrate that depictions of heterosexual love, including those in romantic triangles, actually help to define and clarify the nonsexual nature of male love. The book also explores the problematic aspects of masculinity and sexuality when threatened by wounds, as in The Best Years of Our Lives, and considers the complex and persistent analogy between weapons and the male body, as in Full Metal Jacket and Saving Private Ryan .
Bringing an art historical perspective to the realm of American and European film, Art in the Cinematic Imagination examines the ways in which films have used works of art and artists themselves as cinematic and narrative motifs. From the use of portraits in Vertigo to the cinematic depiction of women artists in Artemisia and Camille Claudel, Susan Felleman incorporates feminist and psychoanalytic criticism to reveal individual and collective perspectives on sex, gender, identity, commerce, and class. Probing more than twenty films from the postwar era through contemporary times, Art in the Cinematic Imagination considers a range of structurally significant art objects, artist characters, and art-world settings to explore how the medium of film can amplify, reinvent, or recontextualize the other visual arts. Fluently speaking across disciplines, Felleman's study brings a broad array of methodologies to bear on questions such as the evolution of the “Hollywood Love Goddess” and the pairing of the feminine with death on screen. A persuasive approach to an engaging body of films, Art in the Cinematic Imagination illuminates a compelling and significant facet of the cinematic experience.
The Politics of Ambivalence in a Brand Culture
Authoring a film adaptation of a literary source not only requires a media conversion but also a transformation as a result of the differing dramatic demands of cinema. The most critical central step in this transformation of a literary source to the screen is the writing of the screenplay. The screenplay usually serves to recruit producers, director, and actors; to attract capital investment; and to give focus to the conception and production of the film project. Often undergoing multiple revisions prior to production, the screenplay represents the crucial decisions of writer and director that will determine how and to what end the film will imitate or depart from its original source. Authorship in Film Adaptation is an accessible, provocative text that opens up new areas of discussion on the central process of adaptation surrounding the screenplay and screenwriter-director collaboration. In contrast to narrow binary comparisons of literary source text and film, the twelve essays in this collection also give attention to the underappreciated role of the screenplay and film pre-production that can signal the primary intention for a film. Divided into four parts, this collection looks first at the role of Hollywood's activist producers and major auteurs such as Hitchcock and Kubrick as they worked with screenwriters to formulate their audio-visual goals. The second part offers case studies of Devil in a Blue Dress and The Sweet Hereafter, for which the directors wrote their own adapted screenplays. Considering the variety of writer-director working relationships that are possible, Part III focuses on adaptations that alter genre, time, and place, and Part IV investigates adaptations that alter stories of romance, sexuality, and ethnicity.
Since the late 1960s, American film and video makers of all genres have been fascinated with themes of self and identity. Though the documentary form is most often used to capture the lives of others, Jim Lane turns his lens on those media makers who document their own lives and identities. He looks at the ways in which autobiographical documentaries—including Roger and Me, Sherman’s March, and Silverlake Life—raise weighty questions about American cultural life. What is the role of women in society? What does it mean to die from AIDS? How do race and class play out in our personal lives? What does it mean to be a member of a family? Examining the history, diversity, and theoretical underpinnings of this increasingly popular documentary form, Lane tracks a fundamental transformation of notions of both autobiography and documentary.
1950s Hollywood and the Rebirth of Low-budget Cinema
The emergence of the double-bill in the 1930s created a divide between A-pictures and B-pictures as theaters typically screened packages featuring one of each. With the former considered more prestigious because of their larger budgets and more popular actors, the lower-budgeted Bs served largely as a support mechanism to A-films of the major studios—most of which also owned the theater chains in which movies were shown. When a 1948 U.S. Supreme Court antitrust ruling severed ownership of theaters from the studios, the B-movie soon became a different entity in the wake of profound changes to the corporate organization and production methods of the major Hollywood studios.
In The Battle for the Bs, Blair Davis analyzes how B-films were produced, distributed, and exhibited in the 1950s and demonstrates the possibilities that existed for low-budget filmmaking at a time when many in Hollywood had abandoned the Bs. Made by newly formed independent companies, 1950s B-movies took advantage of changing demographic patterns to fashion innovative marketing approaches. They established such genre cycles as science fiction and teen-oriented films (think Destination Moon and I Was a Teenage Werewolf) well before the major studios and also contributed to the emergence of the movement now known as underground cinema. Although frequently proving to be multimillion-dollar box-office draws by the end of the decade, the Bs existed in opposition to the cinematic mainstream in the 1950s and created a legacy that was passed on to independent filmmakers in the decades to come.
War and Peace in the Era of Mass Communication
Most people typically think of armed conflict in physical terms, involving guns and bombs, ships and planes, tanks and missiles. But today, because of mass communication, war and the effort to prevent it are increasingly dependent on non-physical factors-the capacity to persuade combatants and citizens to engage in violence or avoid it, and the packaging of the information on which decision making is based. This book explores the many ways that mass communication has revolutionized international relations, whether the aim is to make war effectively or to prevent it. Gary Messinger shows that over the last 150 years a succession of breakthroughs in the realm of media has reshaped the making of war and peace. Along with mass newspapers, magazines, books, motion pictures, radio, television, computer software, and telecommunication satellites comes an array of strategies for exploiting these media to control popular beliefs and emotions. Images of war now arrive in many forms and reach billions of people simultaneously. Political and military leaders must react to crowd impulses that sweep around the globe. Nation-states and nongovernmental groups, including terrorists, use mass communication to spread their portrayals of reality. Drawing on a wide range of media products, from books and articles to films and television programs, as well as his own research in the field of propaganda studies, Messinger offers a fresh and comprehensive overview. He skillfully charts the path that has led us to our current situation and suggests where we might go next.
The Art and Argument of Ally McBeal
During its five-year run from 1997 to 2002, the popular TV show Ally McBeal engaged viewers in debates over what it means to be a woman or a man in the modern workplace; how romance factors into the therapeutic understanding of relationships; what value eccentricity has and how much oddity society should tolerate; and what utility fantasy has in the pragmatic world. In addition to these social concerns, however, Ally McBeal stood out for being well-constructed, narratively complex, and stylistically rich—in short, beautiful TV. Starting from the premise that much of television today is "drop-dead gorgeous" and that TV should be studied for its formal qualities as well as its social impact, Greg M. Smith analyzes Ally McBeal in terms of its aesthetic principles and narrative construction. He explores how Ally's innovative use of music, special effects, fantasy sequences, voiceovers, and flashbacks structures a distinctive fictional universe, while it also opens up new possibilities for televisual expression. Smith also discusses the complex narrative strategies that Ally's creator David E. Kelley used to develop a long-running storyline and shows how these serial narrative practices can help us understand a wide range of prime-time TV serials. By taking seriously the art and argument of Ally McBeal, Beautiful TV conclusively demonstrates that aesthetic and narrative analysis is an indispensable key for unlocking the richness of contemporary television.
Early Video Game History
Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived “primitiveness” when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.