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Book part
Publication date: 20 August 2020

Ewan Kirkland

This chapter explores how the narrative-based walking simulator What Remains of Edith Finch ludifies traditions of Gothic fiction. Combining Gothic themes of death, the family and…

Abstract

This chapter explores how the narrative-based walking simulator What Remains of Edith Finch ludifies traditions of Gothic fiction. Combining Gothic themes of death, the family and the family curse, the game involves the protagonist investigating her abandoned childhood home where every family member died a dramatic and untimely death. Sealed rooms, preserved since their inhabitants’ demise, contain shrine-like displays including a document of some form allowing players to experience the last moments of each Finch. Play involves penetrating these spaces, according to the ludo-Gothic emphasis on boundary crossing, piecing together interactive narrative fragments consistent with Gothic fiction’s patchwork storytelling. In accessing each lost manuscript, players engage in a generically specific process of multi-media trans-subjectivity, experiencing various first person perspectives and engaging with numerous gameplay interfaces. The title’s series of ambiguous unreliable narratives, its refusal of a consistent subjective position, and unreal dream-like sensation contribute to the game’s Gothic atmosphere. In a restriction of videogame agency and control, consistent with horror games, no player option is available other than to complete each pre-determined death. Gothic pastiche, a compulsion to repeat the past, and the embalming processes of photographic media are variously employed across these sequences. Play evokes the melancholy heroine, consumed by maternal loss, masochistically replaying her family’s sorrowful past, hunting for lost objects and exhuming the ghosts of her history. With its nested narrative, morbid preoccupation and ambivalent supernatural presence, the game effectively translates Gothic traditions into the videogame medium.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Book part
Publication date: 4 June 2019

Laura Glitsos

This chapter is an examination of the contribution of female musicianship to the Perth metal scene, particularly in relation to the positioning of women in frontier mythology and…

Abstract

This chapter is an examination of the contribution of female musicianship to the Perth metal scene, particularly in relation to the positioning of women in frontier mythology and the ways in which we might read the gothic sublime in terms of women’s experiences. While it has been recognised that Australian metal music, in general, is tied to the colonial frontier narrative, Perth’s isolation produces a particular kind of frontier narrative which can be read in relation to the gothic sublime. In this chapter, the author examines three Perth metal bands which comprise female members: Claim the Throne (featuring Jess Millea on keys and vocals), Sanzu (featuring Fatima Curley on bass) and Deadspace (featuring Shelby Jansen on bass and vocals). The author will argue that there is a motif running through Perth bands that comprise female musicians that is tied to their positioning in the Western frontier narrative and its production in relation to the gothic sublime. To do so presents one kind of way to conceptualise a metal scene on the ‘Western Front’. The author emphasises that this is not a totalising conceptualisation, rather, it is one way to suggest how context might shape women’s experiences and, perhaps more importantly for this argument, the way in which women women’s experiences and historicity in relation to the legacy of ‘frontierswomen’ inflect metal music in this scene.

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Australian Metal Music: Identities, Scenes, and Cultures
Type: Book
ISBN: 978-1-78769-167-4

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Book part
Publication date: 8 April 2010

Nicole Rafter and Per Ystehede

Purpose – To propose a radically new way to understand the science of Cesare Lombroso, the first scientific criminologist, and thus to broaden understanding of the origins of…

Abstract

Purpose – To propose a radically new way to understand the science of Cesare Lombroso, the first scientific criminologist, and thus to broaden understanding of the origins of criminology.

Approach – Using both comparative and analytical methods, we locate Lombroso's science of criminal anthropology in the context of late nineteenth-century Gothicism.

Findings – Lombroso's born criminals were Gothic creations, holdovers (like the crumbling castles of Gothic novels) from an earlier, less civilized period, human gargoyles (like the characters of Gothic romances) redolent of death and the uncanny. Moreover, Lombroso's Gothic science, with its depictions of physically and psychologically abnormal criminals, contributed to a transformation in social control by scientifically legitimating the social exclusion and intensified control of those perceived as morally monstrous.

Originality and value – This study creates a new framework for understanding Lombroso's contributions to criminological science and social control. Moreover, in a way that is almost unique in criminology, it combines historical research in literature and art with the history of science.

