Chapter
Licensed
Unlicensed
Requires Authentication
Looking through the computer screen: Self-reflexivity in net.art
-
Marie-Laure Ryan
You are currently not able to access this content.
You are currently not able to access this content.
Chapters in this book
- Frontmatter i
- Contents ix
-
Part I: Self-referentialmedia: Theoretical frameworks
- Self-reference in the media:The semiotic framework 3
- Distortion, fabrication, and disclosure in a self-referential culture:The irresistible force of reality 31
-
Part II: Self-referential print advertising
- Modes of self-reference in advertising 47
- Metapictures and self-referential pictures 61
- “Absolut Anonymous”: Self-reference in opaque advertising 79
-
Part III: Self-referential photography
- The death of photography in self-reference 95
- Marilyn:A paragone of the camera gaze 107
-
Part IV: Self-referential film
- The self-reflexive screen: Outlines of a comprehensive model 125
- Nostalgia of the media / in the media 143
- Self-reference in animated films 155
-
Part V: Self-referential television
- On the use of self-disclosure as a mode of audiovisual reflexivity 165
- The old in the new: Forms and functions of archive material in the presentation of television history on television 183
- There’s no business without show-business: Self-reference as self-promotion 195
-
Part VI: Self-referential games
- Computer games:The epitome of self-reference 207
- Self-reference in computer games: A formalistic approach 219
- Metacommunication in play and in (computer) games 237
- Self-reflexivity in computer games: Analyses of selected examples 253
-
Part VII: Other self-referential arts
- Looking through the computer screen: Self-reflexivity in net.art 269
- The artist and her bodily self: Self-reference in digital art/media 291
- Metafiction and metamusic: Exploring the limits of metareference 303
- Backmatter 325
Chapters in this book
- Frontmatter i
- Contents ix
-
Part I: Self-referentialmedia: Theoretical frameworks
- Self-reference in the media:The semiotic framework 3
- Distortion, fabrication, and disclosure in a self-referential culture:The irresistible force of reality 31
-
Part II: Self-referential print advertising
- Modes of self-reference in advertising 47
- Metapictures and self-referential pictures 61
- “Absolut Anonymous”: Self-reference in opaque advertising 79
-
Part III: Self-referential photography
- The death of photography in self-reference 95
- Marilyn:A paragone of the camera gaze 107
-
Part IV: Self-referential film
- The self-reflexive screen: Outlines of a comprehensive model 125
- Nostalgia of the media / in the media 143
- Self-reference in animated films 155
-
Part V: Self-referential television
- On the use of self-disclosure as a mode of audiovisual reflexivity 165
- The old in the new: Forms and functions of archive material in the presentation of television history on television 183
- There’s no business without show-business: Self-reference as self-promotion 195
-
Part VI: Self-referential games
- Computer games:The epitome of self-reference 207
- Self-reference in computer games: A formalistic approach 219
- Metacommunication in play and in (computer) games 237
- Self-reflexivity in computer games: Analyses of selected examples 253
-
Part VII: Other self-referential arts
- Looking through the computer screen: Self-reflexivity in net.art 269
- The artist and her bodily self: Self-reference in digital art/media 291
- Metafiction and metamusic: Exploring the limits of metareference 303
- Backmatter 325