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Purpose ‐ This annotated bibliography serves as a guide for collection development and evaluation and readers' advisory tools for librarians and for any interested reader…
Purpose ‐ This annotated bibliography serves as a guide for collection development and evaluation and readers' advisory tools for librarians and for any interested reader. The purpose of this paper is to locate and describe print and electronic resources pertaining to the horror genre for scholars and patrons, as well as librarians collecting in this area.Design/methodology/approach ‐ This bibliography surveys reference sources published in the past ten years, in order to provide an overview of publications focusing on the horror genre, and serves as a guide to understand this genre.Findings ‐ Reference resources in horror encompass the genre specifically and broadly, usually focusing on classic fiction and short stories in earlier years and fiction novels, magazines and online magazines in recent years.Originality/value ‐ The resources covered in this article survey both long‐standing reference resources as well as newer publications in the field. While not necessarily comprehensive, it provides patrons, researchers and librarians with a survey of useful resources, with factual information as well as a critical perspective in the discipline.
Science fiction is that demonic creature lurking in the depths of every human subconscious waiting for the chance to emerge and destroy, with ecstasy, mankind's literary taste. It condemns the reader to an endless array of spaceships, hyperdrive, alternate universes, and alien beings — the really fun things in life. Unfortunately, not all readers or critics hold this view. To many literary critics, science fiction is something to keep in the closet, ignore, and generally not discuss in front of frail women or young children.
Since 2004, Turkish cinema has been witnessing an emergence of horror genre, now flooded with stories of possession by malevolent jinn, as transgressive, volatile figures…
Since 2004, Turkish cinema has been witnessing an emergence of horror genre, now flooded with stories of possession by malevolent jinn, as transgressive, volatile figures of abjection. These female-centred narratives rely both on Islamic cosmology and myths and folktales of pre-Islamic Anatolian oral culture. The chapter will first explore the reasons horror has been neglected in the century-long history of cinema in Turkey and move on to highlight the socio-economic, cultural, and political contexts that were catalysts for the horror genre’s emergence. Then, the chapter will discuss the codes and conventions of the genre and explore the unique place of Alper Mestçi’s 2007 film Haunted (Musallat), among its contemporaries in terms of the ways in which the film challenges these established codes and conventions. In analysing Haunted, the chapter will use the theoretical framework of Barbara Creed, Carol J. Clover and Julia Kristeva to discuss the monstrous-feminine and masculinity as abjection.
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…
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.
The emphasis of this survey is on motion picture reference material that has been published since 1982. This update does not, for the most part, include titles covered in…
The emphasis of this survey is on motion picture reference material that has been published since 1982. This update does not, for the most part, include titles covered in a prior RSR article (1:4; 1983), written by myself, or in an even earlier article by Leslie Kane (7:1; 1979). In those few instances where titles that have appeared in the earlier RSR film surveys are discussed, it is because they now have a new subject emphasis.
Up until the turn of the millennium, there had been very little positive representation of women and women in action characters in the action film genre. Two notable…
Up until the turn of the millennium, there had been very little positive representation of women and women in action characters in the action film genre. Two notable exceptions were Ellen Ripley in the Alien movies and Sarah Connor in the Terminator franchise. Whilst this has certainly changed over the last 20 years, one action/horror/science fiction heroine remains neglected: Project Alice in the six Resident Evil films. Portrayed by Milla Jovovich, and loosely based on the platform game character, Project Alice is strong, driven, motivated and tough. This chapter will, through detailed analysis of character, her physical presence through the clothing she wears, psychogeographical aspects, her use of weapons and narrative arc, clearly demonstrate the importance of Project Alice to the horror genre.
Publishers are producing new reference sources on film at an astonishing rate. Each week reviews and advertisements appear to announce yet another book. Books vary in scope, subject emphasis, size, price, and of course, quality, and represent both new works and revised or added editions. Not only are American publishers active, but European firms are getting on the bandwagon, too.