Producing zombie television: AMC, The Walking Dead, and the institutional dynamics of green-lighting hard-edged horror on cable

Author(s):  
Todd K Platts

This study documents the industrial conditions that permitted the green-lighting and production of The Walking Dead (2010–present) on AMC, a network that built its reputation through high-brow series like Mad Men (2007–2015) and Breaking Bad (2008–2013) . The findings challenge two major arguments forwarded to make sense of the show’s airing: 1) the diagnostic model which suggests that zombies dovetailed into a zeitgeist-coloured paranoia of Others and the aftereffects of a neoliberalised social order and 2) the reputation model, which maintains that the industry track records of the personnel behind projects significantly enhances the chances of receiving a green-light.

Author(s):  
María de Lourdes López Gutiérrez

En la actualidad, son pocas las personas que no están enganchadas con una serie de televisión; aun los cinéfilos más agudos o los entusiastas detractores de la televisión han caído en la tentación, y algunos en las redes, de Breaking Bad (AMC 2008), Game of Thrones (HBO 2008), House of Cards (Netflix 2013), The Sopranos (HBO 1999), Lost (ABC 2004) , Mad Men (AMC 2007), The Walking Dead (AMC, 2010), Stranger Things (Netflix, 2015), Black Mirror (House of tomorrow, 2016), o de otras series que podemos considerar “canónicas” en esta etapa de resurgimiento de la ficción televisiva como vía de entretenimiento. Las múltiples formas que permiten su visionado han abonado a su éxito y se han colado en los intersticios de las actividades cotidianas facilitando el acceso a sus contenidos sin muchas restricciones de espacio o de condiciones tecnológicas.


2019 ◽  
pp. 195-214
Author(s):  
Adam Charles Hart

This final chapter continues the discussion of monsters by engaging with the writings of Robin Wood, who theorized monsters as fundamentally ambivalent figures who allow us to envision alternatives to the restrictive social order. It then realigns Wood’s terms to show how the recent horror genre has been structured around questions not simply of monstrosity, but of asserting or maintaining humanity—and recognizing the humanity of others—in the face of monstrosity and other inconceivable horrors. This is the explicit theme of The Walking Dead TV series, as is emphasized in its first video game adaptation, The Walking Dead: The Game (2012), but is there at the beginnings of the modern genre in the 1960s with a film like Night of the Living Dead (1968). The chapter concludes with a discussion of how understandings of “monstrosity” and “humanity” are redefined around questions of morality with two high-profile, integrated horror films, Get Out (2017) and The Shape of Water (2017).


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.


E-Compós ◽  
2015 ◽  
Vol 18 (2) ◽  
Author(s):  
Eduardo Yuji Yamamoto

A partir da proposta teórico-metodológica de Douglas Kellner (o mapeamento do presente pelo futuro), analisa-se o seriado de TV The Walking Dead (2010-2015...), enquanto suporte discursivo de uma tensão subjetiva nas culturas midiatizadas a partir dos EUA. Duas premissas subsidiam este trabalho: a indissociabilidade entre a cultura midiatizada e as práticas sociais contemporâneas; e a presença de regimes divergentes de sociabilidade nessa cultura: fechar-se à profusão vinculativa da atualidade ou expor-se à experimentação subjetiva. Para auxiliar a análise, utiliza-se o conceito de “corpo sem órgãos”, de Artaud, Deleuze e Guattari.


Author(s):  
Rachel Sarah Osolen ◽  
Leah Brochu

While working as production assistants for the National Network of Equitable Library Service (NNELS), an organization that creates and shares accessible versions of books to people with print disabilities, we were tasked with a challenging request from a user: Could we make an accessible version of the comic book The Walking Dead? Audio description services are available to the visually impaired in a few different venues such as television, movies, and live theatre. Guidelines for the creation of these descriptive texts are available to potential creators, but in our case, we could find nothing that would help guide us to create a described comic book. While some people and organizations have created prose novelizations of comic books, these simply tell the story, and do not include the unique visual aspects of reading a comic book. We have found that it is possible to create a balanced description that combines the visual grammar of a comic with the narrative story. In addition to creating a described comic book, we are developing guiding documentation that will be a necessary tool to ensure that visually impaired readers have a comic book experience (CBE) that (a) closely matches the CBE of a sighted reader, and (b) is standardized across producers, so that the onus of understanding the approach to comic book description (CBD) is not put on the visually impaired reader. At this point in our work, we need more feedback from users with print disabilities to ensure we are meeting the highest standards.


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