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  1. Realist Ecstasy
    Religion, Race, and Performance in American Literature
    Published: [2020]; ©2020
    Publisher:  New York University Press, New York, NY ; Walter de Gruyter GmbH, Berlin

    Explores the intersection and history of American literary realism and the performance of spiritual and racial embodiment. Recovering a series of ecstatic performances in late nineteenth- and early twentieth-century American realism, Realist Ecstasy... more

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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Universität Mainz, Zentralbibliothek
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    Universität Marburg, Universitätsbibliothek
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    Explores the intersection and history of American literary realism and the performance of spiritual and racial embodiment. Recovering a series of ecstatic performances in late nineteenth- and early twentieth-century American realism, Realist Ecstasy travels from camp meetings to Native American ghost dances to storefront church revivals to explore realism’s relationship to spiritual experience. In her approach to realism as both an unruly archive of performance and a wide-ranging repertoire of media practices—including literature, photography, audio recording, and early film—Lindsay V. Reckson argues that the real was repetitively enacted and reenacted through bodily practice. Realist Ecstasy demonstrates how the realist imagining of possessed bodies helped construct and naturalize racial difference, while excavating the complex, shifting, and dynamic possibilities embedded in ecstatic performance: its production of new and immanent forms of being beside. Across her readings of Stephen Crane, James Weldon Johnson, and Nella Larsen, among others, Reckson triangulates secularism, realism, and racial formation in the post-Reconstruction moment. Realist Ecstasy shows how post-Reconstruction realist texts mobilized gestures—especially the gestures associated with religious ecstasy—to racialize secularism itself. Reckson offers us a distinctly new vision of American realism as a performative practice, a sustained account of how performance lives in and through literary archives, and a rich sense of how closely secularization and racialization were linked in Jim Crow America.

     

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  2. Imperialism and fascism intertwined
    a materialist analysis of the games industry and reactionary gamers
    Author: Hammar, Emil
    Published: 2020

    This article paves way for a materialist analysis of the games industry as 21st century imperialism that is economically and culturally structured to cultivate anti-democratic norms that lead to fascist movements against those who question or seek to... more

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    Staats- und Universitätsbibliothek Bremen
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    Evangelische Hochschule Freiburg, Hochschulbibliothek
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    Index theologicus der Universitätsbibliothek Tübingen
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    This article paves way for a materialist analysis of the games industry as 21st century imperialism that is economically and culturally structured to cultivate anti-democratic norms that lead to fascist movements against those who question or seek to change the status quo. While much research has studied the politics of reactionary movements in gaming cultures, few have paid attention to the relation between the games industry as part of an imperialist economic system, the chauvinistic ideals symptomized in their cultural products, and the reactionist consumer audiences they attract and cultivate. As I argue, the economic structure of the industry as 21st century imperialism leads to perpetual anti-democratic crises that are maintained by reactionary forces that cultivate, attract, and form fascist grassroots organization. To conceptualize this dynamic, I invoke the labor aristocracy theory as suggested by Friedrich Engels and V.I. Lenin. This theory helps highlight the material basis from which consumers of digital games are bribed to become ideologically aligned with the chauvinism that the imperialist nature of the games industry is justified by. I also invoke W.E.B. Du Bois’ concept of a public and psychological wage to highlight the chauvinistic tendencies that the games industry cultivates via their products and marketing, in which the lack of democratic and equitable representation provides the reactionary consumers a sense of superiority. Together, these approaches account for the economic and cultural bases of both the games industry and its reactionary consumers. By anchoring my analysis in critical theories on imperialism and race, the article identifies the root causes of organized harassment and chauvinism in game cultures, as well as how the industry as 21st century imperialism benefits from and is protected by these forces of reaction.

     

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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
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    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 13(2020), Seite 317-357; Online-Ressource

    Subjects: political economy; marxism; imperialism; fascism; masculinity; colonialism; whiteness; labor aristocracy; exploitation; wages of whiteness; monopoly capitalism; gamevironments