Topic
The Imaginary
About: The Imaginary is a research topic. Over the lifetime, 4807 publications have been published within this topic receiving 87663 citations.
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Papers
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18 Sep 2008
TL;DR: Borges' bestiary as mentioned in this paper is a modern bestiary with the familiar creatures such as Gryphons, Minotaurs and Unicorns as well as the Monkey of the inkpot.
Abstract: Few readers will want, or be able, to resist this modern bestiary. Here you will find the familiar - Gryphons, Minotaurs and Unicorns - as well as the Monkey of the inkpot and other undeniably curious beasts. Borges' cunning and humorous commentary is sheer delight.
56 citations
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TL;DR: In this paper, the authors examine the sexual politics of place and space as a politics of verisimilitude, affectivity and political claims-making, and explore the ''authentic'' underpinning for the queer imaginary.
Abstract: This paper is about the construction of space and place in the urban imaginary. It draws on multidisciplinary empirical research—on Violence, Sexuality and Space—conducted in a place that was simultaneously represented in one of the most controversial programmes ever to be screened on British television—Queer as Folk. As the television programme intervened in the responses from the interviews and focus groups, we begin, through an exploration of spatial referents and characterisation, to explore the `authentic' underpinning for the queer imaginary. We examine the sexual politics of place and space as a politics of verisimilitude, affectivity and political claims-making.
56 citations
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TL;DR: It has been largely overlooked that Henri Lefebvre in his book The Production of Space draws heavily upon Lacanian psychoanalytic accounts of the emergence of subjectivity in theorizing political r...
Abstract: It has been largely overlooked that Henri Lefebvre in his book The Production of Space draws heavily upon Lacanian psychoanalytic accounts of the emergence of subjectivity in theorizing political r...
56 citations
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TL;DR: While the ideas of Winnicott and Lacan appear at some points complementary, the goal is not to integrate them into one master discourse, but rather to bring their radically different paradigms into provocative contact.
Abstract: The author, following Andre Green, maintains that the two most original psychoanalytic thinkers since Freud were Donald Winnicott and Jacques Lacan. Winnicott, it has been said, introduced the comic tradition into psychoanalysis, while Lacan sustained Freud's tragic/ironic vision. Years of mutual avoidance by their followers (especially of Lacan by Anglophone clinicians) has arguably diminished understanding of the full spectrum of psychoanalytic thought. The author outlines some basic constructs of Winnicott and of Lacan, including: their organizing tropes of selfhood versus subjectivity, their views of the "mirror stage", and their definitions of the aims of treatment. While the ideas of Winnicott and Lacan appear at some points complementary, the goal is not to integrate them into one master discourse, but rather to bring their radically different paradigms into provocative contact. A clinical vignette is offered to demonstrate concepts from Lacan and Winnicott, illustrating what it might mean to think and teach in the potential space between them.
56 citations
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01 Jan 2008
TL;DR: Die Tryin' as mentioned in this paper traces the cultural connections between videogames, masculinity, and digital culture, and fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by -- and produces -- a particular form of masculinity: boyhood.
Abstract: Die Tryin' traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by -- and produces -- a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.
56 citations