The Horror Sensorium

The Horror Sensorium

Author: Angela Ndalianis

Publisher: McFarland

Published: 2012-09-26

Total Pages: 233

ISBN-13: 0786490438

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Horror films, books and video games engage their audiences through combinations of storytelling practices, emotional experiences, cognitive responses and physicality that ignite the sensorium--the sensory mechanics of the body and the intellectual and cognitive functions connected to them. Through analyses of various mediums, this volume explores how the horror genre affects the mind and body of the spectator. Works explored include the films 28 Days Later and Death Proof, the video games Resident Evil 4 and Doom 3, the theme park ride The Revenge of the Mummy, transmedia experiences associated with The Dark Knight and True Blood, and paranormal romance novels featuring Anita Blake and Sookie Stackhouse. By examining how these diverse media generate medium-specific corporeal and sensory responses, it reveals how the sensorium interweaves sensory and intellectual encounters to produce powerful systems of perception.


Videogames and Horror

Videogames and Horror

Author: Dawn Stobbart

Publisher: University of Wales Press

Published: 2019-10-01

Total Pages: 284

ISBN-13: 1786834375

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Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.


Feminist Posthumanism in Contemporary Science Fiction Film and Media

Feminist Posthumanism in Contemporary Science Fiction Film and Media

Author: Julia A. Empey

Publisher: Bloomsbury Publishing USA

Published: 2023-08-24

Total Pages: 329

ISBN-13: 1501398415

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Feminist Posthumanism in Contemporary Science Fiction Film and Media: From Annihilation to High Life and Beyond places posthumanism and feminist theory into dialogue with contemporary science fiction film and media. This essay collection is intimately invested in the debates around the posthuman and the critical posthumanities within a feminist critical-theoretical framework. In this posthumanist light, science fiction as a genre allows for new imaginings of human-technological relations, while it can also be the site of a critique of human exceptionalism and essentialism. In this way, science fiction affords unique opportunities for the scholarly investigation of the relevance and relative applicability of specific posthumanist themes and questions in a particularly rich and wide-ranging popular cultural field of production. One of the reasons for this suitability is the genre's historically longstanding relationship with the critical investigation of gender, specifically the position and relative empowerment of women. The original analyses presented here pay close attention to audiovisual style (including game mechanics), facilitating the critical interrogation of the issues and questions around posthumanism. Where typically the mention of SF in the posthumanist context calls to mind a whole set of (often clichéd) tropes-the cyborg, technologically augmented bodies, AI subjectivities, etc.-this volume's thirteen chapters analyze specific examples of contemporary SF cinema that engage in meaningful ways with the burgeoning field of critical posthumanism, and that utilize such films to interrogate posthumanist and feminist as well as humanistic ideas.


The Republic of Cthulhu

The Republic of Cthulhu

Author: Eric Wilson

Publisher: punctum books

Published: 2016-11-07

Total Pages: 188

ISBN-13: 0998237566

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If parapolitics, a branch of radical criminology that studies the interactions between public entities and clandestine agencies, is to develop as an academic discipline, then it must develop a coherent theory of aesthetics in order to successfully perform its primary function: to render perceptible extra-judicial phenomena that have hitherto resisted formal classification. Wilson offers the work of H.P. Lovecraft (1890-1937) as an example of the relevance of subversive literature-in this case, cosmic horror and the weird tale-to the parapolitical criminologist. Cosmic horror is a form of writing that relies heavily upon the epistemological assumption of a radical and irreconcilable disjunction between appearance and reality, perception and truth. In many ways, the well-constructed weird tale strongly resembles the hard-boiled detective story or the noir thriller in that the resolution of the narrative hinges upon a dramatically shattering confrontation with an unspeakable reality. Apart from its obvious utilization of conspiracy theory, the primary attraction of the Lovecraftian text lies with its remarkably sophisticated utilization of two central tropes of classical aesthetic theory-the sublime and the grotesque. Not only does Lovecraft's oeuvre represent a remarkable use of both of these motifs, but the raw literary power of the Lovecraftian weird tale serves as an outstanding exemplar for the parapolitical scholar to emulate in formulating an alternative mode of discourse, or poetics.


The Art of Pure Cinema

The Art of Pure Cinema

Author: Bruce Isaacs

Publisher:

Published: 2020

Total Pages: 273

ISBN-13: 0190889950

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In a now-famous interview with Fran�ois Truffaut in 1962, Alfred Hitchcock described his masterpiece Rear Window (1954) as "the purest expression of a cinematic idea." But what, precisely, did Hitchcock mean by pure cinema? Was pure cinema a function of mise en sc�ne, or composition within the frame? Was it a function of montage, "of pieces of film assembled"? This notion of pure cinema has intrigued and perplexed critics, theorists, and filmmakers alike in the decades following this discussion. And even across his 40-year career, Hitchcock's own ideas about pure cinema remained mired in a lack of detail, clarity, and analytical precision. The Art of Pure Cinema is the first book-length study to examine the historical foundations and stylistic mechanics of pure cinema. Author Bruce Isaacs explores the potential of a philosophical and artistic approach most explicitly demonstrated by Hitchcock in his later films, beginning with Hitchcock's contact with the European avant-garde film movement in the mid-1920s. Tracing the evolution of a philosophy of pure cinema across Hitchcock's most experimental works - Rear Window, Vertigo, North by Northwest, Psycho, The Birds, Marnie, and Frenzy - Isaacs rereads these works in a new and vital context. In addition to this historical account, the book presents the first examination of pure cinema as an integrated stylistics of mise en sc�ne, montage, and sound design. The films of so-called Hitchcockian imitators like Mario Bava, Dario Argento, and Brian De Palma are also examined in light of a provocative claim: that the art of pure cinema is only fully realized after Hitchcock.


