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The witch, the vampire and the werewolf endure in modern horror. These "old monsters" have their origins in Aristotle as studied in the universities of medieval Europe, where Christian scholars reconciled works of natural philosophy and medicine with theological precepts. They codified divine perfection as warm, light, male and associated with the ethereal world beyond the moon, while evil imperfection was cold, dark, female and bound to the corrupt world below the moon. All who did not conform to divine goodness--including un-holy women and Jews--were considered evil and ascribed a melancholic, blood hungry and demonic physiology. This construct was the basis for anti-woman and anti-Jewish discourse that has persisted through modern Western culture. Nowhere is this more evident than in horror films, where the witch, the vampire and the werewolf represent our fear of the inverted other.
The simplicity of children's picture books--stories told with illustrations and a few well chosen words or none at all--makes them powerful tools for teaching morals and personal integrity. Children follow the story and see the characters' behaviors on the page and interpret them in the context of their own lives. But unlike many picture books, most children's lives don't feature monsters. This collection of new essays explores the societally sanctioned behaviors imparted to children through the use of monsters and supernatural characters. Topics include monsters as instructors, the normalization of strangers or the "other," fostering gender norms, and therapeutic monsters, among others.
Arkham Asylum for the Criminally Insane is a staple of the Batman universe, evolving into a franchise comprised of comic books, graphic novels, video games, films, television series and more. The Arkham franchise, supposedly light-weight entertainment, has tackled weighty issues in contemporary psychiatry. Its plotlines reference clinical and ethical controversies that perplex even the most up-to-date professionals. The 25 essays in this collection explore the significance of Arkham's sinister psychiatrists, murderous mental patients, and unethical geneticists. It invites debates about the criminalization of the mentally ill, mental patients who move from defunct state hospitals into expanding prisons, madness versus badness, sociopathy versus psychosis, the "insanity defense" and more. Invoking literary figures from Lovecraft to Poe to Caligari, the 25 essays in this collection are a broad-ranging and thorough assessment of the franchise and its relationship to contemporary psychiatry.
Contributions by Donald L. Anderson, Brian Brems, Eric Brinkman, Matthew Edwards, Brenda S. Gardenour Walter, Andrew Grossman, Lisa Haegele, Gavin F. Hurley, Mikel J. Koven, Sharon Jane Mee, Fernando Gabriel Pagnoni Berns, Émilie von Garan, Connor John Warden, and Sean Woodard The giallo (yellow) film cycle, characterized by its bloody murders and blending of high art and cinematic sleaze, rose to prominence in Italy in the 1960s and 1970s. Beginning with Mario Bava’s The Girl Who Knew Too Much (1963) and Dario Argento’s The Bird with the Crystal Plumage (1970), giallo films influenced the American slasher films of the 1980s and attracted an increasingly large fandom. In Bloodstained Na...
In sharp contrast to many 1960s science fiction films, with idealized views of space exploration, Ridley Scott's Alien (1979) terrified audiences, depicting a harrowing and doomed deep-space mission. The Alien films launched a new generation of horror set in the great unknown, inspiring filmmakers to take Earth-bound franchises like Leprechaun and Friday the 13th into space. This collection of new essays examines the space horror subgenre, with a focus on such films as Paul W.S. Anderson's Event Horizon, Duncan Jones' Moon, Mario Bava's Planet of the Vampires and John Carpenter's Ghosts of Mars. Contributors discuss how filmmakers explored the concepts of the final girl/survivor, the uncanny valley, the isolationism of space travel, religion and supernatural phenomena.
When the Television Food Network launched in 1993, its programming was conceived as educational: it would teach people how to cook well, with side trips into the economics of food and healthy living. Today, however, the network is primarily known for splashy celebrity chefs and spirited competition shows. These new essays explore how the Food Network came to be known for consistently providing comforting programming that offers an escape from reality, where the storyline is just as important as the food that is being created. It dissects some of the biggest personalities that emerged from the Food Network itself, such as Guy Fieri, and offers a critical examination of a variety of chefs' feminisms and the complicated nature of success. Some writers posit that the Food Network is creating an engaging, important dialogue about modes of instruction and education, and others analyze how the Food Network presents locality and place through the sharing of food culture with the viewing public. This book will bring together these threads as it explores the rise, development, and unique adaptability of the Food Network.
“Turning to face north, face the north, we enter our own unconscious. Always, in retrospect, the journey north has the quality of dream.” Margaret Atwood, “True North” In this interdisciplinary collection, sixteen scholars from twelve countries explore the notion of the North as a realm of the supernatural. This region has long been associated with sorcerous inhabitants, mythical tribes, metaphysical forces of good and evil, and a range of supernatural qualities. It was both the sacred abode of the gods and a feared source of menacing invaders and otherworldly beings. Whether from the perspective of traditional Jewish lore or of contemporary black metal music, few motifs in European cultural history show such longevity and broad appeal. Contributors: Eleanor Rosamund Barraclough, Angela Byrne, Danielle Marie Cudmore, Stefan Donecker, Brenda S. Gardenour Walter, Silvije Habulinec, Erica Hill, Jay Johnston, Maria Kasyanova, Jan Leichsenring, Shane McCorristine, Jennifer E. Michaels, Ya’acov Sarig, Rudolf Simek, Athanasios Votsis, Brian Walter
This volume investigates the horror genre across national boundaries (including locations such as Africa, Turkey, and post-Soviet Russia) and different media forms, illustrating the ways that horror can be theorized through the circulation, reception, and production of transnational media texts. Perhaps more than any other genre, horror is characterized by its ability to be simultaneously aware of the local while able to permeate national boundaries, to function on both regional and international registers. The essays here explore political models and allegories, questions of cult or subcultural media and their distribution practices, the relationship between regional or cultural networks, and the legibility of international horror iconography across distinct media. The book underscores how a discussion of contemporary international horror is not only about genre but about how genre can inform theories of visual cultures and the increasing permeability of their borders.
When the USS Maine mysteriously exploded in Havana’s harbor on February 15, 1898, the United States joined local rebel forces to avenge the Maine and “liberate” Cuba from the Spanish empire. “Remember the Maine! To Hell with Spain!” So went the popular slogan. Little did the Cubans know that the United States was not going to give them freedom—in less than a year the American flag replaced the Spanish flag over the various island colonies of Cuba, Guam, Puerto Rico, and the Philippines. Spurred by military successes and dreams of an island empire, the US annexed Hawai‘i that same year, even establishing island colonies throughout Micronesia and the Antilles. With the new govern...
Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.