Showing posts with label Electronic Games. Show all posts
Showing posts with label Electronic Games. Show all posts

Tuesday, June 3, 2025

CFP Horror Videogames - A Companion (8/31/2025)

 

Call for Papers: Horror Videogames - A Companion

deadline for submissions: 
August 31, 2025
full name / name of organization: 
University for the Creative Arts, Farnham, Surrey, UK
contact email: 

Call for Papers: Horror Videogames: A Companion

Editors: Dr Connor Jackson and Dr Ewan Kirkland

 

This publication – which is planned for submission to Peter Lang’s Genre Fiction and Film Companions series – aims to provide readers with an accessible yet scholarly overview of the historical, cultural, technological and aesthetic dimensions of the horror videogame, organised around an extensive series of short case studies. Accordingly, we are seeking abstracts for a series of shorter chapters presenting critical analyses of key titles in the genre’s history.

Videogames should be chosen for their popular cultural impacts, uniqueness and innovative contributions to the horror genre and videogame medium. The collection will cover a variety of time periods, platforms, development contexts, countries of origin and sub-genres. It will also feature various manifestations of horrific content; from monsters, zombies, ghosts, and eldritch abominations to psychological horror, jump scares, and fourth wall-breaking cult games. Each chapter will justify its selected case study as a noteworthy horror videogame, while also embedding its chosen text within academic discussions of genre, storytelling, design and/or affect.

The collection will be divided into several sections, which are detailed below alongside suggested entries. We welcome submission on the suggested videogames, as well as submissions on videogames that are not on our list of suggested entries. Please note that we do not require submissions on Left 4 Dead (2008) or Five Night’s at Freddy’s (2014), as these titles will be covered by the editors.

 

Sections and Suggested Entries

Early Horror Videogames: 3D Monster Maze (1981), Haunted House (1982), Carmageddon (1997), Clock Tower (1995), Alone in the Dark (1992), Doom (1993)

Canonical Horror Videogames: Resident Evil (1996), Silent Hill (1999), Fatal Frame (2001), Dead Space (2008), Eternal Darkness: Sanity’s Requiem (2002)

Horror Videogame Sequels: Silent Hill 2 (2002), Alan Wake 2 (2023), Little Nightmares II (2021), Amnesia: Rebirth (2020), Resident Evil 4 (2005)

Adaptation in Horror Videogames: Alien: Isolation (2014), Resident Evil 7: Biohazard (2017), The Walking Dead (2012), Dead Rising (2006)

Multiplayer Horror Videogames: The Outlast Trials (2024), Dead by Daylight (2016), Phasmophobia (2020)

Indie Horror Videogames: Mouthwashing (2024), Carrion (2020), Signalis (2022), Mundaun (2021), Murder House (2020)

 

Please send chapter abstracts of around 200 words (excluding references) alongside bios of up to 100 words to Connor Jackson (jacksoc1@hope.ac.uk) and Ewan Kirkland (ewan.kirkland@uca.ac.uk) by Sunday 31st August 2025 with the subject heading: “Horror Videogames Abstract”.

Abstract titles should follow the same format, with the game title and a subheading indicating the area/focus of horror to be addressed. For example, “Left 4 Dead (2008) – The Horror of Abandonment” and “Five Nights at Freddy’s (2014) - Service Industry Horror”. Full chapters should be 2,500-3,000 words (excluding references).

If you are interested in covering more than one videogame, feel free to add a list of up to 3 other titles alongside your submission. Should your submission entry be in high demand, the editors may contact you to discuss your secondary options.

Also, if you have any questions, please send them to the above-mentioned email addresses. 

