Summary
Contents
Subject index
“This welcome addition to the literature on fame goes beyond goes beyond stardom–though Redmond and Holmes cover that topic well–to discuss stardom and celebrity in general.”
A.L. Knight, CHOICE
This book brings together some of the seminal interventions which have structured the development of star/celebrity studies, while crucially combining and situating these within the context of new essays which address the contemporary, cross-media and international landscape of today's fame culture. At the core of the collection is a desire to map out a unique historical trajectory – both in terms of the development of fame, as well as the historical development of star/celebrity studies.
Mobile Identities, Digital Stars, and Post-Cinematic Selves
Mobile Identities, Digital Stars, and Post-Cinematic Selves
Lara Croft, the 3-D star of the action game series Tomb Raider, has become the most popular computer game character ever. Created by Core Design in England, Lara's game series Tomb Raider (I, II, III, IV: The Last Revalation, and soon to be released Tomb Raider Chronicles), distributed by Eidos Interactive, has helped create a new star system in the arena of electronic gaming. Since premiering in 1996, her games have sold over six million copies—some of the best-selling video game titles in history. In the game, players control Lara Croft, a female Indiana Jones-style swashbuckling archaeologist on a global quest to whisk away artifacts from “exotic” locales in epic, colonialist CD ...
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