Author: Nadine Farghaly
Publisher: McFarland
ISBN: 078647291X
Category : Literary Criticism
Languages : en
Pages : 249
Book Description
Resident Evil is a multidimensional as well as multimedia universe: Various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The new essays written for this volume focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide range and discuss numerous issues regarding this universe. Among them are game theory, the idea of silence as well as memory, the connection to iconic stories such as Alice in Wonderland, posthumanism and much more. A lot of ground is covered that will facilitate further discussions not only among Resident Evil interested persons but also among other zombie universes and zombies in general. Most of these essays focus on the female figure Alice, a character revered by many as a feminist warrior.
Unraveling Resident Evil
Author: Nadine Farghaly
Publisher: McFarland
ISBN: 078647291X
Category : Literary Criticism
Languages : en
Pages : 249
Book Description
Resident Evil is a multidimensional as well as multimedia universe: Various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The new essays written for this volume focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide range and discuss numerous issues regarding this universe. Among them are game theory, the idea of silence as well as memory, the connection to iconic stories such as Alice in Wonderland, posthumanism and much more. A lot of ground is covered that will facilitate further discussions not only among Resident Evil interested persons but also among other zombie universes and zombies in general. Most of these essays focus on the female figure Alice, a character revered by many as a feminist warrior.
Publisher: McFarland
ISBN: 078647291X
Category : Literary Criticism
Languages : en
Pages : 249
Book Description
Resident Evil is a multidimensional as well as multimedia universe: Various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The new essays written for this volume focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide range and discuss numerous issues regarding this universe. Among them are game theory, the idea of silence as well as memory, the connection to iconic stories such as Alice in Wonderland, posthumanism and much more. A lot of ground is covered that will facilitate further discussions not only among Resident Evil interested persons but also among other zombie universes and zombies in general. Most of these essays focus on the female figure Alice, a character revered by many as a feminist warrior.
Gothic Afterlives
Author: Lorna Piatti-Farnell
Publisher: Rowman & Littlefield
ISBN: 1498578233
Category : Literary Criticism
Languages : en
Pages : 248
Book Description
Gothic Afterlives examines the intersecting dimensions of contemporary Gothic horror and remakes scholarship, bringing together innovative perspectives from different areas of study. The research compiled in this collection covers a wide range of examples, including not only literature but also film, television, video games, and digital media remakes. Gothic Afterlives signals the cultural and conceptual impact of Gothic horror on transmedia production, with a focus on reimagining and remaking. While diverse in content and approach, all chapters pivot on two important points: first, they reflect some of the core preoccupations of Gothic horror by subverting cultural and social certainties about notions such as the body, technology, consumption, human nature, digitalization, scientific experimentation, national identity, memory, and gender and by challenging the boundaries between human and inhuman, self and Other, and good and evil. Second, and perhaps most important, all chapters in the collection collectively show what happens when well-known Gothic horror narratives are adapted and remade into different contexts, highlighting the implications of the mode-shifting registers, platforms, and chronologies in the process. As a collection, Gothic Afterlives hones in on contemporary sociocultural experiences and identities as they appear in contemporary popular culture and in the stories told and retold in the twenty-first century.
Publisher: Rowman & Littlefield
ISBN: 1498578233
Category : Literary Criticism
Languages : en
Pages : 248
Book Description
Gothic Afterlives examines the intersecting dimensions of contemporary Gothic horror and remakes scholarship, bringing together innovative perspectives from different areas of study. The research compiled in this collection covers a wide range of examples, including not only literature but also film, television, video games, and digital media remakes. Gothic Afterlives signals the cultural and conceptual impact of Gothic horror on transmedia production, with a focus on reimagining and remaking. While diverse in content and approach, all chapters pivot on two important points: first, they reflect some of the core preoccupations of Gothic horror by subverting cultural and social certainties about notions such as the body, technology, consumption, human nature, digitalization, scientific experimentation, national identity, memory, and gender and by challenging the boundaries between human and inhuman, self and Other, and good and evil. Second, and perhaps most important, all chapters in the collection collectively show what happens when well-known Gothic horror narratives are adapted and remade into different contexts, highlighting the implications of the mode-shifting registers, platforms, and chronologies in the process. As a collection, Gothic Afterlives hones in on contemporary sociocultural experiences and identities as they appear in contemporary popular culture and in the stories told and retold in the twenty-first century.