 

Provisional Timeframe

CFP Deadline: Sunday 31st August 2025 

CFP Feedback by end of September 2025 

Completed Chapters by end of January 2026

Feedback with potential edits by end of April 2026 

Chapters returned by end of June 2026

Submission of final draft to editors by end of August 2026



Last updated May 29, 2025

Monday, June 2, 2025

CFP Blood and Bile: Perspectives from the humanities, art and gaming culture on Blasphemous (7/16/2025)

 

CFP Blood and Bile: Perspectives from the humanities, art and gaming culture on Blasphemous

deadline for submissions: 
July 16, 2025
full name / name of organization: 
Jonas Müller-Laackman; Victoria Mummelthei / c:hum

In the fictional world of ‘Cvstodia’, a nameless ‘penitent’ traverses a world in which the ‘miracle’ - a divine entity - is worshipped through physical torment and suffering in a gloomy body horror style. In doing so, ‘Blasphemous’ transforms the established conventions of the ‘souls-like’ genre: the difficulty typical of the genre and the cyclical approach to failure are theologically charged. The progress made by defeating boss enemies is enhanced by sacred weapons and rituals, while the level design is recontextualised as a spiritual pilgrimage. These elements are embedded in an elaborate ecclesiastical infrastructure and open up multiple levels of analysis, e.g:

    • Theological: Guilt, atonement and redemption as a cyclical game system
    • Cultural-historical: appropriation of Andalusian religiosity
    • Aesthetic: Transformation of Christian iconography into pixel art
    • Narrative: Hagiographic narrative traditions as a game world
    • Ludic: Integration of religious practices in game mechanics
    • Psychological: Religious guilt induction as a game experience

With our planned diamon open access collective volume, we not only want to explore these levels of analysis, but also challenge the academic publishing tradition itself. The aim is not to collect isolated individual analyses, but to develop a conversation about the cultural significance and transformative power of games using the example of the Blasphemous games.

Instead of a collection of classic long papers, we would like to try out new approaches with you and take so-called ‘interdisciplinarity’ to the extreme. This call explicitly addresses interested parties from all academic disciplines (whether institutional or independent), from the gaming industry and gaming culture as well as creative professionals. If in doubt, please get in touch with your ideas and suggestions.

Conditions for participation in the anthology

    • Willingness to work collaboratively and to transcend academic publishing conventions
    • Willingness to work with and on unconventional contributions

Possible formats (summarised length approx. 4500 words, can be discussed)

    • Thematic tandems (joint long paper)
    • Annotated analyses (analysis and additional commentary by another person) 
    • Documented discussions (for AV: transcription is printed)
    • Thesis-answer (thesis is formulated, justified and answered by another person)
    • Discussion of video essays
    • Video essays (transcription/script is printed)
    • Performances/artistic discussion (scripts, concept, concept sketches, etc. are printed)
    • Long paper (if absolutely necessary, supplemented by a short answer)
    • Other (feel free to be creative)

Please send your proposals (German or English) to jonas.mueller-laackman@sub.uni-hamburg.de AND victoria.mummelthei@fu-berlin.de by July 16, 2025.

Tentative schedule

July 16, 2025: Deadline for the submission of proposals or expressions of interest (max. 150 words) and short self-introduction (max. 4 sentences, no CV) in a PDF. All interested parties will receive read-only access to all submitted proposals and ideas.
July 21, 2025, 10:00 CEST: Meeting (online) to consolidate, find and assign topics.
August 18, 2025: Deadline for abstracts (max. 1 page). All contributors will again have access to the abstracts.
September 15, 2025: Deadline review phase abstracts
October 6, 2025, 10:00 CEST: Meeting (online) to present the topics
January 31, 2026: Deadline writing phase
March 15, 2026: Deadline review phase Contributions. These reviews and responses will appear in the anthology

Planned publication: Q3-2026

Please note that participation in the anthology requires participation in the online sessions.

