
- 224 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
This collection assembles a wide range of scholarship addressing the intersections, influences, and impacts of the horror genre's proliferation across multiple forms of media.
Covering film, television, websites, video games, tabletop and role-playing games, and social media, the volume highlights works from marginalized voices or from less scrutinized media. Building off one of Horror Studies' traditional homes in film, the volume first features approaches to previously ignored innovations and offshoots related to cinematic and televisual horror, before moving to discuss how horror film conventions inform horror video and tabletop games and how games have started to influence film. Finally, the collection departs the world of film to examine online and non-academic multimodal/cultural discourses about horror, from popular movie reviewers to interactive online marketing and film promotions.
This volume will interest scholars and students not only of Horror Studies and genre but also of film, media and television studies, digital media and video games, and transmedia studies.
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Information
Table of contents
- Cover
- Half Title
- Series
- Title
- Copyright
- Dedication
- Contents
- List of Figures
- List of Contributors
- Introduction: Why Horror Redux
- Part One Cinematic and Televisual Horror Redux
- Part Two Disability, Accessibility, and the Monstrous-Feminine in Horror Video Games and Tabletop Games
- Part Three Websites, Reviews, and Other Horror Paratexts
- Index