Research implications – To a degree not usually recognized, a science and its social control ramifications can be shaped by the artistic sensibilities and cultural traditions of the period in which it develops.

Details

Popular Culture, Crime and Social Control
Type: Book
ISBN: 978-1-84950-733-2

Book part
Publication date: 13 March 2019

Frances A. Kamm

David Punter and Glennis Byron note how the Gothic novel has been divided into two categories: the ‘Male’ and ‘Female’ Gothic. Where the former emphasizes violence and ghosts, the…

Abstract

David Punter and Glennis Byron note how the Gothic novel has been divided into two categories: the ‘Male’ and ‘Female’ Gothic. Where the former emphasizes violence and ghosts, the latter focuses on female representation and the disavowal of the supernatural. The Hollywood Gothic films of the 1940s can be said to translate this aspect of the Female Gothic onto the cinema screen: Rebecca (1940), Gaslight (1944) and Secret Beyond the Door (1947) all feature narratives stressing the haunting nature of domestic spaces but there are no actual ghosts present. Robert Zemeckis’s What Lies Beneath (2000) breaks this convention. The film clearly draws on the Female Gothic lineage, situating Claire as a Gothic heroine, and yet there is an important difference: the supernatural is now an integral – and acknowledged – part of the story. This chapter explores this twenty-first century change, arguing that whilst the inclusion of the supernatural can be said to break with previous definitions of the Female Gothic, What Lies Beneath’s depiction of a ghost actually re-imagines and re-emphasizes the concerns at the centre of this tradition: the dramatization of marital and domestic experiences; an interrogation of feminine perception; and the reality of male violence against women.

Article
Publication date: 15 January 2021

Duncan Light, Steven Richards and Preslava Ivanova

The concept of “Gothic tourism” has recently been proposed within the discipline of English Literature. Such tourism is claimed to be a distinct form of special interest tourism…

Abstract

Purpose

The concept of “Gothic tourism” has recently been proposed within the discipline of English Literature. Such tourism is claimed to be a distinct form of special interest tourism grounded in familiarity with the Gothic, distinctive aesthetics, and experiences of frights and scares. It is increasingly common in towns and cities around the world. This paper aims to examine and critique the concept of Gothic tourism, and consider its similarities with existing forms of urban tourism.

Design/methodology/approach

This is a conceptual paper and no empirical data are presented.

Findings

Gothic tourism is not as clearly differentiated from other forms of tourism as has been claimed. In particular, Gothic tourism can be conceptualised as a particular form of “lighter” dark tourism, but it can also be considered as a form of literary tourism. A conceptual model is presented which places Gothic tourism at the nexus of dark and literary tourism.

Research limitations/implications

This study is a conceptual exploration of Gothic tourism. Further empirical research is required to test the ideas presented in this paper at established Gothic tourism attractions.

Originality/value

This study examines the recently proposed (but little-researched) concept of Gothic tourism and considers its relationships with other forms of special interest tourism. It also illustrates the broader issue of how typologies of special interest tourism do not necessarily correspond with the motives and experiences of tourists themselves, or of the providers of tourist experiences.

Details

International Journal of Tourism Cities, vol. 7 no. 1
Type: Research Article
ISSN: 2056-5607

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Book part
Publication date: 29 February 2008

Susan Chaplin

Textuality within the Western tradition has functioned in Derrida's analysis as the essential, yet disavowed supplement of a logos that perpetually sets itself against the…