Publisher: Berlin Universities Publishing
Editors: Jonas Müller-Laackman (Staats- und Universitätsbibliothek Hamburg) ; Victoria Mummelthei (Freie Universität Berlin)

Also see the record here: Müller-Laackman, J., & Mummelthei, V. (2025). [Call for Participation] Blut und Galle: Perspektiven aus Wissenschaft, Kunst und Gaming-Kultur auf die Blasphemous-Spiele. Zenodo. https://doi.org/10.5281/zenodo.15462758


Last updated May 26, 2025

Thursday, May 18, 2023

New Book: The Medial Afterlives of H.P. Lovecraft: Comic, Film, Podcast, TV, Games

The Medial Afterlives of H. P. Lovecraft: Comic, Film, Podcast, TV, Games


Editors: Tim Lanzendörfer and Max José Dreysse Passos de Carvalho

Palgrave Macmillan, 2023

Available from SpringerLink in print, as an ebook, and as individual chapters.

More details at https://link.springer.com/book/10.1007/978-3-031-13765-5.


This book is the first to sustainedly engage with the whole breadth of adaptations of H.P. Lovecraft


Includes not just film and TV, but also comics, podcasts, video games, and board games


Develops an affordance-based theory of adaptation by recourse to the example of Lovecraft



About this book

Medial Afterlives of H.P. Lovecraft brings together essays on the theory and practice of adapting H.P. Lovecraft’s fiction and the Lovecraftian. It draws on recent adaptation theory as well as broader discourses around media affordances to give an overview over the presence of Lovecraft in contemporary media as well as the importance of contemporary media in shaping what we take Lovecraft’s legacy to be. Discussing a wide array of medial forms, from film and TV to comics, podcasts, and video and board games, and bringing together an international group of scholars, the volume analyzes individual instances of adaptation as well as the larger concern of what it is possible to learn about adaptation from the example of H.P. Lovecraft, and how we construct Lovecraft and the Lovecraftian today in adaptation. Medial Afterlives of H.P. Lovecraft is focused on an academic audience, but it will nonetheless hold interest for all readers interested in Lovecraft today.


Contents


Front Matter

Pages i-xxvi



Theory

Lovecraft, the Lovecraftian, and Adaptation: Problems of Philosophy and Practice

Max José Dreysse Passos de Carvalho, Tim Lanzendörfer

Pages 3-25

Disseminating Lovecraft: The Proliferation of Unsanctioned Derivative Works in the Absence of an Operable Copyright Monopoly

Nathaniel R. Wallace

Pages 27-44

When Adaptation Precedes the Texts: The Spread of Lovecraftian Horror in Thailand

Latthapol Khachonkitkosol

Pages 45-60



Comics

Conveying Cosmicism: Visual Interpretations of Lovecraft

Rebecca Janicker

Pages 63-75

The Problematic of Providence: Adaptation as a Process of Individuation

Per Israelson

Pages 77-99

Twice Told Tale: Examining Comics Adaptations of At the Mountains of Madness

Tom Shapira

Pages 101-119



Film and TV

Image, Insoluble: Filming the Cosmic in The Colour Out of Space

Shrabani Basu, Dibyakusum Ray

Pages 123-137

The Threshold of Horror: Indeterminate Space, Place and the Material in Film Adaptations of Lovecraft’s The Colour Out of Space (1927)

Gerard Gibson

Pages 139-158

Cthulhoo-Dooby-Doo!: The Re-animation of Lovecraft (and Racism) Through Subcultural Capital

Christina M. Knopf

Pages 159-172

Dispatches from Carcosa: Murder, Redemption and Reincarnating the Gothic in HBO’s True Detective

Patrick J. Lang

Pages 173-189

Lovecraft Country: Horror, Race, and the Dark Other

Dan Hassler-Forest

Pages 191-204

The Lovecraftian Festive Hoax: Readers Between Reality and Fiction

Valentino Paccosi

Pages 205-220



Podcasts

“In My Tortured Ears There Sounds Unceasingly a Nightmare”: H. P. Lovecraft and Horror Audio

Richard J. Hand

Pages 223-240

The Lovecraft Investigations as Mythos Metatext

Justin Mullis

Pages 241-259



Video Games

Head Games: Adapting Lovecraft Beyond Survival Horror

Kevin M. Flanagan

Pages 263-277

The Crisis of Third Modernity: Video Game Adaptation of H.P. Lovecraft in The Sinking City

