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Arrow and Superhero Television: Essays on Themes and Characters of the Series

Arrow and Superhero Television: Essays on Themes and Characters of the Series


This collection of new essays focuses on The CW network's hit television series Arrow--based on DC Comic's Green Arrow--and its spin-offs The Flash, DC's Legends of Tomorrow and Supergirl. Comic book adaptations have been big business for film studios since Superman (1978) and in recent years have dominated at the box office--five of the 11 highest grossing films of 2016 were adapted from comics....   [click here for more]
McFarland  $7.99

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At Home in the Whedonverse: Essays on Domestic Place, Space and Life

At Home in the Whedonverse: Essays on Domestic Place, Space and Life


From Buffy the Vampire Slayer to the Marvel Cinematic Universe, Joss Whedon's work presents various representations of home spaces that give depth to his stories and storytelling. Through the spaceship in Firefly, a farmhouse in Avengers: Age of Ultron or Whedon's own house in Much Ado About Nothing, his work collectively offers audiences the opportunity to question the ways we relate to and inhabit...   [click here for more]
McFarland  $18.99

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Beyond Adaptation

Beyond Adaptation


Essays on Radical Transformations of Original Works Some film and novel revisions go so far beyond adaptation that they demand a new designation. This critical collection explores movies, plays, essays, comics and video games that supersede adaptation to radically transform their original sources. Fifteen essays investigate a variety of texts that rework everything from literary...   [click here for more]
McFarland  $24.99

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Captain America and the Struggle of the Superhero: Critical Essays

Captain America and the Struggle of the Superhero: Critical Essays


For more than 60 years, Captain America was one of Marvel Comics' flagship characters, representing truth, strength, liberty, and justice. The assassination of his alter ego, Steve Rogers, rocked the comic world, leaving numerous questions about his life and death. This book discusses topics including the representation of Nazi Germany in Captain America Comics from the 1940s to the 1960s; the creation...   [click here for more]
McFarland  $14.99

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Classics Illustrated: A Cultural History, 2d ed.

Classics Illustrated: A Cultural History, 2d ed.


A significant expansion of the critically acclaimed first edition, Classics Illustrated: A Cultural History, 2d ed., carries the story of the Kanter family's series of comics-style adaptations of literary masterpieces from 1941 into the 21st century. This book features additional material on the 70-year history of Classics Illustrated and the careers and contributions of such artists as Alex A....   [click here for more]
McFarland  $12.99

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Comics as a Nexus of Cultures: Essays on the Interplay of Media, Disciplines and International Perspectives

Comics as a Nexus of Cultures: Essays on the Interplay of Media, Disciplines and International Perspectives


These essays from various critical disciplines examine how comic books and graphic narratives move between various media, while merging youth and adult cultures and popular and high art. The articles feature international perspectives on comics and graphic novels published in the U.S., Canada, Great Britain, Portugal, Germany, Turkey, India, and Japan. Topics range from film adaptation, to journalism...   [click here for more]
McFarland  $19.99

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Ctrl-Alt-Play: Essays on Control in Video Gaming

Ctrl-Alt-Play: Essays on Control in Video Gaming


" The word ""control"" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video...   [click here for more]
McFarland  $15.99

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Cult Telefantasy Series: A Critical Analysis

Cult Telefantasy Series: A Critical Analysis


A Critical Analysis of The Prisoner, Twin Peaks, The X-Files, Buffy the Vampire Slayer, Lost, Heroes, Doctor Who and Star Trek From The Prisoner in the 1960s to the more recent Heroes and Lost, a group of television series with strong elements of fantasy have achieved cult status. Focusing on eight such series, this work analyzes their respective innovations and influences. Assessing the strategies...   [click here for more]
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Fantasy Media in the Classroom: Essays on Teaching with Film, Television, Literature, Graphic Novels and Video Games

Fantasy Media in the Classroom: Essays on Teaching with Film, Television, Literature, Graphic Novels and Video Games


A common misconception is that professors who use popular culture and fantasy in the classroom have abandoned the classics, yet in a variety of contexts--high school, college freshman composition, senior seminars, literature, computer science, philosophy and politics--fantasy materials can expand and enrich an established curriculum. The new essays in this book combine analyses of popular television...   [click here for more]
McFarland  $12.99

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Fascist Lizards from Outer Space

Fascist Lizards from Outer Space


The Politics, Literary Influences and Cultural History of Kenneth Johnson's V When Kenneth Johnson's science fiction miniseries V premiered in 1983, it netted more than 40 percent of the television viewing audience and went on to spawn a sequel, a weekly series, novelizations, comic books and a remake. Yet the 2009 V reboot was cancelled in its second season, despite a robust premiere....   [click here for more]
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Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema

Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema


The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities...   [click here for more]
McFarland  $15.99

