416,545 research outputs found

    Sex and Horror

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    The combination of sex and horror may be disquieting to many, but the two are natural (if perhaps gruesome) bedfellows. In fact, sex and horror coincide with such regularity in contemporary horror fiction that the two concepts appear to be at least partially intertwined. The sex–horror relationship is sometimes connotative rather than overt; examples of this relationship range from the seduction overtones of 'Nosferatu' and the juxtaposition of nudity and horror promised by European exploitation filmmakers to the sadomasochistic iconography of 'Hellraiser'. In other cases, sex and horror are balanced in a manner that thoroughly blurs the distinction between porn and horror. The sustained presence of sex-horror in film suggests that these two elements fit together and the combination is a source of pleasure (entertainment, fascination, intellectual stimulation and so forth) for many. Yet sex-horror is broadly perceived to be disturbing and these negative reactions indicate that sex-horror is a source of trepidation, moral disdain or disgust for some. Thus, it appears that sex-horror inspires directly competing responses. One might conclude that sex-horror itself is paradoxical; that it holds two directly oppositional meanings simultaneously. However, as I will illustrate in this chapter, these dual responses are not as contradictory as they might first appear to be

    Converging Horror: analyzing the importance of Convergence Culture on a digital audience through an examination of the conventions and politics of the horror genre

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    This thesis draws attention to the genre of horror in new media through a close examination of various digital texts, arguing that these new texts, while built on traditional horror narratives used in cinema, are also examples of Convergence Culture, a mobile, multiplatform, participatory medium that engages professionals and amateur content creators. The thesis begins with a review of scholarly work about horror as a genre, continues with a close analysis of several digital horror texts and their online communities, and ends with the argument that these new texts are good examples of how horror has accommodated Convergence culture, morphing into a post-national space characterized by mobility, transnationalism and participation. And most importantly, this new iteration of horror continues the classical horror film tradition of mirroring inter-personal and cultural anxieties

    H.P. Lovecraft’s Philosophy of Science Fiction Horror

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    The paper is an examination and critique of the philosophy of science fiction horror of seminal American horror, science fiction and fantasy writer H.P. Lovecraft (1890-1937). Lovecraft never directly offers a philosophy of science fiction horror. However, at different points in his essays and letters, he addresses genres he labels “interplanetary fiction”, “horror”, “supernatural horror”, and “weird fiction”, the last being a broad heading covering both supernatural fiction and science fiction. Taken together, a philosophy of science fiction horror emerges. Central to this philosophy is the juxtaposition of the mysterious, unnatural and alien against a realistic background, in order to produce the emotion that Lovecraft calls “cosmic fear”. This background must not only be scientifically accurate, but must accurately portray human psychology, particularly when humans are faced with the weird and alien. It will be argued that Lovecraft’s prescriptions are overly restrictive and would rule out many legitimate works of science fiction horror art. However, he provides useful insights into the genre

    Animal crossing: New leaf and the diversity of horror in video games

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    This paper explores the diverse ways horror can be conveyed in games by investigating how games that are not associated with the horror genre can produce unsettling or scary experiences. To conduct this exploration, this study uses interaction mapping, as outlined by Consalvo and Dutton (2006), to examine a game that has thoroughly pleasant and cutesy trappings: Animal Crossing: New Leaf (Nintendo 2013). The interactions were analysed according to three themes prevalent within literature on horror and horror games: the loss of agency, the Freudian uncanny, and the Heideggerian uncanny. Ultimately, this paper demonstrates that a game which is not explicitly scary is occasionally made so through its rudimentary simulation of human behaviour and societal constructs as well as its autonomous functions and inclusion of real-world time, showing that games have very diverse means of conveying unsettling or horrifying experiences. The paper also shows how frameworks used to analyse games in the horror genre can be applicable to critical readings of non-horror games in order to understand the unexpected player reactions they can evoke

    Copyrights and digitizing the systematic literature: the horror... the horror...

