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Today's film industry continues to market and promote its products through actors in ways that seek to capture the often elusive quality that a star can embody. Using contemporary stars such as Robert De Niro, Keanu Reeves, Arnold Schwarzenegger, and Dennis Hopper, this anthology of essays applies a variety of theoretical tools in its attempt to understand how we interpret stars, and how we can begin to understand their cultural significance.    Likewise, the study explores how the star system has become an increasingly complex phenomenon within society at large, extending its impact beyond the cinema into music, sports, and fashion. Many of the essays collected here consider this shift and examine how personae including the director (Sam Peckinpah), the royalty (Princess Diana) and even the digital star (Lara Croft) have captured the cultural imagination and have come to attain qualities as star-like as those of the silver screen.","brand":"WoB","offers":[{"title":"- \/ - \/ INTERNAL","offer_id":52333242253585,"sku":null,"price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52333243040017,"sku":"NLS9780275974800","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9780275974800.jpg?v=1758154146"},{"product_id":"science-fiction-experiences-book-angela-ndalianis-9780982806180","title":"Science Fiction Experiences","description":"This collection of essays explores how science fiction films and computer games attempt to come to grips with the changing conceptions of the world around us, and our identity within it. This book focuses on developments that have taken place in science fiction media over the last two decades. The central concern is with technology: special effects technology used to create the special effects in media such as films and computer games; and the way the media examples themselves image and thematize the role of new technology within their narratives. This book is concerned especially with exploring a diverse range of experiences that science fiction can offer its audience. Ranging from film examples such as Matrix Reloaded and Avatar to game examples such as Doom 3, one aim is to explore how similar themes of technological advancement in the hands of corporations and governments are conveyed across the different media technologies - the cinema and computer games. In addition, the book explores how film affects technologies and science fiction themes have begun to slip outside the boundaries of science fiction media and have entered the social realm - through 'special effects' that are rudimentary forms of artificial intelligence, through 'real' robots that are becoming a growing industry, and in the construction of our urban spaces which are deliberately modeled upon utopian images drawn from science fiction. Ndalianis's book promises to be an accessible, exciting and really innovative text that would be of value not only for students, but also for their instructors. -Felicity J Colman, Program Leader in Film \u0026amp; Media, Manchester Metropolitan University. Ndalianis's response to the concept of 'science fiction' offers a fresh approach that opens up the idea of the genre to encompass the narrative spaces of the films of Paul Verhoeven, the special effects that create computer games and films, and new cities that are inspired by science fiction themes and aesthetics. -Roberta Pearson, Professor of Film and Television Studies, University of Nottingham. Ndalianis explores how those things called 'science fiction' get incorporated into our everyday existence: from our architecture to our entertainment, from our science to our belief systems. 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