The Umbrella Conspiracy
Author: S. D. Perry
Publisher: Simon and Schuster
ISBN: 0671024396
Category : Biological weapons
Languages : en
Pages : 292
Book Description
A remote mountain community is suddenly beseiged by a rash of grisly murders encroaching upon it from the surrounding forest. Bizarre reports start to spread, describing attacks from viscious creatures, some human...some not. At the centre of these deaths is a dark, secluded mansion belonging to the mysterious Umbrella Corporation. For years Umbrella has laboured within the mansion, unwatched, ostensibly conducting benign genetic research. Deployed to investigate the strange goings on is the Special Tactics and Rescue Squad (S.T.A.R.S), a paramilitary response unit boasting an unusual array of mission specialists. They believe they are ready for anything but nothing prepares them for the terror which awaits them when they penetrate the mansions long-locked doors. Behind the horror of nightmare creatures, results of forbidden experiments gone disasterously wrong, lies a conspiracy so vast in its scope and so insidious in its agenda that the S.T.A.R.S will be betrayed from within to ensure that the world never learns Umbrella's secret. And if any survive...they may well come to envy those who do not.
Publisher: Simon and Schuster
ISBN: 0671024396
Category : Biological weapons
Languages : en
Pages : 292
Book Description
A remote mountain community is suddenly beseiged by a rash of grisly murders encroaching upon it from the surrounding forest. Bizarre reports start to spread, describing attacks from viscious creatures, some human...some not. At the centre of these deaths is a dark, secluded mansion belonging to the mysterious Umbrella Corporation. For years Umbrella has laboured within the mansion, unwatched, ostensibly conducting benign genetic research. Deployed to investigate the strange goings on is the Special Tactics and Rescue Squad (S.T.A.R.S), a paramilitary response unit boasting an unusual array of mission specialists. They believe they are ready for anything but nothing prepares them for the terror which awaits them when they penetrate the mansions long-locked doors. Behind the horror of nightmare creatures, results of forbidden experiments gone disasterously wrong, lies a conspiracy so vast in its scope and so insidious in its agenda that the S.T.A.R.S will be betrayed from within to ensure that the world never learns Umbrella's secret. And if any survive...they may well come to envy those who do not.
Zombie Futures in Literature, Media and Culture
Author: Simon Bacon
Publisher: Bloomsbury Publishing
ISBN: 1350285501
Category : Literary Criticism
Languages : en
Pages : 281
Book Description
An innovative investigation into how zombie narratives over the past ten years have been specifically leading up to a unique intersection with the world as it exists in the 2020s, this book posits the undead as a vehicle to communicate humanity's pathway into, and out of, the ideological, health and environmental pandemics of our time. Exploring depictions of zombies across literature, poetry, comics, television, film and video games, Simon Bacon brings together this timely intervention into how zombies enable speculation about future modes of being in a changing world and represent the fluid notion of 'old' and 'new' normals. With each chapter moving beyond traditional readings of the undead, Zombie Futures situates the zombie as an evolving cultural imaginary at the centre of discourses around how human cognition and embodiment are effected by global realities such as consumerism, new technologies, climate change and planetary degeneration. Structured around contagious partisan ideologies, ecological sickness, mental health crisis and the very literal COVID-19 virus, this book establishes how the zombie figure might manifest post-human and post-normative futures. Works featured include graphic novels and comics like The West + Zombies, Crossed and Endzeit, the South Korean series and films Kingdom, Train to Busan and Peninsula, The Last of Us and the Resident Evil game franchises, Bollywood horror anthology Ghost Stories, Joss Whedon's Serenity, Cargo and literature such as The Girl with All the Gifts, the fiction of Stephen Graham Jones and Ryan Mecum's Zombie Haiku. In a time when popular culture and scholarship has been overrun with the undead, this original study offers a refreshing look at the zombie and what it can tell us about about our world going into and emerging from global catastrophe.
