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The Witch and the Hysteric: The Monstrous Medieval in Benjamin Christensen's Häxan

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ISBN: 9780692230152 Year: Pages: 84 DOI: 10.21983/P3.0074.1.00 Language: English
Publisher: punctum books
Subject: Performing Arts
Added to DOAB on : 2019-06-12 09:24:41
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Benjamin Christensen’s 1922 Swedish/Danish film Häxan (known under its English title as Witchcraft Through the Ages) has entranced, entertained, shocked, and puzzled audiences for nearly a century. The film mixes documentary with fantasy, history with theatrics, religion and science, the medieval past and modern culture. This uncanny content is compounded by the film’s formal strangeness, a mixture of quasi-documentary with fictional episodes, illustrated lectures alongside docudrama recreations and dreamscapes. Is this a documentary, a horror flick, or both? In this chapbook, authors Doty and Ingham argue that the puzzle of Christensen’s Häxan might be unraveled by attending to the film’s provocative and paradoxical medievalism, its fantasmatic rendering of the witch as a medieval monster. Such monstrous medievalism, moreover, sheds considerable light on the politics of gender and culture once the witch is rendered a female figure in a time out-of-joint.

Silent Hill: The Terror Engine

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Book Series: Landmark Video Games series ISBN: 9780472071623 9780472051625 9780472027835 Year: Volume: 2 Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:29:55
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Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Luminol Theory

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ISBN: 9781947447127 9781947447134 Year: Pages: 138 DOI: 10.21983/P3.0177.1.00 Language: English
Publisher: punctum books
Subject: Law
Added to DOAB on : 2019-06-12 09:24:33
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Representations of forensic procedures saturate popular culture in both fiction and true crime. One of the most striking forensic tools used in these narratives is the chemical luminol, so named because it glows an eerie greenish-blue when it comes into contact with the tiniest drops of human blood. Luminol is a deeply ambivalent object: it is both a tool of the police, historically abused and misappropriated, and yet it offers hope to families of victims by allowing hidden crimes to surface. Forensic enquiry can exonerate those falsely accused of crimes, and yet the rise of forensic science is synonymous with the development of the deeply racist ‘science’ of eugenics. Luminol Theory investigates the possibility of using a tool of the state in subversive, or radical, ways. By introducing luminol as an agent of forensic inquiry, Luminol Theory approaches the exploratory stages that a crime scene investigation might take, exploring experimental literature as though these texts were ‘crime scenes’ in order to discover what this deeply strange object can tell us about crime, death, and history, to make visible violent crimes, and to offer a tangible encounter with death and finitude. At the luminol-drenched crime scene, flashes of illumination throw up words, sentences, and fragments that offer luminous, strange glimpses, bobbing up from below their polished surfaces. When luminol shines its light, it reveals, it is magical, it is prescient, and it has a nasty allure

The Republic of Cthulhu: Lovecraft, the Weird Tale, and Conspiracy Theory

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ISBN: 9780998237565 Year: Pages: 186 DOI: 10.21983/P3.0155.1.00 Language: English
Publisher: punctum books
Subject: Political Science
Added to DOAB on : 2019-06-12 09:24:35
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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 Uncanny Child in Transnational Cinema

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Book Series: Film Culture in Transition ISBN: 9789462986510 9789048537792 Year: DOI: 10.5117/9789462986510 Language: English
Publisher: Amsterdam University Press Grant: Knowledge Unlatched - 103682
Subject: Performing Arts
Added to DOAB on : 2019-02-01 12:31:58
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The uncanny child in transnational cinema illustrates how global horror film images of children reconceptualised childhood at the beginning of the twenty-first century, unravelling the child's long entrenched binding to ideologies of growth, futurity, and progress. The book analyses an influential body of horror films featuring subversive depictions of children and proposes that complex cultural and industrial shifts at the turn of the millennium resulted in potent cinematic renegotiations of the concept of childhood. In these transnational films - largely stemming from Spain, Japan, and America - the child resists embodying growth and futurity: by demonstrating both the culturally specific and globally resonant properties of these frightening visions of children who refuse to grow up, the book outlines the conceptual and aesthetic mechanisms by which long entrenched ideologies of futurity, national progress, and teleological history started to waver at the turn of the 21st century.

Gaming and the Arts of Storytelling

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ISBN: 9783039212316 9783039212323 Year: Pages: 144 DOI: 10.3390/books978-3-03921-232-3 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Philosophy
Added to DOAB on : 2019-08-28 11:21:27
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative

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