Extreme Cinema

Extreme Cinema

Author: Kerner Aaron Kerner

Publisher: Edinburgh University Press

Published: 2016-06-14

Total Pages: 271

ISBN-13: 147441446X

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Extreme Cinema examines the highly stylized treatment of sex and violence in post-millennial transnational cinema, where the governing convention is not the narrative but the spectacle. Using profound experiments in form and composition, including jarring editing, extreme close-ups, visual disorientation and sounds that straddle the boundary between non-diegetic and diegetic registers, this mode of cinema dwells instead on the exhibition of intense violence and an acute intimacy with the sexual body. Interrogating works such as Wetlands and A Serbian Film, as well as the sub-culture of YouTube 'reaction videos', Aaron Michael Kerner and Jonathan L. Knapp demonstrate the way content and form combine in extreme cinema to affectively manipulate the viewing body.


Violence | Perception | Video Games

Violence | Perception | Video Games

Author: Federico Alvarez Igarzábal

Publisher: transcript Verlag

Published: 2019-11-30

Total Pages: 231

ISBN-13: 3839450519

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This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.


How To Watch Television

How To Watch Television

Author: Ethan Thompson

Publisher: NYU Press

Published: 2013-09-16

Total Pages: 407

ISBN-13: 0814771726

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Examines social and cultural phenomena through the lens of different television shows We all have opinions about the television shows we watch, but television criticism is about much more than simply evaluating the merits of a particular show and deeming it ‘good’ or ‘bad.’ Rather, criticism uses the close examination of a television program to explore that program’s cultural significance, creative strategies, and its place in a broader social context. How to Watch Television brings together forty original essays from today’s leading scholars on television culture, writing about the programs they care (and think) the most about. Each essay focuses on a particular television show, demonstrating one way to read the program and, through it, our media culture. The essays model how to practice media criticism in accessible language, providing critical insights through analysis—suggesting a way of looking at TV that students and interested viewers might emulate. The contributors discuss a wide range of television programs past and present, covering many formats and genres, spanning fiction and non-fiction, broadcast and cable, providing a broad representation of the programs that are likely to be covered in a media studies course. While the book primarily focuses on American television, important programs with international origins and transnational circulation are also covered. Addressing television series from the medium’s earliest days to contemporary online transformations of television, How to Watch Television is designed to engender classroom discussion among television critics of all backgrounds.


The Oxford Handbook of New Science Fiction Cinemas

The Oxford Handbook of New Science Fiction Cinemas

Author: J. P. Telotte

Publisher: Oxford University Press

Published: 2023

Total Pages: 361

ISBN-13: 0197557724

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"For the contemporary film audience, science fiction has become a key locus for displaying-and imaginatively addressing-its most pressing concerns. Those concerns increasingly surface not just as displaced subjects, injected into conventional sf narratives, but as inflections in the very nature of the genre. We might describe these issues that bulk so large in our everyday world as angling into the world of science and technology, becoming a kind of slant presence in the genre, and in the process altering the thrust of our sf films and other screen media, resulting in what seems like a proliferation of sub-genre labels that mark off a substantially "new" group of sf cinemas. These cinemas challenge us to view or "read" them differently, from perspectives that are just coming into focus. Through an introductory overview and series of articles on various of these contemporary "slants" and the theories that drive them, this volume offers a guide to both what the new sf cinemas are about and how we have come to think about or "read" them differently. In the process, it also links these fragments of the constantly growing sf supertext to our changing sense of how genres function as a process, marked by consistent growth and evolution, and discussed in ways that reflect contemporary culture's own constant changes"--


Materializing Digital Futures

Materializing Digital Futures

Author: Toija Cinque

Publisher: Bloomsbury Publishing USA

Published: 2022-01-27

Total Pages: 454

ISBN-13: 1501361260

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Digital, visual media are found in most aspects of everyday life, from workplaces to household devices - computer and digital television screens, appliances such as refrigerators and home assistants, and applications for social media and gaming. Each technologically enabled opportunity brings an increasingly sophisticated language with the act of pursuing the intrasensorial ways of perceiving the world around us - through touch, movement, sound and vision - that is the heart of screen media use and audience engagement with digital artifacts. Drawing on digital media's currently evolving transformation and transforming capacity this book builds a story of the multiple processes in robotics and AI, virtual reality, creative image and sound production, the representation of data and creative practice. Issues around commodification, identity, identification, and political economy are critically examined for the emerging and affecting encounters and perceptions that are brought to bear.