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Beginning with Ridiculous' most recognizable name, Charles Ludlam, the author traces the development of this campy, queer genre, from the B movies of Maria Montez to the Pop Art scene of Andy Warhol to the founding of the Play-House of the Ridiculous and the dawn of Ludlam's career and finally to the contemporary theatre scene.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ GARDNERS","offer_id":49759542477073,"sku":"NGR9781476674032","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52433206313233,"sku":"NLS9781476674032","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1476674035.jpg?v=1750859555"},{"product_id":"video-games-and-environmental-humanities-book-kelly-i-aliano-9783031679797","title":"Video Games and Environmental Humanities","description":"This edited collection investigates topics related to environmental humanities through their inclusion, exploration, or critique in contemporary video games. It focuses on how video games are a site for creating and interacting within environments, with analysis that showcases how environments are shaped within video games as well as serve as a reflection of our real world. This crossroad between the virtual and the real allows us to consider the ways in which the concepts, theories, and issues facing our real-world environment can be understood and studied through video games, particularly via the power of interactive play to teach. This book looks into how video games might empower their players to make real-world change through their immersive environments. Finally, the volume offers a consideration of ecological crises through an exploration of post-apocalyptic narratives in a wide variety of video games. This close textual analysis of video game narratives and play structures allows insight into how and why such stories were crafted and explores the various intersections between these fictional play environments and the conditions of our real world.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51063887659281,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":51063890641169,"sku":"NIN9783031679797","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ NEW \/ INGRAM","offer_id":52662778134801,"sku":"NLS9783031679797","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/3031679792.jpg?v=1751030928"},{"product_id":"immersive-storytelling-and-spectatorship-in-theatre-museums-and-video-games-book-kelly-i-aliano-9781032593043","title":"Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games","description":"Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games is the first volume to explore immersion as it is experienced in all three of these storytelling forms: the theatre, museums and historic sites, and video games. It theorizes what it means for a work to be called immersive and how immersion impacts audience experience in each of these modes.  The presentation of story is deepened when it involves the spectator in an immersive way. Author Kelly I. Aliano concentrates on the central idea that the use of immersion in each medium allows the story being told to feel present for the spectator. It puts them at the center of the experience, making its events for and about them. Throughout, the book discusses how immersion is employed to make narrative feel more resonant and relevant for the audience. Analyzing the impact of offering a first-hand experience of story events, this book looks at how immersive storytelling can highlight the ways in which we can interact with and shape our understandings of ourselves and our society as well as our histories and identities.  Ideal for students, scholars, and researchers of immersive theatre, spectatorship, museum studies, and video game studies, this is an innovative study into the power of immersive storytelling across three interactive mediums.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51215838773521,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51215840608529,"sku":"NGR9781032593043","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52597923315985,"sku":"NLS9781032593043","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":52745753395473,"sku":"NIN9781032593043","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1032593040.jpg?v=1751143415"},{"product_id":"immersive-storytelling-and-spectatorship-in-theatre-museums-and-video-games-book-kelly-i-aliano-9781032593050","title":"Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games","description":"Immersive Storytelling and Spectatorship in Theatre, Museums, and Video Games is the first volume to explore immersion as it is experienced in all three of these storytelling forms: the theatre, museums and historic sites, and video games. 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Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52597835268369,"sku":"NLS9781476685496","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781476685496.jpg?v=1761074999"},{"product_id":"teaching-writing-through-theatre-book-kelly-i-aliano-9783031733017","title":"Teaching Writing Through Theatre","description":"This volume presents an introspective study of writing pedagogy, explored through the lens of theatre and performance. The chapters explore assessment and issues related to student engagement, in both in-person and online learning spaces, and consider aspects such as class design, environment, activities, and curriculum. 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