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    It is time for us to take full advantage of the investment that our societies have made in documenting the biodiversity of the world. It is time for us to fully, and legally, make systematic literature available worldwide. Using U.S. "Fair Use" guidelines, we can

    Stephen King

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    Stephen King, popularly known as “The King of Horror,” is one of the more prolific and successful writers of the twentieth century. Despite a reputation for writing only horror and gore, however, King has written works that do not qualify as either horror or supernatural but rather are thoughtful, intricate slices of human experience that often cause us to reflect on our own childhoods, not always with fond nostalgia. He encourages his readers to get in touch with their own memories of what being a child really means, and innocence has little to do with King\u27s version of childhood. Believing that most adults have lost touch with their imaginations and a sense of the mythic, King constantly challenges his readers to expand their concepts of memory and experience

    Implied...or implode? The Simpsons' carnivalesque Treehouse of Horror

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    Since 1990, The Simpsons’ annual “Treehouse of Horror” episodes have constituted a production sub-context within the series, having their own conventions and historical trajectory. These specials incorporate horror plots and devices, as well as general references to science fiction, into the series’ base in situation comedy. The Halloween specials disrupt the series usual family-oriented sitcom structure, dissolving the ideological balances that stabilise that society. By depicting the Family and community in extreme circumstances, in seeing the horror of ‘how things could be’, the Treehouse episode leave us with hanging questions about the nature of social being that bleed into the regular sitcom-style episodes. By breaking from the comparatively realistic social-satire that characterizes the series as a whole, the Halloween specials cast a reflexive gaze back onto “The Simpsons” itself. As a result, the “Treehouse” episodes are valuable as a means of examining the strategies and implications of the series as a whole. Bakhtin’s model of the carnivalesque is utilised to underscore these disruptive traits that characterise the Treehouse episodes

    Existentialism and art-horror

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    This article explores the relationship between existentialism and the horror genre. Noël Carroll and others have proposed that horror monsters defy established categories. Carroll also argues that the emotion they provoke - 'art-horror' - is a 'composite' of fear and disgust. I argue that the sometimes horrifying images and metaphors of Sartre's early philosophy, which correlate with nausea and anxiety, have a non-coincidental commonality with art-horror explained by existentialism's preoccupation with the interstitial nature of the self. Further, it is argued that, as with some of the more sophisticated examples of the horror genre, the way for existential protagonists like Roquentin and Gregor Samsa to meet the challenge of the horrifying involves an accommodation of these features of the existential condition within their developing identity, which results in them appearing monstrous to others. Lastly, it is claimed that the association between existentialism and art-horror can explain the (paradoxical) appeal of horror

    BOOK REVIEW OF JONATHAN STROUD’S LOCKWOOD & CO.: THE SCREAMING STAIRCASE

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    Literature is an artwork from the expression of human's feeling and mind. One example for that artwork is novel. There are many novels that human has produced. With different theme, style and storyline, novel becomes a material reading in human world, especially for entertainment. In Theory of Literature, Wellek and Warren state, “Literature cannot be ‘studied' at all. We can only read, enjoy and appreciate it. Overall, we can only accumulate all kinds of information about literature” (1948:15). With that many themes of the novels that human has made, one of the themes that are interesting is horror. Horror usually has connection with mysterious things. With those mysteries, people will get the atmosphere, the feeling and the thought of the story. Sometimes, they will get the terror of the horror itself and make them shudder. They will try to solve the case while reading it as well. Even though, some unexpected accidents that happen will break the assumptions they have made as they read the novel

    “A malignant, seething hatework”: an introduction to U.S. 21st century hardcore horror

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    The proliferation of U.S. horror films in the 21 st century has engendered an increase in critical and academic response which has almost exclusively focused on the conventions of mainstream horror cinema. That is, films sanctioned by classificatory bodies, released through mid to large production companies and exhibited via selected to wide theatrical releases. While academic work, drawing from film and cultural studies, has provided a much needed engagement with the popularity and themes of contemporary U.S. horror they have tended to exclude marginal or ‘hidden’ hardcore horror film examples. Therefore, this article will provide an introductory account of the films that form part of this horror sub-genre, from Eric Stanze’s Scrapbook (2000) through Fred Vogel’s August Underground trilogy (2001 – 2007) to Stephen Biro’s American Guinea Pig: Bouquet of Guts and Gore (2014). The article will briefly map out the criteria for a definition of hardcore horror before discussing some of its key examples. It is not my intention to simply interpret the films but to look at their ‘archaeology’ to account for the production practices, marketing and distribution strategies, and film reception. The importance of looking at hardcore horror in terms of an archaeology is to reintegrate its marginal status and cultural practices so that a wider examination of the cultural field of U.S. horror in terms of how it is made and experienced can be advanced
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