Monsters, and the Viewers Who Love Them

2019 ◽  
pp. 171-194
Author(s):  
Adam Charles Hart

This chapter focuses on horror that prioritizes narrative over sensation to work through why the themes of horror hold fascination for viewers and gamers when not paired with visceral affective goals. The chapter theorizes this mode as “integrated horror”—works that incorporate horror tropes into existing narrative forms and structures—with recent television at the forefront of this trend. Integrated horror allows for exploration of, and familiarization with, monsters and monstrosity, of death and abjection. This mode allows viewers and gamers to conceive of and, in some sense, work through, the inconceivable fears that define horror. This chapter discusses the uses of monsters and why we embrace them over the course of the dozens or hundreds of hours that make up a television show like The Walking Dead (2010–) and American Horror Story (2011–).

Author(s):  
Adam Charles Hart

It makes us jump. It makes us scream. It haunts our nightmares. So why do we watch horror? Why do we play it? What could possibly be appealing about a genre that tries to terrify us? Why would we subject ourselves to shriek-inducing shocks, or spend dozens of hours watching a television show about grotesque flesh-eating monsters? Horror offers us a connection to fears that are otherwise unspeakable, even inconceivable, so why do we seek it out? Monstrous Forms offers a theory of horror that works through the genre across a broad range of contemporary moving-image media: film, television, videogames, YouTube, gifs, streaming, virtual reality. This book analyzes our experience of and engagement with horror by focusing on its form, paying special attention to the common ground, the styles, and forms that move between mediums. It looks at the ways that moving-image horror addresses its audiences; the ways that it elicits, or demands, responses from its viewers, players, browsers. Camera movement (or “camera” movement), jump scares, offscreen monsters—horror innovates and perfects styles that directly provoke and stimulate the bodies in front of the screen. Analyzing films including Paranormal Activity, It Follows, and Get Out; videogames including Amnesia: The Dark Descent, Layers of Fear, and Until Dawn; and TV shows including The Walking Dead and American Horror Story, Monstrous Forms argues for understanding horror through its sensational address and dissects the forms that make that address so effective.


2021 ◽  
Vol 2 (17) ◽  
pp. 11-20
Author(s):  
Artur Borowiecki

Od czasu emisji serialu Rodzina Soprano (The Sopranos, 1999–2007) można zaobserwować nowy etap w historii kinematografii, popularnie nazywany „złotym okresem telewizji”. Główną jego cechą są seriale złożone narracyjnie. Twórcy tych utworów korzystają z nowych środków stylistycznych, a także eksperymentują z ukonstytuowanymi od początku istnienia telewizji schematami narracyjnymi. W artykule podjęto tematykę serialowych horrorów, które zalicza się właśnie do produkcji złożonych narracyjnie. Na przykładzie wybranych sezonów popularnych amerykańskich seriali grozy: Buffy, postrach wampirów (Buffy the Vampire Slayer, 1997–2003), Żywe trupy (The Walking Dead, 2010–), American Horror Story (2011–) i Channel Zero (2016–2018) oraz serialu amerykańsko-angielskiego Dom grozy (Penny Dreadful, 2014–2016) omówiono kwestię zmian w strategiach narracyjnych tychże seriali. Szukano odpowiedzi na następujące pytania: czy współczesne seriale grozy przeszły podobną metamorfozę jak dramaty jakościowe i na czym ta zmiana polega? Czy występują postmodernistyczne kolaże, zakłócenia w warstwie temporalnej linii narracyjnych? Czy twórcy wplatają nowatorskie rozwiązania, podążając za myślą formalistów rosyjskich, w struktury narracyjne? I w końcu czy można mówić o nowym typie seriali horrorów, czy są to jedynie powielone wzorce, które wcześniej występowały w serialowym dyskursie grozy?


2017 ◽  
Vol 4 ◽  
pp. 166-176
Author(s):  
Shannon Walter

The spike in zombie cinema in recent years is thought to be due to the fact that cultural and social anxieties are on the rise. This paper explores how zombie film and television comments on these anxieties and forces its audience to think about the world around them. It specifically focuses on The Walking Dead and how this famous television show utilizes villains and villainous behaviors to comment on our current, violent, and desensitized state of society.


Author(s):  
Oihab Allal-Chérif ◽  
María Guijarro-García ◽  
José Carlos Ballester-Miquel ◽  
Agustín Carrilero-Castillo

2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2015 ◽  
Vol 49 (4) ◽  
pp. 793-811 ◽  
Author(s):  
KATHERINE SUGG

From The Road to The Walking Dead, contemporary apocalyptic fictions narrativize the conjunction of two central “crises”: late liberal capitalism and twenty-first-century masculinity. This conjunction underlines the insights of a variety of scholars and cultural critics who analyze the “crisis” of contemporary masculinity, often specifically white masculinity, as a product of recent economic and social transformations, including the perceived disempowering of white male authority in a neoliberal era of affective labor, joblessness and multiculturalism. But the apocalypse, especially as a television series, is a rather peculiar narrative vehicle for the articulation of a transformative future for – or a nostalgic return to – masculine agency and authority. Focussing on questions of subjection and agency in the late liberal/neoliberal moment, I suggest that zombie apocalypse stages a debate on the status of masculine agency that has roots extending deep into the foundations of liberal modernity and the gendered selfhood it produces – roots that are ironically exposed by the popular cultural referent that dominates The Walking Dead: the frontier myth. The frontier and the apocalypse both draw from Hobbesian prognostications of a state of nature as relentless competition and a war of “all against all” that are foundational to modern liberal political theory and questions of sovereignty, self-interest, and collective governance. But they also index a narrative antidote to the erasure of political agency as traditionally enshrined in liberal democratic norms and traditions. Like the western, the zombie apocalypse speculates about possible ways in which masculine agency in liberal modernity might be reimagined and/or reinvigorated. In the place of a tired, automated neo-“official man”, the apocalypse in The Walking Dead promises an opportunity to “finally start living” – reminding us that white masculinity figures precisely the Enlightenment liberal subject-citizen and the authoritative, if highly fictional, agency which has been notoriously crushed within regimes of late capitalist biopower. And yet, even as the zombie apocalypse engages foundational myths of liberal modernity, it elaborates them in surprisingly nihilistic set pieces and an apparently doomed, serial narrative loop (there is no end to the zombie apocalypse and life in it is remarkably unpleasant). The eruption of haptic elements in the television show – especially in the visual and aural technologies that allow representations of bodies, suffering, dismemberment, mutability, disgust – further counters the apparent trajectory of apocalyptic allegory and opens it to alternative logics and directions. The narrative options of the zombie apocalypse thus seem to be moving “back” to a brutal settler colonial logic or “forward” to an alternative, perhaps more ethical, “zombie logic,” but without humans. This essay is interested in what these two trajectories have to say to each other and what that dialogue, and dialectic, indicate about contemporary economic governance as it is experienced and translated affectively into popular narrative and cultural product. That is, to what extent is the racist and economic logic of settler colonialism already infected by the specter of another logic of abjection and otherness, one that is figured both by the zombies and by the nonnarrative function of spectacles of embodied male suffering? And what does that slippage between logics and directions tell us about the internal workings of settler colonialism and economic liberalism that have always been lodged within mythic fantasies of the frontier?


2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


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