Abstract

Textuality within the Western tradition has functioned in Derrida's analysis as the essential, yet disavowed supplement of a logos that perpetually sets itself against the necessary interventions of writing. Derrida compares textuality to a pharmakon, an ambivalent substance that has the capacity to act as both poison and cure. The ‘cure’ that textuality offers to the law pertains to the law's inability to establish its own permanence, or presence, without some literary intervention: only once it is ‘put into writing’ does the law remain ‘on record’, its permanence ‘ensured [by the text] with the vigilance of a guardian’ (Derrida, 2000b, p. 113). At the same time, however, textuality could be said to commit a kind of crime against the logos: it improperly appropriates the ‘presence’ of the law, steals it and substitutes itself for it. Writing is, as Maurice Blanchot puts it, ‘the enemy of all relationships of presence, of all legality’ (Blanchot, 1987, p. 156). The law's ‘presence’ nevertheless depends upon this criminal narrativity. In particular, the emergence of law requires the emergence of a narrative capable of resolving the trauma that attends the inception of communal and individual subjectivity: the law acquires its ‘presence’ only after a certain violent communal fantasy has established a vital untruth about the law's origins. The founding moment of Western law is a representation of a fictive transgression that serves to account for the terrifying, symbolically unrepresentable rupture that separates the individual and the community from the pre-symbolic void. In order for the law to take its place, it is necessary to stage a ‘crime’ and then to re-present it as the law's sure foundation. This crime is parricide and Derrida links it explicitly to the advent of narrativity as the law's uncanny, necessary condition of being:[…] this quasi-event bears the marks of fictive narrativity (fiction of narration as well as fiction as narration: fictive narration as the simulacrum of narration and not only as the narration of an imaginary history). It is the origin of literature as well as the origin of law – like the dead father, a story told, a spreading rumour, without author or end, but an ineluctable and unforgettable story. (Derrida, 1992, p. 199)

Details

Special Issue Law and Literature Reconsidered
Type: Book
ISBN: 978-1-84950-561-1

Abstract

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Haunting Prison: Exploring the Prison as an Abject and Uncanny Institution
Type: Book
ISBN: 978-1-80455-368-8

Book part
Publication date: 20 August 2020

Andreas Theodorou

Dark Souls heralded a shift from the dichotomy of survival horror, and instead, thrust the player into a world where narrative was everywhere (if only you dared to look). This…

Abstract

Dark Souls heralded a shift from the dichotomy of survival horror, and instead, thrust the player into a world where narrative was everywhere (if only you dared to look). This chapter explores the reimagination of Gothic narrative and narrative engagement in the cryptic and fragmented nested narratives of the iconic FromSoftware, Inc. series. In doing so, this chapter highlights the emergence of a hybrid ludo-narrative form within the Gothic genre, and examines the ways in which the series presents said narratives to the player as it shifts the onus of narrative engagement from the storyteller to the one now living the experience. The chapter explores video-ludic interpretations of death, play, and experientiality through the lens of video game studies, and posits the value of the series as a defining moment in the Japanese action role-playing game genre.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Abstract

Details

The Evolution of Goth Culture: The Origins and Deeds of the New Goths
Type: Book
ISBN: 978-1-78714-677-8

Book part
Publication date: 20 August 2020

Jonathan D. Stubbs

As early as Johan Huzinga’s (2016, 89–188) landmark exploration of play, Homo Ludens (1949), death has been recognised as integral to play. Today’s digital games continue this…

Abstract

As early as Johan Huzinga’s (2016, 89–188) landmark exploration of play, Homo Ludens (1949), death has been recognised as integral to play. Today’s digital games continue this close association. Whilst the past half-century has trended towards limiting the impact of player-death, permanent-death (permadeath) games provide a less-forgiving environment. As the first digital adaptation of Games Workshop’s cult-classic tabletop skirmish game, Mordheim: City of the Damned (Rogue Factor, 2015) utilises permadeath to emphasise death’s inevitability and harsh reality in the precarity of its gothic post-apocalyptic setting. Whilst the majority of apocalyptic videogames follow the comic frame, the player has no agency to overcome or change the events of Mordheim’s apocalypse, setting it firmly in the gothic frame. It is substantially less about overturning disaster or saving the city, and decidedly more about looting its shattered corpse. The close reading of Mordheim: City of the Damned’s theme of death for this chapter identified that death and injury are simply accepted realities; ubiquitous, yet normalised. Whilst every death is significant – through permanently lost warriors – there is always another willing replacement available. Viewed alongside the warband’s primary purpose – that is service to their patron – warriors’ deaths not only become expected and relatively meaningless, but also financially connected. Rather than encouraging association with their warbands, players are subtly shifted to aligning with their patron, viewing the warbands and their warriors as an expendable means towards gaining digital kudos points and bragging rights amongst the other digital noble.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Keywords

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