Broadening the Horror Genre
From Gaming to Paratexts
Herausgeber: McDaniel, Jamie L; Wood, Andrea
Broadening the Horror Genre
From Gaming to Paratexts
Herausgeber: McDaniel, Jamie L; Wood, Andrea
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This collection assembles a wide range of scholarship addressing the intersections, influences, and impacts of the horror genre's proliferation across multiple forms of media.
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This collection assembles a wide range of scholarship addressing the intersections, influences, and impacts of the horror genre's proliferation across multiple forms of media.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 182
- Erscheinungstermin: 16. Dezember 2024
- Englisch
- Abmessung: 234mm x 156mm x 13mm
- Gewicht: 454g
- ISBN-13: 9781032523217
- ISBN-10: 1032523212
- Artikelnr.: 71682593
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Taylor & Francis
- Seitenzahl: 182
- Erscheinungstermin: 16. Dezember 2024
- Englisch
- Abmessung: 234mm x 156mm x 13mm
- Gewicht: 454g
- ISBN-13: 9781032523217
- ISBN-10: 1032523212
- Artikelnr.: 71682593
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Jamie L. McDaniel is Professor of English in the School of Writing, Language, and Literature at Radford University, where he teaches courses in 19th-, 20th-, and 21st-century British Literature, Disability Studies, Game Design, and Film Studies. He also serves as an affiliate faculty member in Cinema and Screen Studies, founding coordinator of the Major in English with a Concentration in Game Studies, and director of Women's and Gender Studies. He has published articles on accessibility in business games, representations of disability in horror films, and the relationship between film adaptation and disability in a variety of edited collections and journals, including Gender and History; Culture, Medicine, and Psychiatry; The Midwest Quarterly; Where Is Adaptation? Mapping Cultures, Texts, and Contexts; and Not Your Mama's Gamer Journal. Andrea Wood is Professor of Film and Media Studies in the English Department and affiliated faculty in the Women's, Gender, and Sexuality Studies program at Winona State University, where she teaches classes on horror, science fiction, and LGBTQ+ cinema; film theory and criticism; and Japanese manga and anime in a global context. Her work has been featured in several edited collections as well as journals such as Women's Studies Quarterly, Feminist Studies, Journal of Graphic Novels and Comics, JCMS: Journal of Cinema and Media Studies, Journal of Popular Romance Studies, and Culture, Medicine, and Psychiatry. She is also co-editor of the anthology Unnatural Reproductions and Monstrosity: The Birth of the Monster in Literature, Film, and Media (2014).
Introduction: Why Horror Redux
Part One: Cinematic and Televisual Horror Redux
1. Haunted Castle 3D and Giant Screen Horror
2. Sonic Arcanum: Sound, Ritual, and Magic in Contemporary Horror
3. The Curious Case of Paranormal Television
4. A Brief Study of the History, Evolution, and Influence of America's Most
Iconic Horror Film Posters and Artists
Part Two: Disability, Accessibility, and the Monstrous-Feminine in Horror
Video Games and Tabletop Games
5. She's Inside Me. She's Inside Everyone:' Female Agency and the Monstrous
Mother in Resident Evil VII and The Village
6. Player's Preference and Horror Gaming: Accessibility and Narrative
Equity in Naughty Dog's The Last of Us Part II
7. Horror Film Tropes in Tabletop Games: Metadaptation, Procedural
Rhetoric, and the 'Horror' of Disability
Part Three: Websites, Reviews, and Other Horror Paratexts
8. Horror, Fascism, and Expressionism: Jon Rafman's Art in the Age of 4Chan
9. Spies in the Dark: Siskel and Ebert and the Slasher Film
10. Borderline Experimental:' Red Letter Media Plays the Pandemic
Part One: Cinematic and Televisual Horror Redux
1. Haunted Castle 3D and Giant Screen Horror
2. Sonic Arcanum: Sound, Ritual, and Magic in Contemporary Horror
3. The Curious Case of Paranormal Television
4. A Brief Study of the History, Evolution, and Influence of America's Most
Iconic Horror Film Posters and Artists
Part Two: Disability, Accessibility, and the Monstrous-Feminine in Horror
Video Games and Tabletop Games
5. She's Inside Me. She's Inside Everyone:' Female Agency and the Monstrous
Mother in Resident Evil VII and The Village
6. Player's Preference and Horror Gaming: Accessibility and Narrative
Equity in Naughty Dog's The Last of Us Part II
7. Horror Film Tropes in Tabletop Games: Metadaptation, Procedural
Rhetoric, and the 'Horror' of Disability
Part Three: Websites, Reviews, and Other Horror Paratexts
8. Horror, Fascism, and Expressionism: Jon Rafman's Art in the Age of 4Chan
9. Spies in the Dark: Siskel and Ebert and the Slasher Film
10. Borderline Experimental:' Red Letter Media Plays the Pandemic
Introduction: Why Horror Redux
Part One: Cinematic and Televisual Horror Redux
1. Haunted Castle 3D and Giant Screen Horror
2. Sonic Arcanum: Sound, Ritual, and Magic in Contemporary Horror
3. The Curious Case of Paranormal Television
4. A Brief Study of the History, Evolution, and Influence of America's Most
Iconic Horror Film Posters and Artists
Part Two: Disability, Accessibility, and the Monstrous-Feminine in Horror
Video Games and Tabletop Games
5. She's Inside Me. She's Inside Everyone:' Female Agency and the Monstrous
Mother in Resident Evil VII and The Village
6. Player's Preference and Horror Gaming: Accessibility and Narrative
Equity in Naughty Dog's The Last of Us Part II
7. Horror Film Tropes in Tabletop Games: Metadaptation, Procedural
Rhetoric, and the 'Horror' of Disability
Part Three: Websites, Reviews, and Other Horror Paratexts
8. Horror, Fascism, and Expressionism: Jon Rafman's Art in the Age of 4Chan
9. Spies in the Dark: Siskel and Ebert and the Slasher Film
10. Borderline Experimental:' Red Letter Media Plays the Pandemic
Part One: Cinematic and Televisual Horror Redux
1. Haunted Castle 3D and Giant Screen Horror
2. Sonic Arcanum: Sound, Ritual, and Magic in Contemporary Horror
3. The Curious Case of Paranormal Television
4. A Brief Study of the History, Evolution, and Influence of America's Most
Iconic Horror Film Posters and Artists
Part Two: Disability, Accessibility, and the Monstrous-Feminine in Horror
Video Games and Tabletop Games
5. She's Inside Me. She's Inside Everyone:' Female Agency and the Monstrous
Mother in Resident Evil VII and The Village
6. Player's Preference and Horror Gaming: Accessibility and Narrative
Equity in Naughty Dog's The Last of Us Part II
7. Horror Film Tropes in Tabletop Games: Metadaptation, Procedural
Rhetoric, and the 'Horror' of Disability
Part Three: Websites, Reviews, and Other Horror Paratexts
8. Horror, Fascism, and Expressionism: Jon Rafman's Art in the Age of 4Chan
9. Spies in the Dark: Siskel and Ebert and the Slasher Film
10. Borderline Experimental:' Red Letter Media Plays the Pandemic