"Digital Gothicfocuses fascinatingly on the pre-soporific roots of the group and their place in a cool electronic lineage which traces right up to Detroit techno."-Mojo"A stimulating companion to the group's music."-The WirePaul Stump picks his way through a minefield of releases, assessing Tangerine Dream's long career with a highly critical eye, and for the very first time places their mammoth output within an ordered perspective.
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Gothic Music: The Sounds of the Uncanny traces sonic Gothic from the echoing footsteps in Gothic novels to the dark soundscapes of Goth club nights. This broad perspective importantly widens the scope of Gothic music from Goth subculture to literature, film, television and video games. This book also provides the musical and theoretical definition of Gothic music that lacks in current scholarship. Whether voicing the spectral beings of early cinema, announcing virtual terrors in video games, or intensifying the nocturnal rituals of Goth, Gothic music represents the sounds of the uncanny.
Evangelical Gothic explores the bitter antagonism that prevailed between two defining institutions of nineteenth-century Britain: Evangelicalism and the popular novel. Christopher Herbert begins by retrieving from near oblivion a rich anti-Evangelical polemical literature in which the great religious revival, often lauded in later scholarship as a "moral revolution," is depicted as an evil conspiracy centered on the attempted dismantling of the humanitarian moral culture of the nation. Examining foundational Evangelical writings by John Wesley and William Wilberforce alongside novels by Charles Dickens, George Eliot, Bram Stoker, and others, Herbert contends that the realistic popular novel of the time was constitutionally alien to Evangelical ideology and even, to some extent, took its opposition to that ideology as its core function. This provocative argument illuminates the frequent linkage of Evangelicalism in nineteenth-century fiction with the characteristic imagery of the Gothic–with black magic, with themes of demonic visitation and vampirism, and with a distinctive mood of hysteria and panic.
Of all building types, the skyscraper strikes observers as the most modern, in terms not only of height but also of boldness, scale, ingenuity, and daring. As a phenomenon born in late nineteenth-century America, it quickly became emblematic of New York, Chicago, and other major cities. Previous studies of these structures have tended to foreground examples of more evincing modernist approaches, while those with styles reminiscent of the great Gothic cathedrals of Europe were initially disparaged as being antimodernist or were simply unacknowledged. Skyscraper Gothic brings together a group of renowned scholars to address the medievalist skyscraper—from flying buttresses to dizzying spires; from the Chicago Tribune Tower to the Woolworth Building in Manhattan. Drawing on archival evidence and period texts to uncover the ways in which patrons and architects came to understand the Gothic as a historic style, the authors explore what the appearance of Gothic forms on radically new buildings meant urbanistically, architecturally, and socially, not only for those who were involved in the actual conceptualization and execution of the projects but also for the critics and the general public who saw the buildings take shape. Contributors: Lisa Reilly on the Gothic skyscraper ● Kevin Murphy on the Trinity and U.S. Realty Buildings ● Gail Fenske on the Woolworth Building ● Joanna Merwood-Salisbury on the Chicago School ● Katherine M. Solomonson on the Tribune Tower ● Carrie Albee on Atlanta City Hall ● Anke Koeth on the Cathedral of Learning ● Christine G. O'Malley on the American Radiator Building
In this innovative re-casting of the genre and its received canon, Emily Horton explores fictional investments in the Gothic within contemporary British literature, revealing how such concepts as the monstrous, spectral and uncanny work to illuminate the insecure, uneven and precarious experience of 21st-century life. Reading contemporary works of Gothic fiction by Helen Oyeyemi, Kazuo Ishiguro, Sarah Moss, Patrick McGrath and M.R. Carey alongside writers not previously grouped under this umbrella, including Brian Chikwava, Chloe Aridjis and Mohsin Hamid, Horton illuminates the way the Gothic has been engaged and reread by contemporary writers to address the cultural anxieties invoked living under neocolonial and neoliberal governance, including terrorism, migration, homelessness, racism, and climate change. Marshalling new modes of diasporic and cross-disciplinary critical theory concerned with the violent dimensions of contemporary life, this book sets the Gothic aesthetics in such works as White is for Witching, Double Vision, Never Let Me Go, The Wasted Vigil and Ghost Wall against a backdrop of key events in the 21st-century. Drawing connections between moments of anxiety, such as 9/11, the wars in Afghanistan and Iraq, ecological disaster, the refugee crisis, Brexit, the pandemic, and the Gothic, Horton demonstrates how British literature mediates transnational experiences of trauma and horror, while also addressing local and national insecurities and preoccupations. As a result, 21st-Century British Gothic can tests geographical, psychological, cultural, and aesthetic borders to expose an often spectralised experience of human and planetary vulnerability and speaks back against the brutality of global capitalism.
The Gothic and Twenty-First-Century American Popular Culture examines the gothic mode deployed in a variety of texts that touch upon inherently US American themes, demonstrating its versatility and ubiquity across genres and popular media. The volume is divided into four main thematic sections, spanning representations related to ethnic minorities, bodily monstrosity, environmental anxieties, and haunted technology. The chapters explore both overtly gothic texts and pop culture artifacts that, despite not being widely considered strictly so, rely on gothic strategies and narrative devices.
The Gothic World offers an overview of this popular field whilst also extending critical debate in exciting new directions such as film, politics, fashion, architecture, fine art and cyberculture. Structured around the principles of time, space and practice, and including a detailed general introduction, the five sections look at: Gothic Histories Gothic Spaces Gothic Readers and Writers Gothic Spectacle Contemporary Impulses. The Gothic World seeks to account for the Gothic as a multi-faceted, multi-dimensional force, as a style, an aesthetic experience and a mode of cultural expression that traverses genres, forms, media, disciplines and national boundaries and creates, indeed, its own ‘World’.
A transnational and transmedia companion to the post-millennial GothicKey FeaturesCovers key areas and themes of the post-millennial Gothic as well as developments in the field and revisions of the Gothic traditionConsitutes the first thematic compendium to this area with a transmedia (literature, film and television) and transnational approachCovers a plurality of texts, from novels such as Stephenie Meyer's Twilight (2005), Helen Oyeyemi's White Is for Witching (2009), Justin Cronin's The Passage (2010) and M.R. Carey's The Girl with All the Gifts (2014), to films such as Kairo (2001), Juan of the Dead (2012) and The Darkside (2013), to series such as Dante's Cove (2005-7), Hemlock Grove (2013-15), Penny Dreadful (2014-16) Black Mirror (2011-) and even the Slenderman mythos.This resource in contemporary Gothic literature, film and television takes a thematic approach, providing insights into the many forms the Gothic has taken in the twenty-first century. The 20 newly commissioned chapters cover emerging and expanding research areas, such as digital technologies, queer identity, the New Weird and postfeminism. They also discuss contemporary Gothic monsters - including zombies, vampires and werewolves - and highlight Ethnogothic forms such as Asian and Black Diasporic Gothic.