Description

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.

Table of Contents

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. Fernández'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

Published Jun 06 2013
Format Paperback
Edition 1st
Extent 248
ISBN 9780739184585
Imprint Lexington Books
Dimensions 226 x 150 mm
Publisher Bloomsbury Publishing

About the contributors

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Environment: Staging