CHF 60.50

Gothic Afterlives
Reincarnations of Horror in Film and Popular Media

Inglese · Tascabile

Spedizione di solito entro 3 a 5 settimane

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Gothic Afterlives examines the intersecting dimensions of contemporary Gothic horror and remakes scholarship, bringing together innovative perspectives from different areas of study. The research compiled in this collection covers a wide range of examples, including not only literature but also film, television, video games, and digital media remakes. Gothic Afterlives signals the cultural and conceptual impact of Gothic horror on transmedia production, with a focus on reimagining and remaking. While diverse in content and approach, all chapters pivot on two important points: first, they reflect some of the core preoccupations of Gothic horror by subverting cultural and social certainties about notions such as the body, technology, consumption, human nature, digitalization, scientific experimentation, national identity, memory, and gender and by challenging the boundaries between human and inhuman, self and Other, and good and evil. Second, and perhaps most important, all chapters in the collection collectively show what happens when well-known Gothic horror narratives are adapted and remade into different contexts, highlighting the implications of the mode-shifting registers, platforms, and chronologies in the process. As a collection, Gothic Afterlives hones in on contemporary sociocultural experiences and identities as they appear in contemporary popular culture and in the stories told and retold in the twenty-first century.


Info autore

Lorna Piatti-Farnell is Academic Dean at SAE Creative Media Institute in Auckland, New Zealand.Simon Bacon is an independent scholar, author, and film critic based in Poznan, Poland.

Riassunto

Gothic Afterlives examines the intersections between contemporary Gothic horror and remakes scholarship from various disciplinary perspectives. The essays in the collection cover a wide range of transmedia examples, including literature, film, television, video games, and digital media reimaginings.

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