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Shakespeare's and Peele's Titus Andronicus has had a theatrical and a critical revival in the last fifteen years; the critical revival was perhaps prompted by Jonathan Bate's Arden edition of the play and its revision of the traditional critical account that it is an immature work and overly sensationalistic with its emphasis on non-essential violence. Recent debates and approaches have drawn closer attention to the play's classicism; re-defined its genre (for example the revised edition of the New Dramatic Sources will re-classify the play as one of Shakespeare's Roman plays); re-considered the nature of violent spectacle, family relations and kinship, political alliance, race and miscegenation. This study will explore how the revitalized critical responses to early modern and contemporary performance histories has had a significant impact upon the wider reception of this play.
FEATURING: IAN BOGOST - LEIGH ALEXANDER - ZOE QUINN - ANITA SARKEESIAN & KATHERINE CROSS - IAN SHANAHAN - ANNA ANTHROPY - EVAN NARCISSE - HUSSEIN IBRAHIM - CARA ELLISON & BRENDAN KEOGH - DAN GOLDING - DAVID JOHNSTON - WILLIAM KNOBLAUCH - MERRITT KOPAS - OLA WIKANDER The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything. The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time. "If you want to explain to anyone why videogames are worth caring about, this is a single volume primer on where we are, how we got here and where we're going next. In every way, this is the state of play." —Kieron Gillen, author of The Wicked + the Divine, co-founder of Rock Paper Shotgun From the Hardcover edition.
Othello has a long history of provoking profound emotion in its audiences and readers. This 'freeze frame' volume showcases current debates and ideas about the play's provocative effects. Each chapter has been carefully selected for its originality and relevance to the needs of students, teachers, and researchers. Key issues and themes include: - Gender, Love, and Desire - Race, Ethnicity, and Difference - Social Relations, Status, and Ambition - Tragedy, Comedy, and Parody - Language, Expression, and Characterization All the essays offer new perspectives and combine to give readers an up-to-date understanding of what's exciting and challenging about Othello. The approach based on an individual play, unlike that of topic-based series, reflects how Shakespeare is most commonly studied and taught.
A "freeze frame" volume showcasing the range of current debate and ideas surrounding one of the most familiar of Shakespeare's tragedies. Each chapter has been carefully selected for its originality and relevance to the needs of students, teachers and researchers. Key themes and topics covered include: The Text and its Status History and Topicality Critical Approaches and Close Reading Adaptation and Afterlife All the essays offer new perspectives and combine to give readers an up-to-date understanding of what's exciting and challenging about Macbeth. The approach based on an individual play, unlike that of topic-based series, reflects how Shakespeare is most commonly studied and taught.
The Merchant of Venice is one of Shakespeare's most controversial plays, whose elements resonate even more profoundly in the current climate of rising racism, antisemitism, Islamophobia, anti-immigrant sentiment, queerphobia and right-wing nationalism. This collection of essays offers a 'freeze frame' that showcases a range of current debates and ideas surrounding the play. Each chapter has been carefully selected for its originality and relevance to your needs. Essays offer new perspectives that provide an up-to-date understanding of what's exciting and challenging about the play. Key themes and topics include: · Race and religion · Gender and sexuality · Philosophy · Animal studies · Adaptations and performance history
A State of Play explores how the British have imagined their politics, from the parliament worship of Anthony Trollope to the cynicism of The Thick of It. In an account that mixes historical with political analysis, Steven Fielding argues that fictional depictions of politics have played an important but insidious part in shaping how the British think about their democracy and have helped ventilate their many frustrations with Westminster. He shows that dramas and fictions have also performed a significant role in the battle of ideas, in a way undreamt of by those who draft party manifestos. The book examines the work of overtly political writers have treated the subject, discussing the novels of H.G. Wells, the comedy series Yes, Minister and the plays of David Hare. However, it also assesses how less obvious sources, such as the films of George Formby, the novels of Agatha Christie, the Just William stories and situation comedies like Steptoe and Son, have reflected on representative democracy. A State of Play is an invaluable, distinctive and engaging guide to a new way of thinking about Britain's political past and present.
The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.

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