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Longlisted for the 2022 International Gothic Association's Allan
Lloyd Smith Prize The bestselling genre of Frankenfiction sees
classic literature turned into commercial narratives invaded by
zombies, vampires, werewolves, and other fantastical monsters. Too
engaged with tradition for some and not traditional enough for
others, these 'monster mashups' are often criticized as a sign of
the artistic and moral degeneration of contemporary culture. These
hybrid creations are the 'monsters' of our age, lurking at the
limits of responsible consumption and acceptable appropriation.
This book explores the boundaries and connections between
contemporary remix and related modes, including adaptation, parody,
the Gothic, Romanticism, and postmodernism. Taking a multimedia
approach, case studies range from novels like Pride and Prejudice
and Zombies and The Extraordinary Adventures of the Athena Club
series, to television programmes such as Penny Dreadful, to popular
visual artworks like Kevin J. Weir's Flux Machine GIFs. Megen de
Bruin-Mole uses these monstrous and liminal works to show how the
thrill of transgression has been contained within safe and familiar
formats, resulting in the mashups that dominate Western popular
culture.
Palgrave Handbook of Critical Posthumanism is a major reference
work on the paradigm emerging from the challenges to humanism,
humanity, and the human posed by the erosion of the traditional
demarcations between the human and nonhuman. This handbook surveys
and speculates on the ways in which the posthumanist paradigm
emerged, transformed, and might further develop across the
humanities. With its focus on the posthuman as a figure, on
posthumanism as a social discourse, and on posthumanisation as an
on-going historical and ontological process, the volume highlights
the relationship between the humanities and sciences. The essays
engage with posthumanism in connection with subfields like the
environmental humanities, health humanities, animal studies, and
disability studies. The book also traces the historical
representations and understanding of posthumanism across time.
Additionally, the contributions address genre and forms such as
autobiography, games, art, film, museums, and topics such as
climate change, speciesism, anthropocentrism, and biopolitics to
name a few. This handbook considers posthumanism's impact across
disciplines and areas of study.
Longlisted for the 2022 International Gothic Association's Allan
Lloyd Smith Prize The bestselling genre of Frankenfiction sees
classic literature turned into commercial narratives invaded by
zombies, vampires, werewolves, and other fantastical monsters. Too
engaged with tradition for some and not traditional enough for
others, these 'monster mashups' are often criticized as a sign of
the artistic and moral degeneration of contemporary culture. These
hybrid creations are the 'monsters' of our age, lurking at the
limits of responsible consumption and acceptable appropriation.
This book explores the boundaries and connections between
contemporary remix and related modes, including adaptation, parody,
the Gothic, Romanticism, and postmodernism. Taking a multimedia
approach, case studies range from novels like Pride and Prejudice
and Zombies and The Extraordinary Adventures of the Athena Club
series, to television programmes such as Penny Dreadful, to popular
visual artworks like Kevin J. Weir's Flux Machine GIFs. Megen de
Bruin-Mole uses these monstrous and liminal works to show how the
thrill of transgression has been contained within safe and familiar
formats, resulting in the mashups that dominate Western popular
culture.
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.
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