3 resultados para Plays and games


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This book examines fictional representations of India in novels, plays and poetry produced between the years 1772 to 1823 as historical source material. It uses literary texts as case studies to investigate how Britons residing both in the metropole and in India justified, confronted and imagined the colonial encounter during this period. The study will situate the texts in relation to the shifting colonial context and to the changing attitudes towards India within Britain in general and on the part of Britons who had experience of living in India, such as East India Company men or their wives and daughters, in particular. Moreover, it will analyse how this literature responded to the increasing influence of the subcontinent on metropolitan culture. This book, then, approaches fictional texts as case studies that illuminate trends taking place within Britain such as the growing consumption of Indian-style imported goods and the commoditisation of an Indian aesthetic within British visual culture. Whilst the book will utilise fictional portrayals to comment upon shifts in the relationship between coloniser and colonised and to discuss the cross-cultural influences between the metropole and the colonial periphery, it also outlines how literary production and print capitalism played a part in shaping depictions of the subcontinent and stereotypes of the colonial 'other'. The study will also examine how representations of the subcontinent in British art and scholarship were influenced by metropolitan literary and popular culture. At the same time it will look at how representations by metropolitan authors influenced early-nineteenth century depictions by British authors who resided in India.

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There has been significant research undertaken examining the “creative class” thesis within the context of the locational preferences of creative workers. However, relatively little attention has been given to the locational preferences of creative companies within the same context. This paper reports on research conducted to qualitatively analyse the location decision making of companies in two creative sectors: media and computer games. We address the role of the so-called “hard” and “soft” factors in company location decision making within the context of the creative class thesis, which suggests that company location is primarily determined by “soft” factors rather than “hard” factors. The study focuses upon “core” creative industries in the media and computer game sectors and utilises interview data with company managers and key elite actors in the sector to investigate the foregoing questions. The results show that “hard” factors are of primary importance for the location decision making in the sectors analysed, but that “soft” factors play quite an important role when “hard” factors are satisfactory in more than one competing city-region.