Publisher: Bloomsbury Publishing
ISBN: 1350285501
Category : Literary Criticism
Languages : en
Pages : 281
Book Description
An innovative investigation into how zombie narratives over the past ten years have been specifically leading up to a unique intersection with the world as it exists in the 2020s, this book posits the undead as a vehicle to communicate humanity's pathway into, and out of, the ideological, health and environmental pandemics of our time. Exploring depictions of zombies across literature, poetry, comics, television, film and video games, Simon Bacon brings together this timely intervention into how zombies enable speculation about future modes of being in a changing world and represent the fluid notion of 'old' and 'new' normals. With each chapter moving beyond traditional readings of the undead, Zombie Futures situates the zombie as an evolving cultural imaginary at the centre of discourses around how human cognition and embodiment are effected by global realities such as consumerism, new technologies, climate change and planetary degeneration. Structured around contagious partisan ideologies, ecological sickness, mental health crisis and the very literal COVID-19 virus, this book establishes how the zombie figure might manifest post-human and post-normative futures. Works featured include graphic novels and comics like The West + Zombies, Crossed and Endzeit, the South Korean series and films Kingdom, Train to Busan and Peninsula, The Last of Us and the Resident Evil game franchises, Bollywood horror anthology Ghost Stories, Joss Whedon's Serenity, Cargo and literature such as The Girl with All the Gifts, the fiction of Stephen Graham Jones and Ryan Mecum's Zombie Haiku. In a time when popular culture and scholarship has been overrun with the undead, this original study offers a refreshing look at the zombie and what it can tell us about about our world going into and emerging from global catastrophe.
There She Goes Again
Author: Aviva Dove-Viebahn
Publisher: Rutgers University Press
ISBN: 1978836139
Category : Performing Arts
Languages : en
Pages : 153
Book Description
There She Goes Again interrogates the representation of ostensibly powerful women in transmedia franchises, examining how presumed feminine traits—love, empathy, altruism, diplomacy—are alternately lauded and repudiated as possibilities for effecting long-lasting social change. By questioning how these franchises reimagine their protagonists over time, the book reflects on the role that gendered exceptionalism plays in social and political action, as well as what forms of knowledge and power are presumed distinctly feminine. The franchises explored in this book illustrate the ambivalent (post)feminist representation of women protagonists as uniquely gifted in ways both gendered and seemingly ungendered, and yet inherently bound to expressions of their femininity. At heart,There She Goes Again asks under what terms and in what contexts women protagonists are imagined, envisioned, embodied, and replicated in media. Especially now, in a period of gradually increasing representation, women protagonists demonstrate the importance of considering how we should define—and whether we need—feminine forms of knowledge and power.
Publisher: Rutgers University Press
ISBN: 1978836139
Category : Performing Arts
Languages : en
Pages : 153
Book Description
There She Goes Again interrogates the representation of ostensibly powerful women in transmedia franchises, examining how presumed feminine traits—love, empathy, altruism, diplomacy—are alternately lauded and repudiated as possibilities for effecting long-lasting social change. By questioning how these franchises reimagine their protagonists over time, the book reflects on the role that gendered exceptionalism plays in social and political action, as well as what forms of knowledge and power are presumed distinctly feminine. The franchises explored in this book illustrate the ambivalent (post)feminist representation of women protagonists as uniquely gifted in ways both gendered and seemingly ungendered, and yet inherently bound to expressions of their femininity. At heart,There She Goes Again asks under what terms and in what contexts women protagonists are imagined, envisioned, embodied, and replicated in media. Especially now, in a period of gradually increasing representation, women protagonists demonstrate the importance of considering how we should define—and whether we need—feminine forms of knowledge and power.
Diseased Cinema
Author: Robert Alpert
Publisher: Edinburgh University Press
ISBN: 1399521675
Category : Performing Arts
Languages : en
Pages : 265
Book Description
Discusses how the depiction of diseases in movies has changed over the last century and what these changes reveal about American culture Examines disease movies as a genre that has emerged over the last century and includes pandemic and zombie films Reveals the changes to the genre’s narratives over three broad time periods: the beginning of film through the 1980s, the 1990s through the mid-2000s, and the late 2000s and afterward Investigates the evolution of disease movies through three perspectives: historically notable films, remakes, and franchises Analyses disease movies in the context of the development of American, global capitalism and the fragmentation of the social contract Explains the role of disease movie narratives in the American experience of Covid American movies about infectious diseases have reflected and driven dominant cultural narratives during the past century. These movies – both real pandemics and imagined zombie outbreaks – have become wildly popular since the beginning of the 21st century. They have shifted from featuring a contained outbreak to an imagined containment of a known disease to a globalized, uncontainable pandemic of an unknown origin. Movie narratives have changed from identifying and solving social problems to a despair and acceptance of America’s failure to fulfil its historic social contract. Movies reflect and drive developments in American capitalism that increasingly advocates for individuals and their families, rather than communities and the public good. Disease movies today minimize human differences and envisage a utopian new world order to advance the needs of contemporary American capitalism. These movie narratives shaped reactions to the outbreak of Covid and reinforced individual responsibility as the solution to end the pandemic.
