The Monstrous Feminine In Contemporary Japanese Popular Culture
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The Monstrous Feminine in Contemporary Japanese Popular Culture
Author | : Raechel Dumas |
Publsiher | : Springer |
Total Pages | : 217 |
Release | : 2018-06-01 |
Genre | : Social Science |
ISBN | : 9783319924656 |
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This book explores the monstrous-feminine in Japanese popular culture, produced from the late years of the 1980s through to the new millennium. Raechel Dumas examines the role of female monsters in selected works of fiction, manga, film, and video games, offering a trans-genre, trans-media analysis of this enduring trope. The book focuses on several iterations of the monstrous-feminine in contemporary Japan: the self-replicating shōjo in horror, monstrous mothers in science fiction, female ghosts and suburban hauntings in cinema, female monsters and public violence in survival horror games, and the rebellious female body in mytho-fiction. Situating the titles examined here amid discourses of crisis that have materialized in contemporary Japan, Dumas illuminates the ambivalent pleasure of the monstrous-feminine as a trope that both articulates anxieties centered on shifting configurations of subjectivity and nationhood, and elaborates novel possibilities for identity negotiation and social formation in a period marked by dramatic change.
Re reading the Monstrous Feminine
Author | : Nicholas Chare,Jeanette Hoorn,Audrey Yue |
Publsiher | : Routledge |
Total Pages | : 303 |
Release | : 2019-10-08 |
Genre | : Performing Arts |
ISBN | : 9780429890536 |
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This book provides a critical reappraisal of Barbara Creed’s ground-breaking work of feminist psychoanalytic film scholarship, The Monstrous-Feminine, which was first published in 1993. The Monstrous-Feminine married psychoanalytic thinking with film analysis in radically new ways to provide an invaluable corrective to conventional approaches to the study of women in horror films, with their narrow emphasis on woman’s victimhood. This volume, which will mark 25 years since the publication of The Monstrous-Feminine, brings together essays by international scholars working across a variety of disciplines who take up Creed’s ideas in new ways and fresh contexts or, more broadly, explore possible futures for feminist and/or psychoanalytically informed art history and film theory.
Immersion Narrative and Gender Crisis in Survival Horror Video Games
Author | : Andrei Nae |
Publsiher | : Routledge |
Total Pages | : 256 |
Release | : 2021-09-09 |
Genre | : Games & Activities |
ISBN | : 9781000440652 |
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This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Japanese Horror Culture
Author | : Fernando Gabriel Pagnoni Berns,Subashish Bhattacharjee,Ananya Saha |
Publsiher | : Rowman & Littlefield |
Total Pages | : 243 |
Release | : 2021-11-17 |
Genre | : Social Science |
ISBN | : 9781793647061 |
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Contemporary Japanese horror is deeply rooted in the folklore of its culture, with fairy tales-like ghost stories embedded deeply into the social, cultural, and religious fabric. Ever since the emergence of the J-horror phenomenon in the late 1990s with the opening and critical success of films such as Hideo Nakata’s The Ring (Ringu, 1998) or Takashi Miike’s Audition (Ôdishon, 1999), Japanese horror has been a staple of both film studies and Western culture. Scholars and fans alike throughout the world have been keen to observe and analyze the popularity and roots of the phenomenon that took the horror scene by storm, producing a corpus of cultural artefacts that still resonate today. Further, Japanese horror is symptomatic of its social and cultural context, celebrating the fantastic through female ghosts, mutated lizards, posthuman bodies, and other figures. Encompassing a range of genres and media including cinema, manga, video games, and anime, this book investigates and analyzes Japanese horror in relation with trauma studies (including the figure of Godzilla), the non-human (via grotesque bodies), and hybridity with Western narratives (including the linkages with Hollywood), thus illuminating overlooked aspects of this cultural phenomenon.
Not of the Living Dead
Author | : Noah Simon Jampol,Cain Miller,Leah Richards |
Publsiher | : McFarland |
Total Pages | : 269 |
Release | : 2023-03-08 |
Genre | : Performing Arts |
ISBN | : 9781476648354 |
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A killer monkey. Suburban witchcraft. Motorcycle jousting. A cockroach invasion. Despite this enticing list of other subjects, George A. Romero is best known for the genre-defining 1968 film Night of the Living Dead and subsequent zombie films. The non-zombie films in his decades-long career have gotten varied degrees of critical examination but they remain underexamined compared to the Dead flicks. This book focuses on Romero's "other" work, highlighting lesser-known films such as There's Always Vanilla (1971) and Bruiser (2000), as well as more popular films such as Martin (1977) and The Crazies (1973). It examines how his body of work participates in social critique by delving into issues such as capitalism's pitfalls and excesses, domestic and racial power imbalances, and our patriarchal culture's expectations of masculinity, femininity, and sexuality.
Circulating Fear
Author | : Lindsay Nelson |
Publsiher | : Rowman & Littlefield |
Total Pages | : 149 |
Release | : 2021-10-11 |
Genre | : Performing Arts |
ISBN | : 9781793613684 |
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Circulating Fear: Japanese Horror, Fractured Realities, and New Media explores the changing role of screens, new media objects, and social media in Japanese horror films from the 2010s to present day. Lindsay Nelson places these films and their paratexts in the context of changes in the new media landscape that have occurred since J-horror's peak in the early 2000s; in particular, the rise of social media and the ease of user remediation through platforms like YouTube and Niconico. This book demonstrates how Japanese horror film narratives have shifted their focus from old media—video cassettes, TV, and cell phones—to new media—social media, online video sharing, and smart phones. In these films, media devices and new media objects exist both inside and outside the frame: they are central to the films’ narratives, but they are also the means through which the films are consumed and disseminated. Across a multitude of screens, platforms, devices, and perspectives, Nelson argues, contemporary Japanese horror films are circulated as an ever-shifting series of images and fragments, creating a sense of “fractured reality” in the films’ narratives and the media landscape that surrounds them. Scholars of film studies, horror studies, media studies, and Japanese studies will find this book particularly useful.
Gothic Cinema
Author | : Katharina Rein |
Publsiher | : Springer Nature |
Total Pages | : 204 |
Release | : 2023-06-29 |
Genre | : Performing Arts |
ISBN | : 9783658407216 |
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Gothic Cinema closes a gap in German-language film discourse: for the first time, the volume sheds light on a hitherto little-discussed film context. It considers Gothic Cinema as a form of unofficial historiography that allows a look not only at the history of film and its technique, but also at moral concepts, gender relations, collective fears or aesthetic currents. A delimitation and definition of the term and the central elements of the Gothic are followed by a comprehensive historical overview from 1896 to the present day. Three in-depth analyses of individual post-2015 gothic films and television series round out the review. On the one hand, the examples examined are representative in terms of typical elements, motifs or topoi, and on the other hand, they exhibit peculiarities and breaks that prove fruitful for a cultural and media studies investigation.
Feminist War Games
Author | : Jon Saklofske,Alyssa Arbuckle,Jon Bath |
Publsiher | : Routledge |
Total Pages | : 292 |
Release | : 2019-12-10 |
Genre | : Language Arts & Disciplines |
ISBN | : 9781000751208 |
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Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.