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Why are audiences drawn to horror films? Previous answers to that question have included everything from a need to experience fear to a hunger for psychotherapy. This critical text proposes that the horror film's primary purpose is to present monsters, best understood as deformed and destructive beings. These monsters satisfy the audience's desire to know these beings, in particular those beings too fantastic and dangerous to know in real life. The text illuminates many aspects of the horror film genre, including epistemology, ethics, evaluation, history, monster taxonomy, and filmmaking techniques.
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
In A Critical Companion to Wes Craven, contributors use a variety of theoretical frameworks to analyze distinct areas of Craven’s work, including ecology, auteurism, philosophy, queer studies, and trauma. This book covers both the successes and failures contained in Craven’s extensive filmography, ultimately revealing a variegated portrait of his career. Scholars of film studies, horror, and ecology will find this book particularly interesting.
Historically, zombies have been portrayed in films and television series as mindless, shuffling monsters. In recent years, this has changed dramatically. The undead are fast and ferocious in 28 Days Later... (2002) and World War Z (2013). In Warm Bodies (2013) and In the Flesh (2013-2015), they are thoughtful, sensitive and capable of empathy. These sometimes radically different depictions of the undead (and the still living) suggest critical inquiries: What does it mean to be human? What makes a monster? Who survives the zombie apocalypse, and why? Focusing on classic and current movies and TV shows, the author reveals how the once-subversive modern zombie, now more popular than ever, has been co-opted by the mainstream culture industry.
Godzilla, a traditional natural monster and representation of cinema's subgenre of natural attack, also provides a cautionary symbol of the dangerous consequences of mistreating the natural world--monstrous nature on the attack. Horror films such as Godzilla invite an exploration of the complexities of a monstrous nature that humanity both creates and embodies. Robin L. Murray and Joseph K. Heumann demonstrate how the horror film and its offshoots can often be understood in relation to a monstrous nature that has evolved either deliberately or by accident and that generates fear in humanity as both character and audience. This connection between fear and the natural world opens up possibilities for ecocritical readings often missing from research on monstrous nature, the environment, and the horror film. Organized in relation to four recurring environmental themes in films that construct nature as a monster--anthropomorphism, human ecology, evolution, and gendered landscapes--the authors apply ecocritical perspectives to reveal the multiple ways nature is constructed as monstrous or in which the natural world itself constructs monsters. This interdisciplinary approach to film studies fuses cultural, theological, and scientific critiques to explore when and why nature becomes monstrous.
This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.
Focusing on narratives with supernatural components, Karen J. Renner argues that the recent proliferation of stories about evil children demonstrates not a declining faith in the innocence of childhood but a desire to preserve its purity. From novels to music videos, photography to video games, the evil child haunts a range of texts and comes in a variety of forms, including changelings, ferals, and monstrous newborns. In this book, Renner illustrates how each subtype offers a different explanation for the problem of the “evil” child and adapts to changing historical circumstances and ideologies.
Generation Multiplex (2002) was the first comprehensive study of the representation of teenagers in American cinema since David Considine's Cinema of Adolescence in 1985. This updated and expanded edition reaffirms the idea that films about youth constitute a legitimate genre worthy of study on its own terms. Identifying four distinct subgenres—school, delinquency, horror, and romance—Timothy Shary explores hundreds of representative films while offering in-depth discussion of movies that constitute key moments in the genre, including Fast Times at Ridgemont High, A Nightmare on Elm Street, The Breakfast Club, Say Anything . . . , Boyz N the Hood, Scream, American Pie, Napoleon Dynamite, Superbad, The Twilight Saga, and The Hunger Games. Analyzing developments in teen films since 2002, Shary covers such topics as the increasing availability of movies on demand, which has given teens greater access to both popular and lesser-seen films; the recent dominance of supernatural and fantasy films as a category within the genre; and how the ongoing commodification of teen images in media affects real-life issues such as school bullying, athletic development, sexual identity, and teenage pregnancy.
This is the first book to explore the multitude of narrative media forms created by and that feature Latinos in the twenty-first century - a radically different cultural landscape to earlier epochs. The essays present a fresh take informed by the explosion of Latino demographics and its divergent cultural tastes.