Inspired by the Emmy Award-winning title sequence that opens each episode of the hit HBO series, Game of Thrones: A Pop-Up Guide to Westeros is guaranteed to thrill the show's legions of fans. Featuring stunning pop-up recreations of several key locations from the series, including the formidable castle of Winterfell, the lavish capital city King's Landing, and the Wall's stark majesty, this book takes readers into the world of the series like never before. Game of Thrones: A Pop-Up Guide to Westeros features five stunning spreads that fold out to create a remarkable pop-up map of Westeros, as well as numerous mini-pops that bring to life iconic elements of the show, such as direwolves, White Walkers, giants, and dragons. All the pops are accompanied by insightful text that relays the rich history of the Seven Kingdoms and beyond, forming a dynamic reference guide to the world of Game of Thrones. Visually spectacular and enthrallingly interactive, Game of Thrones: A Pop-Up Guide to Westeros sets a new standard for pop-up books and perfectly captures the epic scope and imagination of the series.
This book addresses print-based modes of adaptation that have not conventionally been theorized as adaptations—such as novelization, illustration, literary maps, pop-up books, and ekphrasis. It discusses a broad range of image and word-based adaptations of popular literary works, among them The Wizard of Oz, Alice in Wonderland, Daisy Miller, The Strange Case of Dr. Jekyll and Mr. Hyde, Moby Dick, and Adventures of Huckleberry Finn. The study reveals that commercial and franchise works and ephemera play a key role in establishing a work’s iconography. Newell argues that the cultural knowledge and memory of a work is constructed through reiterative processes and proposes a network-based model of adaptation to explain this. Whereas most adaptation studies prioritize film and television, this book’s focus on print invites new entry points for the study of adaptation.
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Media pilgrimage has become a booming business in the 21st century. Fans of television shows, rock groups and books flock to places associated with their favorite series, artist or writer, trying to embody and perhaps understand what inspired the beloved piece of work, and, more importantly, to cobble together their own personal identity, seeking meaning in an ever-more divergent and fast-paced world. At the same time, participation in organized group activities are dropping. One of the largest down turns in the US and the UK can be seen in the steep decline of attendance at traditional religious venues. This trend dovetails with the radical uptick in on-line sites dedicated to pop culture and celebrities, as well as an array of niche-focused real-time tours allowing fans to experience the spaces, places and scenery featured in their favorite entertainment medium. The Secular Religion of Fandom: Pop Culture Pilgrim examines the function of fandom, specifically the visiting of spaces which have been recently deemed worthy of sanctification and a newly elevated status of importance. It examines how such pilgrimages are used as a means for forming and maintaining a common language of culture, creating a replacement apparatus based on more traditional frameworks of religious worship and salvation, while becoming an ever more dominant mechanism for constructing individuality and finding belonging in a commodified culture. Looking at television shows such as The Walking Dead and Game of Thrones, bands like The Stone Roses and Joy Division, and authors like J.K. Rowling and the Brontë sisters, The Secular Religion of Fandom: Pop Culture Pilgrim delves into these issues by examining spaces, fan communities and rituals, providing a unique and provocative investigation into how technology, media and humanistic need for guidance are forming novel ways of expressing value, forging self and finding significance in an uncertain world.
This is a supplement to the author’s Encyclopedia of Television Shows, 1925–2010. It covers 1,612 series broadcast between January 1, 2011, and December 31, 2016. Major networks—ABC, CBS, the CW, Fox and NBC—are covered along with many cable channels, such as AMC, Disney, Nickelodeon, Bravo, Lifetime, Discovery, TNT, Comedy Central and History Channel. Alphabetical entries provide storylines, casts, networks and running dates. A performer index is included.