Basic Instinct Archive Org

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Basic Instinct

Author: Stevie Simkin
language: en
Publisher: Bloomsbury Publishing
Release Date: 2017-09-16
Paul Verhoeven's 1992 thriller Basic Instinct - starring Michael Douglas as a police detective and Sharon Stone as the femme fatale Catherine Tramell - was one of the first mainstream 'erotic thrillers', a film which shifted the boundaries for graphic representations of sex in Hollywood cinema. It remains a significant milestone in film censorship and controversy. In his fascinating study, the first in-depth account of the film, Stevie Simkin explores the unrest and protest that Basic Instinct sparked in the gay, lesbian and feminist communities in the US, incensed by what they saw as the script's homophobia and misogyny. Simkin considers the social and cultural context in which Basic Instinct was made, examining the film's troubled production history, the battles with censors, and its reception. He offers a number of readings of the movie, looking at its representation of bisexuality and the depiction of a 'transgressive' female protagonist. He also focuses on key sequences, including the infamous interrogation scene, and details the cuts demanded by the censors, resulting in different UK and US versions. In conclusion, Simkin considers the legacy of Basic Instinct, and its enduring effect on media representations of the violent woman. STEVIE SIMKIN is Reader in Drama and Film at the University of Winchester, UK. His publications include work on cult television, popular music, and Renaissance drama. He is the author of, amongst other works, A Preface to Marlowe (1999), Revenge Tragedy: A New Casebook (2001), Early Modern Tragedy and the Cinema of Violence (2005), and, also in the Controversies series, a book on the Peckinpah film, Straw Dogs.
Managing Complexity Through Social Intelligence

This book presents solutions to problems that are total and based on thinking about how and why humans have organized themselves. It discusses how to avoid the now well-documented Holocene Extinction, propelled by climate change, wars, resource depletion, desertification, degrading knowledge quality, famine, and deterioration of societies overall. It explains why we cannot respond effectively with hedonistic, incompetent, corrupt, and anarchistic "liberal democracy" and why neither personality cult regimes can suffice. The book offers a model of an organic social structure embodying a collective consciousness of communitarianism and Platonic-style ethos. Putting an emphasis on the re-establishment of Classical Greek virtue, it offers solutions to resolve identity politics, alienation, and meritocracy. While doing so, the author opposes the "everyone is equal" ideology to govern the section of policymakers, instead circumscribing "rights" in terms of responsibilities, prioritizing education and training to carry forth the ethos of valuing truth above materialism, and developing Durkheim's social brain via a new discipline, "sociointelligence". The book goes on to explain how underpinning these elements is a comprehensive elucidation of often misunderstood words like "liberty", "freedom", "authoritarianism", and "democracy". All of these areas are arranged and combined in uniquely describing the organic society the author deems necessary to avoid human extinction. As a result, the book presents a “new organicity”, where the emerging transhumanism seeks to transcend hydrocarbon-based life with humanly-constructed life. This book will appeal to students, researchers, and scholars of political science, philosophy, and the social sciences interested in a better understanding of complexity, democratic theory, Holocene Extinction, organic thinking, and meritocratic societies.
Gaming Representation

Author: Jennifer Malkowski
language: en
Publisher: Indiana University Press
Release Date: 2017-07-03
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.