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Horror Video Games: Essays on the Fusion of Fear and Play

Horror Video Games: Essays on the Fusion of Fear and Play


In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually. ...   [click here for more]
McFarland  $12.99

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Inside the Dark Tower Series

Inside the Dark Tower Series


Art, Evil and Intertextuality in the Stephen King Novels Stephen King is no stranger to the realm of literary criticism, but his most fantastic, far-reaching work has aroused little academic scrutiny. This study of King's epic Dark Tower series encompasses the career of one of the world's best-selling authors and frames him as more than a "horror writer." Four categories...   [click here for more]
McFarland  $14.99

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Internet Horror, Science Fiction and Fantasy Television Series

Internet Horror, Science Fiction and Fantasy Television Series


This is the first ever compilation on Internet television and provides details of 405 programs from 1998 to 2013. Each entry contains the storyline, descriptive episode listings, cast and crew lists, the official website and comments. An index of personnel and programs concludes the book. From Barry the Demon Hunter to Time Traveling Lesbian to Hamilton Carver, Zombie P.I., it is a previously...   [click here for more]
McFarland  $19.99

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Investigating Heroes: Essays on Truth, Justice and Quality TV

Investigating Heroes: Essays on Truth, Justice and Quality TV


Premiering in September of 2006, the weekly NBC television series Heroes was an immediate commercial and critical hit, lasting four successful seasons. Heroes follows a group of interrelated characters who discover they have superhuman powers, with each successive episode exploring how these people react to and utilize their powers for good or for evil. This collection of essays explores a variety...   [click here for more]
McFarland  $17.99

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Joss Whedon Versus the Corporation

Joss Whedon Versus the Corporation


Big Business Critiqued in the Films and Television Programs Screenwriter, director, producer and comic book author Joss Whedon is best known for his television series and films featuring villainous vampires, angry gods and even bloggers who wish to rule the world. Within these works is a prevalent yet commonly overlooked theme—the corporate antagonist. This book examines the effects of this...   [click here for more]
McFarland  $9.99

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Judge, Jury and Executioner

Judge, Jury and Executioner


Essays on The Punisher in Print and on Screen Since the Punisher's first appearance in the pages of Spider-Man #129, the character has become one of the most popular and controversial figures in Marvel's vast universe. The Punisher represents one of the most recognizable types of anti-heroes. His iconic skull insignia stands for a unique type of justice: protecting the innocent while violently eliminating...   [click here for more]
McFarland  $39.95 $23.99

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Marvel Comics into Film: Essays on Adaptations Since the 1940s

Marvel Comics into Film: Essays on Adaptations Since the 1940s


Marvel Studios’ approach to its Cinematic Universe—beginning with the release of Iron Man (2008)—has become the template for successful management of blockbuster film properties. Yet films featuring Marvel characters can be traced back to the 1940s, when the Captain America serial first appeared on the screen. This collection of new essays is the first to explore the historical,...   [click here for more]
McFarland  $18.99

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Marvel Comics' Civil War and the Age of Terror

Marvel Comics' Civil War and the Age of Terror


Critical Essays on the Comic Saga Marvel Comics has an established tradition of addressing relevant real-life issues facing the American public. With the publication of Civil War (2006-2007), a seven-issue crossover storyline spanning the Marvel universe, they focused on contemporary anxieties such as terrorism and threats to privacy and other civil liberties. This collection of new essays explores...   [click here for more]
McFarland  $19.99

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Mazes in Videogames: Meaning, Metaphor and Design

Mazes in Videogames: Meaning, Metaphor and Design


From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the...   [click here for more]
McFarland  $13.99

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Millennial Mythmaking

Millennial Mythmaking


Essays on the Power of Science Fiction and Fantasy Literature, Films and Games Contemporary myths, particularly science fiction and fantasy texts, can provide commentary on who we are as a culture, what we have created, and where we are going. These nine essays from a variety of disciplines expand upon the writings of Joseph Campbell and the hero's journey. Modern examples of myths...   [click here for more]
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Neil Gaiman in the 21st Century

Neil Gaiman in the 21st Century


Essays on the Novels, Children's Stories, Online Writings, Comics and Other Works Neil Gaiman has emerged as one of the most influential literary figures of the 21st century. To borrow a phrase from his viral 2012 University of the Arts commencement speech, Gaiman "makes good art," from his graphic novels to his social media collaborations, award-winning fantasy fiction...   [click here for more]
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Storytelling in Video Games: The Art of the Digital Narrative

Storytelling in Video Games: The Art of the Digital Narrative


Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual...   [click here for more]
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Super Skills, Super Reading: Literacy and Television Superheroes

