Cyberpunk and visual culture:
Within the expansive mediascape of the 1980s and 1990s, cyberpunk's aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today's realities look increasingly like the futures forecast in scienc...
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Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York ; London
Routledge, Taylor & Francis Group
2018
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Within the expansive mediascape of the 1980s and 1990s, cyberpunk's aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today's realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk - from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed 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. "Cover" -- "Title" -- "Copyright" -- "Dedication" -- "Contents" -- "Acknowledgments" -- "Contributor Biographies" -- "Foreword: Cyberpunk and its Visual Vicissitudes" -- "Introduction: The Visuality and Virtuality of Cyberpunk" -- "PART I "Image/Text Concatenations" -- or, From Literary to Visual Cyberpunk (and Back Again)" -- "Part I Introduction" -- "1 Beyond the Heroics of Gonzo-Journalism in Transmetropolitan " -- "2 Embodying Failures of the Imagination: Defending the Posthuman in The Surrogates " -- "3 Cyberpunk Urbanism and Subnatural Bugs in BOOM! Studios' Do Androids Dream of Electric Sheep? " -- "4 "Today's Cyborg is Stylish": The Humanity Cost of Posthuman Fashion in Cyberpunk 2020" -- "5 "Silhouettes of Strange Illuminated Mannequins": Cyberpunk's Incarnations of Light " -- "PART II "Tactics of Visualization" -- or, From Visual to Virtual Cyberpunk (and Back Again) " -- "Part II Introduction" -- "6 "My Targeting System is a Little Messed Up": The Cyborg Gaze in the RoboCop Media Franchise " -- "7 Kusanagi's Body: Dualism and the Performance of Identity in Ghost in the Shell and Stand Alone Complex" -- "8 The History of Cyberspace Aesthetics in Video Games" -- "9 Playing for Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution" -- "10 "We Are Data": The Cyberpunk Imaginary of Data Worlds in Watch Dogs" -- "PART III "Emerging World Orders" -- or, Cyberpunk as Science Fiction Realism" -- "Part III Introduction" -- "11 1980s German Cyberpunk Cinema: Kamikaze 1989 and Nuclearvision" -- "12 Afrocyberpunk Cinema: The Postcolony Finds its Own Use for Things " -- "13 Cyberpunk and "Science Fiction Realism" in Kathryn Bigelow's Strange Days and Zero Dark Thirty " -- "14 Cyberwar: The Convergence of Virtual and Material Battlefields in Cyberpunk Cinema" -- "15 Afterthoughts: Cyberpunk Engagements in Countervisuality |
Beschreibung: | 1 Online-Ressource (xxvi, 300 Seiten) Illustrationen |
ISBN: | 9781315161372 |
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520 | 3 | |a Within the expansive mediascape of the 1980s and 1990s, cyberpunk's aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today's realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk - from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed 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. | |
520 | 3 | |a "Cover" -- "Title" -- "Copyright" -- "Dedication" -- "Contents" -- "Acknowledgments" -- "Contributor Biographies" -- "Foreword: Cyberpunk and its Visual Vicissitudes" -- "Introduction: The Visuality and Virtuality of Cyberpunk" -- "PART I "Image/Text Concatenations" -- or, From Literary to Visual Cyberpunk (and Back Again)" -- "Part I Introduction" -- "1 Beyond the Heroics of Gonzo-Journalism in Transmetropolitan " -- "2 Embodying Failures of the Imagination: Defending the Posthuman in The Surrogates " -- "3 Cyberpunk Urbanism and Subnatural Bugs in BOOM! Studios' Do Androids Dream of Electric Sheep? " -- "4 "Today's Cyborg is Stylish": The Humanity Cost of Posthuman Fashion in Cyberpunk 2020" -- "5 "Silhouettes of Strange Illuminated Mannequins": Cyberpunk's Incarnations of Light " -- "PART II "Tactics of Visualization" -- or, From Visual to Virtual Cyberpunk (and Back Again) " -- "Part II Introduction" -- "6 "My Targeting System is a Little Messed Up": The Cyborg Gaze in the RoboCop Media Franchise " -- "7 Kusanagi's Body: Dualism and the Performance of Identity in Ghost in the Shell and Stand Alone Complex" -- "8 The History of Cyberspace Aesthetics in Video Games" -- "9 Playing for Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution" -- "10 "We Are Data": The Cyberpunk Imaginary of Data Worlds in Watch Dogs" -- "PART III "Emerging World Orders" -- or, Cyberpunk as Science Fiction Realism" -- "Part III Introduction" -- "11 1980s German Cyberpunk Cinema: Kamikaze 1989 and Nuclearvision" -- "12 Afrocyberpunk Cinema: The Postcolony Finds its Own Use for Things " -- "13 Cyberpunk and "Science Fiction Realism" in Kathryn Bigelow's Strange Days and Zero Dark Thirty " -- "14 Cyberwar: The Convergence of Virtual and Material Battlefields in Cyberpunk Cinema" -- "15 Afterthoughts: Cyberpunk Engagements in Countervisuality | |
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776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, Hardcover |t Cyberpunk and visual culture |b First published |d New York : Routledge, Taylor & Francis Group, 2018 |h xxvi, 300 Seiten |z 978-1-138-06290-0 |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Murphy, Graham J. 1970- Schmeink, Lars 1975- |
