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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 August 2020

Abstract

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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

Article
Publication date: 1 March 2014

Aaron Smith-Walter and Fatima Sparger Sharif

The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie

Abstract

The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie apocalypse films provides an illuminating area for studying the role imagined for public administration by popular culture. The response to zombies in apocalyptic films brings to fore new realities with the re-conceptualization of the legitimacy and authority of government. This re-conceptualization provides content for analyzing the portrayal of existing governmental institutions overwhelmed by the apocalypse, including local governments, the military, public health agencies, emergency services, and public utilities,

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International Journal of Organization Theory & Behavior, vol. 17 no. 3
Type: Research Article
ISSN: 1093-4537

Book part
Publication date: 7 February 2024

Beatriz Blanco, Julia Stateri and Lucas Goulart

This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of…

Abstract

This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of the video game with the targeting of audiences that focused on sales campaigns to consumers along gendered lines that amplified the dominance of men in the space. The discussion then focuses on numerous ways that the gaming industry as a whole perpetuates a culture of misogyny. Empirical examples are provided of harassment, attacks, and the controversial event known as GamerGate. Subsequently, the complicated history of Brazilian video gaming development is presented to draw parallels with the development of the industry and the market in the United States. Finally, the chapter concludes with suggestions to stimulate new producers, developers, and video game scholars who are committed to building a more aware and diverse community.

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Creating Culture Through Media and Communication
Type: Book
ISBN: 978-1-80071-602-5

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Book part
Publication date: 30 November 2018

Jeremiah Morelock

Tribalism is at the forefront of public discussion across the political spectrum in America today. Zombie stories have also risen to unprecedented popularity. Amid present-day…

Abstract

Tribalism is at the forefront of public discussion across the political spectrum in America today. Zombie stories have also risen to unprecedented popularity. Amid present-day racial, political, and otherwise tribal tensions, the story I Am Legend has particular resonance. As the original inspiration behind the modern zombie trope, it was published as a novella in 1954 and has been remade as a film multiple times, in 1964, 1971, and 2007. Using grounded theory, I explore each film regarding what moral attitudes are portrayed concerning confrontation between rival milieus. My findings center on four themes: identification, compassion, ambivalence, and condemnation. Overall, in chronological order, the different renditions of the story exhibit decreasing compassion for the other and decreasing ambivalence about relations with the other. The most dramatic change is between the 1971 and 2007 remakes. Implications for what the changes in the morals presented in the story might reflect in terms of social changes in America are discussed.

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The M in CITAMS@30
Type: Book
ISBN: 978-1-78769-669-3

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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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Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Type: Book
ISBN: 978-1-80071-505-9

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Book part
Publication date: 20 August 2020

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

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

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