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Death, The Dead and Popular Culture
Type: Book
ISBN: 978-1-78743-053-2

Book part
Publication date: 20 August 2020

Bethan Michael-Fox

This chapter offers a critical reading of a range of television narratives centred on diverse populations of the articulate dead, including grim reapers (Dead Like Me)…

Abstract

This chapter offers a critical reading of a range of television narratives centred on diverse populations of the articulate dead, including grim reapers (Dead Like Me), sort-of-ghosts (American Horror Story), zombies (iZombie), what appear to be ‘just regular dead people’ (The Good Place, Les Revenants) and some other creepy and unusual manifestations of the undead (Intruders, The Fades). It suggests that the preponderance of the articulate dead on television is symptomatic of a broader cultural desire to talk both about death and with the dead. It also suggests that there are numerous opportunities to learn from fictional engagement with death and the dead, foregrounding the ways in which televisual narratives can operate to reiterate, critique and engage with social and cultural messages. The chapter takes a playful approach and seeks to distil some key ‘self-help’ aphorisms that the dead in these series might offer the living about how to approach life, death and everything inbetween, as they tell their audiences to ‘look within’ to identify the greatest threats to their selfhood, to persevere because ‘it’s never too late to change’, and to ‘never forget’ the dead and what they might have scarified for the living.

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

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Man-Eating Monsters
Type: Book
ISBN: 978-1-78769-528-3

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Death, The Dead and Popular Culture
Type: Book
ISBN: 978-1-78743-053-2

Book part
Publication date: 20 August 2020

Chloé Germaine Buckley

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to…

Abstract

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to pleasure. One source of pleasure comes from ludification, the process whereby game-like principals and gameful elements shape non-game activities. Increasingly, print fiction borrows from games and uses ludic elements to shape narratives. As such, it has become embedded in convergence culture, a dynamic media ecology where top down processes compete with bottom up processes. This chapter argues that ludified zombie fiction brings this media ecology into sharp relief, revealing ways that gamification and ludification are just as apt to reinforce capitalist processes of commodification and neo-liberal ideologies of power as they are to dismantle them. Through a close reading of three contemporary zombie fictions, this chapter exposes tensions and contradictions in ludification. The dead body of the zombie, the nihilistic landscape of the post-zombie apocalypse and the futility of human endeavour in the face of walking death are all elements of genre that undercut the gamified pursuit of external utility-oriented goals. The chapter explores these knotty ethical and ideological problems, not only considering the zombie apocalypse as a gameful space for rethinking social organisation, but also recognising it as a platform for the promotion of neo-liberal ideologies that perpetuate existing power inequalities through coercive disciplinary regimes.

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

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Book part
Publication date: 20 November 2017

Steve Redhead

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Theoretical Times
Type: Book
ISBN: 978-1-78714-669-3

Content available
Book part
Publication date: 20 November 2017

Steve Redhead

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Theoretical Times
Type: Book
ISBN: 978-1-78714-669-3

Content available
Book part
Publication date: 1 June 2018

Ruth Penfold-Mounce

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Death, The Dead and Popular Culture
Type: Book
ISBN: 978-1-78743-053-2

Abstract

Details

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

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

Keywords

1 – 10 of 71