Simulation in Media and Culture: Believing the Hype

Simulation in Media and Culture: Believing the Hype

By: Robin DeRosa (author)Paperback

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Simulation in Media and Culture: Believing the Hype, is a new edited collection by Robin DeRosa which considers the role and function of "simulation" in contemporary culture. Drawing on theories of the simulacra from Jean Baudrillard, the collection looks at the hyperreal-the state of being more real than the real-in television, film, gaming, and cultural identity. DeRosa's collection covers diverse content: from celebrity socialites to cooking shows on TV; from Arnold Schwarzenegger to Jesus Christ on the big screen; from Farmville to Extreme Championship Wrestling in the world of games; and from the new German avant-garde to Florida Studies in its treatment of postmodern identities and cultures. Robin DeRosa's Simulation in Media and Culture: Believing the Hype asks new questions-ethical, entertaining, and epistemological-about how we can understand the shifting nature of the real.

About Author

Robin DeRosa is associate professor of English and women's studies at Plymouth State University in New Hampshire.


Chapter 1 Preface Chapter 2 Acknowledgments Chapter 3 Introduction Part 4 Part I - The Small Screen: Reconsidering Reality TV Chapter 5 Chapter 1. Famous for Being Famous: Celebrity Socialites and the Framework of Fame Chapter 6 Chapter 2. Simulating Supper: Serving up TV Dinner Chapter 7 Chapter 3. Imitation Meets Simulation: Seinfeld's George Costanza as the Original Larry David Chapter 8 Chapter 4. Trapped in TV Land: Encountering the Hyperreal in Supernatural Part 9 Part II - The Big Screen: The Simulacra in Contemporary Film Chapter 10 Chapter 5. The Gentleman's Gentleman: The Butler as Simulacra in The Remains of the Day Chapter 11 Chapter 6. The Soft Bodies of Arnold Schwarzenegger Chapter 12 Chapter 7. Jesus in Hyperreality: Baudrillard and Mel Gibson's The Passion of the Christ Chapter 13 Chapter 8. Making Love, Making Violence Avatar-Style: Hyperreal Connection and Deconstructive Identification Part 14 Part III - The Game of Life: Playing in the Hyperreal Chapter 15 Chapter 9. Planting Crops in the Hyperreal: Farmville and Simulated Work Chapter 16 Chapter 10. Fear and Loathing in Second Life: Body Surveillance in the Online Community Chapter 17 Chapter 11. Total Immersion and the Total Screen: The Simulated and Screened Realities of Video Games Chapter 18 Chapter 12. Seriously Fun: Viral Marketing and the Gaming Experience of Nolan's The Dark Knight Chapter 19 Chapter 13. Transgressive Simulation: The Mobility of Violence in Extreme Championship Wrestling Chapter 20 Chapter 14. Drafting the Hyperreal: Ownership, Responsibility, Agency in Fantasy Sports Part 21 Part IV- Hyperreal Homes: Culture and Identity in Postmodern Places Chapter 22 Chapter 15. Room(s) for Sight: The Artificial Everyday Theater of Rimini Protokoll Chapter 23 Chapter 16. Nazis and Nazi Costumes: The State of Evil in Hyperreal Ethics Chapter 24 Chapter 17. Operational (Hyper)realities in the Exilic Labyrinth: Roberto G. Fernandez's Construction and Destruction of Identity through Parodic Simulacra Chapter 25 Chapter 18. Having it Both Ways: The Simulacral and the Aura of the Real in Geoff Nicholson's Bleeding London Chapter 26 Chapter 19. "There's Really Nothing Left to Explore": Imagineering, Innoventions, and Figments in Florida Studies Chapter 27 Bibliography Chapter 28 Notes on Contributors Chapter 29 Index

Product Details

  • ISBN13: 9780739184585
  • Format: Paperback
  • Number Of Pages: 248
  • ID: 9780739184585
  • weight: 372
  • ISBN10: 073918458X

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