Erada Adel Almutairi, Tim Lanzendörfer

Pages 279-293

Authorship Discourse and Lovecraftian Video Games

Serenay Günal, Colleen Kennedy-Karpat

Pages 295-314



Analog Games

Challenging the Expressive Power of Board Games: Adapting H.P. Lovecraft in Arkham Horror and Mountains of Madness

Torben Quasdorf

Pages 317-337

Playing the Race Card: Lovecraftian Play Spaces and Tentacular Sympoiesis in the Arkham Horror Board Game

Steffen Wöll, Amelie Rieß

Pages 339-357



Back Matter

Pages 359-367



About the editors

Tim Lanzendörfer is research assistant professor of American Studies at Goethe University, Frankfurt, Germany. He has published widely in contemporary literature and media. His most recent books are the forthcoming Utopian Pasts and Futures in the Contemporary American Novel (2023) and the Routledge Companion to the British and North American Literary Magazine (2021).

Max José Dreysse Passos do Carvalho is a graduate student of American Studies at Goethe University, Frankfurt, Germany. His research and forthcoming publications concentrates on game studies and philosophy.


Thursday, April 13, 2023

CFP Adapting the X-Men: Essays on the Transmedia Children of the Atom (7/1/2023)

Adapting the X-Men: Essays on the Transmedia Children of the Atom


deadline for submissions:
July 1, 2023

full name / name of organization:
John Darowski

contact email:
adaptingsuperheroes@gmail.com

source: https://call-for-papers.sas.upenn.edu/cfp/2023/04/03/adapting-the-x-men-essays-on-the-transmedia-children-of-the-atom


CFP for Adapting the X-Men: Essays on the Transmedia Children of the Atom




Deadline for submission: July 1, 2023



Full name/name of organization:

John Darowski



Publisher: McFarland & Company, Inc.



Contact email: adaptingsuperheroes@gmail.com



Call for Papers: Adapting the X-Men: Essays on the Transmedia Children of the Atom




The editor of Adapting the X-Men is seeking abstracts for essays that could be included in the upcoming collection. Essays should examine the practices of adaptation among the various Marvel comic books featuring mutants and media, including by not limited to: film, television, animation, novels, video games, podcasts, etc. Essays should focus on stories featuring issues of adaptation and influence theory, evolving cultural context, or formalists aspects of telling existing stories in new mediums. Analysis must apply critical theory, such as cultural, technical, narratological, economic, or others, to explore the form, function, and/or intersectionality of the X-Men, adaptation, and culture.



The proposed volume is intended to be scholarly but accessible in tone and approach. Essays should focus on adaptations of X-Men as a team or individual characters (i.e. Wolverine, Jean Grey, Charles Xavier, etc.), enemies (i.e. Magneto, etc.), or characters closely associated with Marvel’s mutants (i.e. Deadpool). Topics should be limited in scope, focusing on characters or story and examining the transmedia migration from one medium to another (e.g. comic books to animated series) or comparing and contrasting works within a single medium (e.g. The Dark Phoenix Saga in X-Men: The Last Stand [2006] and X-Men: Dark Phoenix [2019]). Comic book adaptations of X-Men texts created for other media as well as unproduced scripts may also be considered.



Specific dynamics/topics the editor is hoping to address include:

  • Issues of representation and the mutant metaphor (related to gender, race, sexuality, disability, etc.)
  • Continuity and aesthetics of X-Men animated series
  • Performative voice in podcasts and audiobooks
  • Convergence and divergence of comic book, film, and animation fandom communities (including fan fiction and cosplay)
  • History, ludology, and/or narratology of X-Men video games
  • Business of failed pilots and unmade franchise scripts
  • Serialization and intertextuality in the X-Men film universe
  • Transition of image to text in X-Men novels
  • Translation and localization in X-Men anime and manga
  • The art of action figures as adaptation



Those interested are asked to send an abstract (200-500 words) as well as a short bio to the editor, John Darowski, at: adaptingsuperheroes@gmail.com. The deadline for proposals is July 1, 2023. All proposals will be adjudicated by June 15, 2023, with first drafts of accepted chapters due in Fall 2023. Completed essays should be 15-20 double-spaced pages in MLA format.


