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Horror films, books and video games engage their audiences through combinations of storytelling practices, emotional experiences, cognitive responses and physicality that ignite the sensorium--the sensory mechanics of the body and the intellectual and cognitive functions connected to them. Through analyses of various mediums, this volume explores how the horror genre affects the mind and body of the spectator. Works explored include the films 28 Days Later and Death Proof, the video games Resident Evil 4 and Doom 3, the theme park ride The Revenge of the Mummy, transmedia experiences associated with The Dark Knight and True Blood, and paranormal romance novels featuring Anita Blake and Sookie Stackhouse. By examining how these diverse media generate medium-specific corporeal and sensory responses, it reveals how the sensorium interweaves sensory and intellectual encounters to produce powerful systems of perception.
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Winner of the 2020 “Outstanding Academic Title” Award, created by Choice Magazine. In Negotiating Space in Latin America, edited by Patricia Vilches, contributors approach spatial practices from multidisciplinary angles. Drawing on cultural studies, film studies, gender studies, geography, history, literary studies, sociology, tourism, and current events, the volume advances innovative conceptualizations on spatiality and treats subjects that range from nineteenth century-nation formation to twenty-first century social movements. Latin America has endured multiple spatial transformations, which contributors analyze from the perspective of the urban, the rural, the market, and the political body. The essays collected here signal how spatial processes constantly shape societal interactions and illuminate the complex relationships between humans and space, emphasizing the role of spatiality in our actions and perceptions. Contributors: Gail A. Bulman, Ana María Burdach Rudloff, James Craine, Angela N. DeLutis-Eichenberger, Carolina Di Próspero, Gustavo Fares, Jennifer Hayward, Silvia Hirsch, Edward Jackiewicz, Magdalena Maiz-Peña, Lucía Melgar, Silvia Nagy-Zekmi, Luis H. Peña, Jorge Saavedra Utman, Rosa Tapia, Juan de Dios Torralbo Caballero, Tera Trujillo, Patricia Vilches, and Gareth Wood.
This cutting-edge collection features original essays by eminent scholars on one of cinema's most dynamic and enduringly popular genres, covering everything from the history of horror movies to the latest critical approaches. Contributors include many of the finest academics working in the field, as well as exciting younger scholars Varied and comprehensive coverage, from the history of horror to broader issues of censorship, gender, and sexuality Covers both English-language and non-English horror film traditions Key topics include horror film aesthetics, theoretical approaches, distribution, art house cinema, ethnographic surrealism, and horror's relation to documentary film practice A thorough treatment of this dynamic film genre suited to scholars and enthusiasts alike
Feminist Posthumanism in Contemporary Science Fiction Film and Media: From Annihilation to High Life and Beyond places posthumanism and feminist theory into dialogue with contemporary science fiction film and media. This essay collection is intimately invested in the debates around the posthuman and the critical posthumanities within a feminist critical-theoretical framework. In this posthumanist light, science fiction as a genre allows for new imaginings of human-technological relations, while it can also be the site of a critique of human exceptionalism and essentialism. In this way, science fiction affords unique opportunities for the scholarly investigation of the relevance and relative applicability of specific posthumanist themes and questions in a particularly rich and wide-ranging popular cultural field of production. One of the reasons for this suitability is the genre's historically longstanding relationship with the critical investigation of gender, specifically the position and relative empowerment of women. The original analyses presented here pay close attention to audiovisual style (including game mechanics), facilitating the critical interrogation of the issues and questions around posthumanism. Where typically the mention of SF in the posthumanist context calls to mind a whole set of (often clichéd) tropes-the cyborg, technologically augmented bodies, AI subjectivities, etc.-this volume's thirteen chapters analyze specific examples of contemporary SF cinema that engage in meaningful ways with the burgeoning field of critical posthumanism, and that utilize such films to interrogate posthumanist and feminist as well as humanistic ideas.
Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of 'found footage,' to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.
This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.
As the horror subgenre du jour, found footage horror's amateur filmmaking look has made it available to a range of budgets. Surviving by adapting to technological and cultural shifts and popular trends, found footage horror is a successful and surprisingly complex experiment in blurring the lines between quotidian reality and horror's dark and tantalizing fantasies. Found Footage Horror Films explores the subgenre's stylistic, historical and thematic development. It examines the diverse prehistory beyond Man Bites Dog (1992) and Cannibal Holocaust (1980), paying attention to the safety films of the 1960s, the snuff-fictions of the 1970s, and to television reality horror hoaxes and mockumentaries during the 1980s and 1990s in particular. It underscores the importance of The Blair Witch Project (1999) and Paranormal Activity (2007), and considers YouTube's popular rise in sparking the subgenre's recent renaissance.
This volume investigates urbanity as a cultural form. The essays illustrate the real and imaginary ways that we interact with the cities through the portal of the arts.
This book brings together various theoretical approaches to Horror that have received consistent academic attention since the 1990s – abjection, disgust, cognition, phenomenology, pain studies – to make a significant contribution to the study of fictional moving images of mutilation and the ways in which human bodies are affected by those on the screen on three levels: representationally, emotionally and somatically. Aldana Reyes reads Horror viewership as eminently carnal, and seeks to articulate the need for an alternative model that understands the experience of feeling under corporeal threat as the genre’s main descriptor. Using recent, post-millennial examples throughout, the book also offers case studies of key films such as Hostel, [REC], Martyrs or Ginger Snaps, and considers contemporary Horror strands such as found footage or 3D Horror.