author2_role | edt edt |
author2_variant | g j m gj gjm l s ls |
author_GND | (DE-588)142203440 (DE-588)136707076 |
author_facet | Murphy, Graham J. 1970- Schmeink, Lars 1975- |
building | Verbundindex |
bvnumber | BV049937948 |
classification_rvk | LC 95000 LB 42000 |
ctrlnum | (DE-599)GBV1002856078 |
dewey-full | 306/.1 306.1 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 306 - Culture and institutions |
dewey-raw | 306/.1 306.1 |
dewey-search | 306/.1 306.1 |
dewey-sort | 3306 11 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie Sozial-/Kulturanthropologie / Empirische Kulturwissenschaft |
format | Electronic eBook |
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indexdate | 2024-12-17T13:06:02Z |
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isbn | 9781315161372 |
language | English |
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spelling | Cyberpunk and visual culture edited by Graham J. Murphy and Lars Schmeink New York ; London Routledge, Taylor & Francis Group 2018 1 Online-Ressource (xxvi, 300 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Within the expansive mediascape of the 1980s and 1990s, cyberpunk's aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today's realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk - from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today's video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed 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. "Cover" -- "Title" -- "Copyright" -- "Dedication" -- "Contents" -- "Acknowledgments" -- "Contributor Biographies" -- "Foreword: Cyberpunk and its Visual Vicissitudes" -- "Introduction: The Visuality and Virtuality of Cyberpunk" -- "PART I "Image/Text Concatenations" -- or, From Literary to Visual Cyberpunk (and Back Again)" -- "Part I Introduction" -- "1 Beyond the Heroics of Gonzo-Journalism in Transmetropolitan " -- "2 Embodying Failures of the Imagination: Defending the Posthuman in The Surrogates " -- "3 Cyberpunk Urbanism and Subnatural Bugs in BOOM! Studios' Do Androids Dream of Electric Sheep? " -- "4 "Today's Cyborg is Stylish": The Humanity Cost of Posthuman Fashion in Cyberpunk 2020" -- "5 "Silhouettes of Strange Illuminated Mannequins": Cyberpunk's Incarnations of Light " -- "PART II "Tactics of Visualization" -- or, From Visual to Virtual Cyberpunk (and Back Again) " -- "Part II Introduction" -- "6 "My Targeting System is a Little Messed Up": The Cyborg Gaze in the RoboCop Media Franchise " -- "7 Kusanagi's Body: Dualism and the Performance of Identity in Ghost in the Shell and Stand Alone Complex" -- "8 The History of Cyberspace Aesthetics in Video Games" -- "9 Playing for Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution" -- "10 "We Are Data": The Cyberpunk Imaginary of Data Worlds in Watch Dogs" -- "PART III "Emerging World Orders" -- or, Cyberpunk as Science Fiction Realism" -- "Part III Introduction" -- "11 1980s German Cyberpunk Cinema: Kamikaze 1989 and Nuclearvision" -- "12 Afrocyberpunk Cinema: The Postcolony Finds its Own Use for Things " -- "13 Cyberpunk and "Science Fiction Realism" in Kathryn Bigelow's Strange Days and Zero Dark Thirty " -- "14 Cyberwar: The Convergence of Virtual and Material Battlefields in Cyberpunk Cinema" -- "15 Afterthoughts: Cyberpunk Engagements in Countervisuality Visuelle Medien (DE-588)4188423-1 gnd rswk-swf Cyberpunk (DE-588)4291327-5 gnd rswk-swf Cyberpunk culture (DE-588)4143413-4 Aufsatzsammlung gnd-content Cyberpunk (DE-588)4291327-5 s Visuelle Medien (DE-588)4188423-1 s DE-604 Murphy, Graham J. 1970- (DE-588)142203440 edt Schmeink, Lars 1975- (DE-588)136707076 edt Erscheint auch als Druck-Ausgabe, Paperback 978-1-138-06291-7 Erscheint auch als Druck-Ausgabe, Hardcover Cyberpunk and visual culture First published New York : Routledge, Taylor & Francis Group, 2018 xxvi, 300 Seiten 978-1-138-06290-0 https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=5113303 Aggregator Volltext |
spellingShingle | Cyberpunk and visual culture Visuelle Medien (DE-588)4188423-1 gnd Cyberpunk (DE-588)4291327-5 gnd |
subject_GND | (DE-588)4188423-1 (DE-588)4291327-5 (DE-588)4143413-4 |
title | Cyberpunk and visual culture |
title_auth | Cyberpunk and visual culture |
title_exact_search | Cyberpunk and visual culture |
title_full | Cyberpunk and visual culture edited by Graham J. Murphy and Lars Schmeink |
title_fullStr | Cyberpunk and visual culture edited by Graham J. Murphy and Lars Schmeink |
title_full_unstemmed | Cyberpunk and visual culture edited by Graham J. Murphy and Lars Schmeink |
title_short | Cyberpunk and visual culture |
title_sort | cyberpunk and visual culture |
topic | Visuelle Medien (DE-588)4188423-1 gnd Cyberpunk (DE-588)4291327-5 gnd |
topic_facet | Visuelle Medien Cyberpunk Aufsatzsammlung |
url | https://ebookcentral.proquest.com/lib/kxp/detail.action?docID=5113303 |
work_keys_str_mv | AT murphygrahamj cyberpunkandvisualculture AT schmeinklars cyberpunkandvisualculture |