Introduction to Multiple Media Platforms

2019 ◽  
Author(s):  
Krishna Sankar Kusuma
Keyword(s):  
Author(s):  
E. W. Nikdel

With the advent of online distribution and the rise of multiple media devices, claims of the cinema’s imminent death have surfaced with greater intensity than ever before. Of course, with an ever-widening array of platforms these accounts have placed a newfound emphasis on the cinema as a distinctive physical space, one that plays host to a very particular and much cherished cultural activity. This article considers the substance of these claims by tracing a very particular historical route. Firstly, be revisiting Baudry’s notion of the dispositif, this article detects the importance of the physical environment in the process of film consumption. Secondly, I relate this emphasis on the physical to the traditional notion of the cinephile, a practice that ritualises the cinema experience. Many accounts across the spectrum of film history will attest to the profound ways in which the physical experience of the cinema summons a rich emotional response. Lastly, I consider how the cinema and the collective nature of film consumption provides an authentic trace to the past and a very certain time and place in history. In turn, despite competition from cheaper and more convenient platforms, this article will endeavour to show how the cinema retains its place at the centre of contemporary film culture. KEYWORDS Cinema, dispositif, cinephilia, cultural memory.


Author(s):  
June Howard

The Center of the World: Regional Writing and the Puzzles of Place-Time is a study of literary regionalism. It focuses on but is not limited to fiction in the United States, also considering the place of the genre in world literature. It argues that regional writing shapes ways of imagining not only the neighborhood, the province, and nation, but also the world. It argues that thinking about place always entails imagining time. It demonstrates the importance of the figure of the schoolteacher and the one-room schoolhouse in local color writing and subsequent place-focused writing. These representations embody the contested relation between localities and the knowledge they produce, and books that carry metropolitan and cosmopolitan learning, in modernity. The book undertakes analysis of how concepts work across disciplines and in everyday discourse, coordinating that work with proposals for revising American literary history and close readings of particular authors’ work. Works from the nineteenth, twentieth, and twenty-first centuries are discussed, and the book’s analysis of the form is extended into multiple media.


Author(s):  
Parvaneh Asgari ◽  
Alun C. Jackson ◽  
Ali Khanipour-Kencha ◽  
Fatemeh Bahramnezhad

This study a utilized phenomenological hermeneutic design. Fourteen Iranian family caregivers of patients with COVID-19 who were isolated at home were included in the study using purposive sampling. In-depth unstructured interviews were conducted via WhatsApp. Sampling continued until data saturation. Interviews were transcribed and analyzed using Van Manen’s approach. Three primary themes and eight subthemes emerged. The primary themes included: “captured in a whirlpool of time”, “resilient care’ and “feeling helpless”. It seems that the families of patients with COVID-19 attempt to resist the pressures of this disease with religious practices and problem solving. However, due to the nature of the disease and its severity, they sometimes feel ashamed or lonely and are afraid of losing their loved ones. It is recommended that psychiatric nurses should develop programs in the form of comprehensive spiritual care packages or psychological support and utilize multiple media channels to deliver these.


2001 ◽  
Vol 30 (4) ◽  
pp. 59-65 ◽  
Author(s):  
David Berkowitz ◽  
Arthur Allaway ◽  
Giles D'souza
Keyword(s):  

2018 ◽  
Vol 15 (3) ◽  
pp. 308-327
Author(s):  
Chris Bishop

4A Games’s Metro Redux (2014) plays at the intersection of literature and video games. The suite consists of two games, the first of which ( Metro 2033) was based on the self-published novels of Dmitry Glukhovsky: Mempo 2033 (2005) and Mempo 2034 (2009). The games, like the novels, are set in the metro system of Moscow some 20 years after a nuclear apocalypse. Remnant communities, forced underground, congregate in stations that function as nascent city-states. Some stations are independent and unaligned, while others have formed factions (the mercantile “Hanza,” the communist “Red Line,” and the fascist “Fourth Reich”). A powerful central coalition, “Polis,” through the agency of its “Spartan” field agents, seems alone in its attempts to bring order to the metro and recolonize the ruined city above. But Polis and the Spartans are not the only such elements in Metro Redux, and players are quickly immersed in a landscape of Soviet neoclassicism, itself a polyvalent and highly politicized 20th-century Reception. This article will begin to explore what such receptions of Reception might mean. Does the Classical pulse, transmitted across multiple media, degrade to a point of white noise, meaningless and unintelligible? Or can we still find significance in the variation of reflection and transmission?


Sign in / Sign up

Export Citation Format

Share Document