Super Skills, Super Reading: Literacy and Television Superheroes


What comes to mind when you think about superheroes? Strength, bravery, and heroism are common answers. However, superheroes do not only have physical strength, but they also have mental strengths and skills. Superheroes tend to have intelligence and detection skills which allow them to develop other skills. In this analysis of superhero literacy aimed at students, the connection between superhero...   [click here for more]
McFarland  $45.00 $27.99

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Superheroes of the Round Table: Comics Connections to Medieval and Renaissance Literature

Superheroes of the Round Table: Comics Connections to Medieval and Renaissance Literature


Few scholars nursed on the literary canon would dispute that knowledge of Western literature benefits readers and writers of the superhero genre. This analysis of superhero comics as Romance literature shows that the reverse is true--knowledge of the superhero romance has something to teach critics of traditional literature. Establishing the comic genre as a cousin to Arthurian myth, Spenser, and...   [click here for more]
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The Buffyverse Catalog

The Buffyverse Catalog


A Complete Guide to Buffy the Vampire Slayer and Angel in Print, Film, Television, Comics, Games and Other Media, 1992-2010 This bibliographic guide covers the "Buffyverse"--the fictional worlds of the acclaimed television series Buffy the Vampire Slayer (1997-2003) and its spinoff Angel (1999-2004), as well as the original Buffy feature film of 1992. It is the largest...   [click here for more]
McFarland  $18.99

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The Meaning and Culture of Grand Theft Auto: Critical Essays

The Meaning and Culture of Grand Theft Auto: Critical Essays


The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part...   [click here for more]
McFarland  $9.99

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The Mythology of the Superhero

The Mythology of the Superhero


Superheroes have been an integral part of popular society for decades and have given rise to a collective mythology familiar in popular culture worldwide. Though scholars and fans have recognized and commented on this mythology, its structure has gone largely unexplored. This book provides a model and lexicon for identifying the superhero mythos. The author examines the myth in several narratives--including...   [click here for more]
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The World of Shaft: A Complete Guide to the Novels, Comic Strip, Films and Television Series

The World of Shaft: A Complete Guide to the Novels, Comic Strip, Films and Television Series


Mention Shaft and most people think of Gordon Parks' seminal 1971 film starring Richard Roundtree in a leather coat, walking the streets of Manhattan to Isaac Hayes' iconic theme music. But the black private dick who inspired the blaxploitation film genre actually made his debut on the printed page as the creation of a white novelist. Ernest Tidyman was a seasoned journalist down on his luck when...   [click here for more]
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Toy Stories: The Toy as Hero in Literature, Comics and Film

Toy Stories: The Toy as Hero in Literature, Comics and Film


Toys--those celebrated childhood cohorts and lead actors in children's imaginative play--have a fantastic history of heroism in fiction. From teddy bears that guard sleeping babies to plastic soldiers and cowboys who lay siege to wooden block castles, toys are often the heroes of the stories children inspire authors to tell. In this collection of new essays, scholars from a range of disciplines...   [click here for more]
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Understanding Minecraft: Essays on Play, Community and Possibilities

Understanding Minecraft: Essays on Play, Community and Possibilities


Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials....   [click here for more]
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Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films

Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films


Resident Evil is a multidimensional as well as multimedia universe: various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The essays written for this volume will focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide...   [click here for more]
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Virgin Vampires: Or, Once Upon a Time in Transylvania

Virgin Vampires: Or, Once Upon a Time in Transylvania


This blend of history and dark fantasy feasts upon vampire lore, reinventing the manner in which real-life monsters were transformed into pop culture icons by two of Ireland's great writers. Dubliners Sheridan Le Fanu and Bram Stoker travel to Transylvania where they race to save the women they love from the Countess Elizabeth Bathory. After the blood bath, Le Fanu and Stoker pose as doctors John...   [click here for more]
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War, Politics and Superheroes: Ethics and Propaganda in Comics and Film

War, Politics and Superheroes: Ethics and Propaganda in Comics and Film


Superhero adventure comics have a long history of commenting upon American public opinion and government policy, and the surge in the popularity of comics since the events of September 11, 2001, ensures their continued relevance. This critical text examines the seventy-year history of comic book superheroes on film and in comic books and their reflections of the politics of their time. Superheroes...   [click here for more]
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Watchmen as Literature: A Critical Study of the Graphic Novel

Watchmen as Literature: A Critical Study of the Graphic Novel


Watchmen has been hailed as the quintessential graphic novel and has spawned a body of literary criticism since its 1986 initial appearance in installments. This work explores the graphic novel's reception in both popular and scholarly arenas and how the conceptual relationship between images and words affects the reading experience. Other topics include heroism as a stereotype, the hero's journey,...   [click here for more]
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Women and Second Life

Women and Second Life


Essays on Virtual Identity, Work and Play This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital...   [click here for more]
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