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This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more "real" through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the "vampire world," blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as "author," "reader," "player" and "consumer." These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.
Words, Worlds, and Narratives: Transmedia and Immersion offers an interdisciplinary discussion of the way in which narrative is transmitted, transformed and translated through the wide variety of technologies and media platforms available in the 21st century. This volume critically engages with the field of transmedia studies and addresses the significance of media to narrative and authorship to immersion. What emerges is a unique look at collaborative scholarship and storytelling which is both disruptive and immersive. Using a diverse archive of narrative forms, including video games, fan fiction, film adaptation and social media, the chapters in this volume explore the narratological, social, political and economic implications of transmedia narrative in the public and private spaces of the digital and the immersive media communities.
“Simply put, there is absolutely nothing on the market with the range of ambition of this strikingly eclectic collection of essays. Not only is it impossible to imagine a more comprehensive view of the subject, most readers – even specialists in the subject – will find that there are elements of the Gothic genre here of which they were previously unaware.” - Barry Forshaw, Author of British Gothic Cinema and Sex and Film The Palgrave Handbook of Contemporary Gothic is the most comprehensive compendium of analytic essays on the modern Gothic now available, covering the vast and highly significant period from 1918 to 2019. The Gothic sensibility, over 200 years old, embraces its dark past whilst anticipating the future. From demons and monsters to post- apocalyptic fears and ecological fantasies, Gothic is thriving as never before in the arts and in popular culture. This volume is made up of 62 comprehensive chapters with notes and extended bibliographies contributed by scholars from around the world. The chapters are written not only for those engaged in academic research but also to be accessible to students and dedicated followers of the genre. Each chapter is packed with analysis of the Gothic in both theory and practice, as the genre has mutated and spread over the last hundred years. Starting in 1918 with the impact of film on the genre's development, and moving through its many and varied international incarnations, each chapter chronicles the history of the gothic milieu from the movies to gaming platforms and internet memes, television and theatre. The volume also looks at how Gothic intersects with fashion, music and popular culture: a multi-layered, multi-ethnic, even a trans-gendered experience as we move into the twenty first century.
Famous for being deathly serious, the vampire genre has a consistent yet often critically overlooked subgenre--the comedic spoof and satire. This is the first book dedicated entirely to documenting and analyzing the vampire comedy on film and television. Various types of comedy are discussed, outlining the important differences between spoofing, serious-spoofing, parody and satire. Seminal films such as Abbott and Costello Meet Frankenstein, Love at First Bite, Vampire in Brooklyn, Dracula: Dead and Loving It and What We Do In the Shadows are featured. More importantly, this book demonstrates how comedy is central to both the common perception of the vampire and the genre's ever-evolving character, making it an essential read for those interested in the laughing undead and creatures that guffaw in the night.
This volume offers a fresh approach to transmedia cultures, including not only franchises like Star Wars and Harry Potter but also contemporary transmedia worlds like Buffy the Vampire Slayer, The Walking Dead, and BTS Universe and urgent topics like such as COVID-19, Black Lives Matter, and human rights on the internet.
This edited volume explores different meanings of media convergence and deconvergence, and reconsiders them in critical and innovative ways. Its parts provide together a broad picture of opposing trends and tensions in media convergence, by underlining the relevance of this powerful idea and emphasizing the misconceptions that it has generated. Sergio Sparviero, Corinna Peil, Gabriele Balbi and the other authors look into practices and realities of users in convergent media environments, ambiguities in the production and distribution of content, changes to the organization of media industries, the re-configuration of media markets, and the influence of policy and regulations. Primarily addressed to scholars and students in different fields of media and communication studies, Media Convergence and Deconvergence deconstructs taken-for-granted concepts and provides alternative and fresh analyses on one of the most popular topics in contemporary media culture. Chapter 1 is available open access under a CC BY 4.0 license at link.springer.com
This book begins at the intersection of Dracula and War of the Worlds, both published in 1897 London, and describes the settings of Transylvania, Mars, and London as worlds linked by the body of the vampire. It explores the "vampire from another world" in all its various forms, as a manifestation of not just our anxieties around alien others, but also our alien selves. Unsurprisingly, many of the tropes these novels generated and particularly the themes they have in common have been used and adapted by vampire narratives that followed. From Nosferatu to Alien, Interstellar, Stranger Things, and many others, this book examines how these narratives have evolved since the end of the nineteenth century. Bringing together texts and films from across the 19th, 20th, and 21st centuries, from the far reaches of outer space and the distant future, it concludes that the unexpected and the unknown are not always to be feared, and that humanity does have the power to write its own future.
Against the social and economic upheavals that characterized the nineteenth century, the border-bending nosferatu embodied the period’s fears as well as its forbidden desires. This volume looks at both the range among and legacy of vampires in the nineteenth century, including race, culture, social upheaval, gender and sexuality, new knowledge and technology. The figure increased in popularity throughout the century and reached its climax in Dracula (1897), the most famous story of bloodsuckers. This book includes chapters on Bram Stoker’s iconic novel, as well as touchstone texts like John William Polidori’s The Vampyre (1819) and Sheridan Le Fanu’s Carmilla (1872), but it also focuses on the many “Other” vampire stories of the period. Topics discussed include: the long-war veteran and aristocratic vampire in Varney; the vampire as addict in fiction by George MacDonald; time discipline in Eric Stenbock’s Studies of Death; fragile female vampires in works by Eliza Lynn Linton; the gender and sexual contract in Mary Elizabeth Braddon’s “Good Lady Ducayne;” cultural appropriation in Richard Burton’s Vikram and the Vampire; as well as Caribbean vampires and the racialized Other in Florence Marryat’s The Blood of the Vampire. While drawing attention to oft-overlooked stories, this study ultimately highlights the vampire as a cultural shape-shifter whose role as “Other” tells us much about Victorian culture and readers’ fears or desires.
Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.