Last updated April 4, 2023

Tuesday, January 17, 2023

CFP Edited Collection -- Victorians and Videogames (1/31/2023)


Edited Collection -- Victorians and Videogames


deadline for submissions:
January 31, 2023

full name / name of organization:
Brooke Cameron (Queen's University) and Lin Young (Mount Royal University)

contact email:
brooke.cameron@queensu.ca

source: https://call-for-papers.sas.upenn.edu/cfp/2022/12/19/edited-collection-victorians-and-videogames


CFP: edited collection -- Victorians and Videogames


Dr. Lin Young (Mount Royal University) and Dr. Brooke Cameron (Queen’s University) invite proposals for chapters that explore the connections between video games and 19th-Century themes, texts, or aesthetics.

Project Description:

The influence of 19th-Century literature on generations of videogames is long overdue for critical study. Victorians and Videogames will examine the ways in which game/interactive texts interact with 19th-Century genres, aesthetics, and literary themes as a means of engaging, critiquing, or challenging their original contexts. Chapters will be collected under three categories. The first will examine 19th-Century predecessors or precursors to the videogame – texts that anticipate systems of interactivity, user-generated narrative, play or virtual realities, and/or which may be read through the lens of ludology/narratology. The second will consider games that adapt 19th-Century texts or histories as a means of reworking or challenging their original themes and contexts. Finally, the edited collection will consider games that more broadly function as thematic pastiches or aesthetic engagements with 19th-Century genres or themes.

In essence, this collection will consider the ways in which embodied, user-driven storytelling can impact new and challenging engagements with the 19th Century in the contemporary world. We welcome submissions from many fields: this includes game studies, literature studies, new media, neo-Victorian studies, history, popular culture scholarship, etc.

Topics may include, but are not limited to:

  • Chapter(s) on 19thC predecessors or precursors to the videogame – texts on interactivity, games, virtual realities, etc.
  • Oral storytelling traditions and their relationships to game narration (or other elements of games).
  • Chapters that examine 19thC texts/games from a ludology or narratology critical perspective (or its debates).
  • Strategy games like Victoria or Sid Meier’s Civilization that evoke imageries of Empire, invasion, and colonization.
  • The use of gameplay, mechanics, and/or design to engage 19thC themes.
  • 19thC aesthetics, fashion, and visual design in games (Fable, Bloodborne, etc.)
  • Games set in, or inspired by, countries outside Britain in the 19th Century, such as Great Ace Attorney: Adventures (Capcom).
  • Disability and gaming culture in a 19thC context.
  • Queering the 19th Century in games.
  • Representations of BIPOC in 19th Century game settings.
  • Impacts of 19thC texts on specific games (ie, Treasure Island on Monkey Island).
  • Point-and-click mysteries and adventure tales (ie, Amnesia).
  • Fairy tale adaptations of tales published or first translated in the 19th Century.
  • Videogames involving contemporary characters investigating or unearthing 19thC histories.
  • Games that utilize genres invented or significantly popularized in the 19th Century (ie, vampire fiction, detective fiction, science fiction, the Gothic, ghost fiction) in historically-conscious or referential ways.
  • Games that make significant allusions to 19thC stories, philosophies, or art in modern contexts or alternate universes.
  • Games that feature 19thC historical events (ie, Dread Hunger or Inua - A Story in Ice and Time as recreations of the lost Franklin expedition).

Proposals of 400-500 words should be submitted along with a 60-word author biography and one-page cv to both editors (brooke.cameron@queensu.ca & lyoung1@mtroyal.ca) by 31 January 2023.

