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This book will be a key contribution to both Gothic and digital
game scholarship as it argues for close proximity between Gothic
culture and the videogame medium itself This book explores the many
ways Gothic literature and media have informed videogame design The
book moves beyond the study of generic influences of horror on
digital gaming, and focuses in on the Gothic, a less visceral mode
tending towards the unsettling, the uncertain and the uncanny The
book will have resonance with scholars and students in both Gothic
and digital game scholarship, as well as those interested in Gothic
novels, media and popular culture, digital games and interactive
fiction
Gothic Mash-Ups explores the role of intertextuality in Gothic
storytelling through the analysis of texts from diverse periods and
media. Drawing on recent scholarship on Gothic remix and
adaptation, the contributors examine crossover fictions,
multi-source film and comic book adaptations, neo-Victorian
pastiches, performance magic, monster mashes, and intertextual
Gothic works of various kinds. Their chapters investigate many
critical issues related to Gothic mash-up, including authorship,
originality, intellectual property, fandom, commercialization, and
canonicity. Although varied in approach, the chapters all explore
how Gothic storytellers make new stories out of older ones, relying
on a mix of appropriation and innovation. Covering many examples of
mash-up, from nineteenth-century Gothic novels to
twenty-first-century video games and interactive fiction, this
collection builds from the premise that the Gothic is a
fundamentally hybrid genre.
Throughout the modern era the figure of the child has consistently
reflected adult concerns about industrialisation, urbanisation,
technology, consumerism and capitalism. Children represent a
symbolic retreat from modern life, culturally aligned with fairy
tales, medievalism, animals and nature. Yet children also embody
the future and are often identified with the most contemporary
forms of popular culture. This book explores how products for
children navigate such contradictions by investigating the history
and textuality of three major forms of modern media: cinema,
television and digital games. Case studies - including Wallace and
Gromit, Teletubbies, Horrible Histories, Little Big Planet and
Disney Infinity - are used to illustrate the complex intersections
between children's culture and modernity. Cinema - so closely
associated with the emergence of modernity and mass popular culture
- has had to negotiate its relationship with child audiences and
depictions of childhood, often concealing its connection with
modernity in the process. In contrast, television's incorporation
into family home-centred, post-war modernity resulted in children
being clearly positioned as the audience for this domestic
entertainment. The latter decades of the twentieth century saw the
promotion of home computers as educational tools for training
future generations, capitalising on positive alignments between
children and technologies, while digital games' narrative
references, aesthetics and merchandise established the new medium
as a form of children's culture.
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