Self-Reference in the Media / / ed. by Winfried Nöth, Nina Bishara.

This book investigates how the media have become self-referential or self-reflexive instead of mediating between the real or fictional worlds about which their messages pretend to be and between the audience that they wish to inform, counsel, or entertain. The concept of self-reference is viewed ver...

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Bibliographic Details
Superior document:Title is part of eBook package: De Gruyter DGBA Backlist Complete English Language 2000-2014 PART1
MitwirkendeR:
HerausgeberIn:
Place / Publishing House:Berlin ;, Boston : : De Gruyter Mouton, , [2008]
©2007
Year of Publication:2008
Language:English
Series:Approaches to Applied Semiotics [AAS] , 6
Online Access:
Physical Description:1 online resource (340 p.)
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Table of Contents:
  • Frontmatter
  • Contents
  • Part I: Self-referentialmedia: Theoretical
  • frameworks
  • Self-reference in the media:The semiotic
  • framework
  • Distortion, fabrication, and disclosure in a
  • self-referential culture:The irresistible force of reality
  • Part II: Self-referential print advertising
  • Modes of self-reference in advertising
  • Metapictures and self-referential pictures
  • “Absolut Anonymous”: Self-reference in opaque
  • advertising
  • Part III: Self-referential photography
  • The death of photography in self-reference
  • Marilyn:A paragone of the camera gaze
  • Part IV: Self-referential film
  • The self-reflexive screen: Outlines of a
  • comprehensive model
  • Nostalgia of the media / in the media
  • Self-reference in animated films
  • Part V: Self-referential television
  • On the use of self-disclosure as a mode of
  • audiovisual reflexivity
  • The old in the new: Forms and functions of archive
  • material in the presentation of television history on television
  • There’s no business without show-business:
  • Self-reference as self-promotion
  • Part VI: Self-referential games
  • Computer games:The epitome of
  • self-reference
  • Self-reference in computer games: A formalistic
  • approach
  • Metacommunication in play and in (computer)
  • games
  • Self-reflexivity in computer games: Analyses of
  • selected examples
  • Part VII: Other self-referential arts
  • Looking through the computer screen:
  • Self-reflexivity in net.art
  • The artist and her bodily self: Self-reference in
  • digital art/media
  • Metafiction and metamusic: Exploring the limits of
  • metareference
  • Backmatter