Publisher: Edinburgh University Press
ISBN: 1399521675
Category : Performing Arts
Languages : en
Pages : 265
Book Description
Discusses how the depiction of diseases in movies has changed over the last century and what these changes reveal about American culture Examines disease movies as a genre that has emerged over the last century and includes pandemic and zombie films Reveals the changes to the genre’s narratives over three broad time periods: the beginning of film through the 1980s, the 1990s through the mid-2000s, and the late 2000s and afterward Investigates the evolution of disease movies through three perspectives: historically notable films, remakes, and franchises Analyses disease movies in the context of the development of American, global capitalism and the fragmentation of the social contract Explains the role of disease movie narratives in the American experience of Covid American movies about infectious diseases have reflected and driven dominant cultural narratives during the past century. These movies – both real pandemics and imagined zombie outbreaks – have become wildly popular since the beginning of the 21st century. They have shifted from featuring a contained outbreak to an imagined containment of a known disease to a globalized, uncontainable pandemic of an unknown origin. Movie narratives have changed from identifying and solving social problems to a despair and acceptance of America’s failure to fulfil its historic social contract. Movies reflect and drive developments in American capitalism that increasingly advocates for individuals and their families, rather than communities and the public good. Disease movies today minimize human differences and envisage a utopian new world order to advance the needs of contemporary American capitalism. These movie narratives shaped reactions to the outbreak of Covid and reinforced individual responsibility as the solution to end the pandemic.
Immersion, Narrative, and Gender Crisis in Survival Horror Video Games
Author: Andrei Nae
Publisher: Routledge
ISBN: 1000440656
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Publisher: Routledge
ISBN: 1000440656
Category : Games & Activities
Languages : en
Pages : 256
Book Description
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Fifty Key Video Games
Author: Bernard Perron
Publisher: Taylor & Francis
ISBN: 1000596230
Category : Games & Activities
Languages : en
Pages : 349
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Publisher: Taylor & Francis
ISBN: 1000596230
Category : Games & Activities
Languages : en
Pages : 349
Book Description
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Lost Souls of Horror and the Gothic
Author: Elizabeth McCarthy
Publisher: McFarland
ISBN: 1476663149
Category : Literary Criticism
Languages : en
Pages : 259
Book Description
In recent years horror and gothic themes have penetrated mainstream popular culture in a manner unseen since the horror boom of the 1970s. Primetime television viewers who before might not have shown interest in such late-night fare now happily settle down after dinner to watch zombie or serial killer shows. This collection of 54 biographical essays examines many overlooked and underrated figures who have played a role in the ever expanding world of horror and gothic entertainment. The contributors push the boundaries of how we define these terms, bringing into the discussion such diverse figures as singer-songwriter Tom Waits, occultist Dion Fortune, author Charles Beaumont, historian and bishop Gregory of Tours and video game designer Shinji Mikami.
Publisher: McFarland
ISBN: 1476663149
Category : Literary Criticism
Languages : en
Pages : 259
Book Description
In recent years horror and gothic themes have penetrated mainstream popular culture in a manner unseen since the horror boom of the 1970s. Primetime television viewers who before might not have shown interest in such late-night fare now happily settle down after dinner to watch zombie or serial killer shows. This collection of 54 biographical essays examines many overlooked and underrated figures who have played a role in the ever expanding world of horror and gothic entertainment. The contributors push the boundaries of how we define these terms, bringing into the discussion such diverse figures as singer-songwriter Tom Waits, occultist Dion Fortune, author Charles Beaumont, historian and bishop Gregory of Tours and video game designer Shinji Mikami.
The Playful Undead and Video Games
Author: Stephen J. Webley
Publisher: Routledge
ISBN: 1351716514
Category : Games & Activities
Languages : en
Pages : 409
Book Description
This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.
Publisher: Routledge
ISBN: 1351716514
Category : Games & Activities
Languages : en
Pages : 409
Book Description
This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal – that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop – the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man’s relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.