We will notify applicants of results by 31 March 2023. Following acceptance, final papers should be approximately 6,000-7000 words long and will be due by 01 Sept 2023. Routledge has expressed interest in this collection.




Last updated December 20, 2022

Monday, August 9, 2021

CFP Stranger Worlds: H. G. Wells, Transgression and the Gothic (8/15/21, virtual UK 11/13/21)

2021 Conference Call for Papers

Call for Papers

Stranger Worlds: H. G. Wells, Transgression and the Gothic 

Saturday, 13 November 2021  

Source: http://hgwellssociety.com/statementofobjects/2021-conference-call-for-papers/


There you touch the inmost mystery of these dreamers, these men of vision and the imagination. We see our world fair and common … By our daylight standard he walked out of security into darkness, danger and death. But did he see like that?

H.G. Wells, The Door in the Wall


This year marks the seventy-fifth anniversary of Wells’s death. In a career that spanned fifty years and over a hundred books, Wells invited his readers to step across the threshold of human consciousness and to venture into realms beyond space, time and morality. His scientific romances expose the fragility of the human body and the thinness of humanity’s separation from the animal (The Time Machine, The Island of Doctor Moreau). A reviewer of The Time Machine felt that Wells’s imagination was ‘as gruesome as that of Poe’ and his short stories often dramatize gothic transgressions between the living and the dead. Later works such as The Croquet Player and The Camford Visitation see consciousness slipping its moorings and inhabiting or possessing other bodies.     


Once considered an annexe or niche in literary studies, the Gothic is now firmly established as a key mode of understanding research in, and the enormous global popularity of, genres such as horror, science fiction and fantasy. We invite applications for papers that consider the importance of the Gothic in the work of H. G. Wells. Papers need not be exclusively confined to Wells, but may also consider Wells’s gothic afterlife, reception and influence.  


Presentations will take the form of 20-minute papers, given via Zoom.   


Topics may include, but are not limited to:  

  • Wells and Gothic genres and his relationship to his Gothic predecessors including Edgar Allan Poe, Nathaniel Hawthorne and Mary Shelley 
  • Wells’s use of horror and terror in for instance, The War of the Worlds
  • Gothic bodies; the Gothic across species  
  • Gothic geographies  
  • Returns from the dead; buried secrets; Gothic histories  
  • Ghosts, monsters, apparitions and vampires  
  • Transgressive behaviour and crime in Wells’s work
  • Wellsian afterlives in science fiction, the graphic novel, cinema, TV, and computer games  

Please send a 250-word abstract to Dr Emelyne Godfrey juststruckone@hotmail.com by 15 August 2021.


Members: Free


Non-members: £10 Applicants will be notified by 31 August 2021. We encourage attendees to become members of the H.G. Wells Society and look forward to seeing you there.   



Friday, March 19, 2021

CFP Japanese Horror Essay Collection (5/1/21)

Last Call for Chapters: Japanese Horror

Source: https://call-for-papers.sas.upenn.edu/cfp/2021/03/15/last-call-for-chapters-japanese-horror


deadline for submissions: May 1, 2021


full name / name of organization: Fernando Gabriel Pagnoni Berns


contact email: citeron05@yahoo.com




Last Call for Chapters: Japanese Horror



Edited by Subashish Bhattacharjee (Jawaharlal Nehru University),

Ananya Saha (Jawaharlal Nehru University) and

Fernando Gabriel Pagnoni Berns (Universidad de Buenos Aires, Argentina)

http://artes.filo.uba.ar/pagnoni-berns-gabriel



We, the editors, are looking for four additional chapters for our book on Japanese horror. The deadline for the full manuscript to Lexington Press is May 10, 2021, so potential contributors must have in mind the process will be quickly as possible. Below, our original CFP.

The cultural phenomenon of Japanese Horror has been of the most celebrated cultural exports of the country, being witness to some of the most notable aesthetic and critical addresses in the history of modern horror cultures. Encompassing a range of genres and performances including cinema, manga, video games, and television series, the loosely designated genre has often been known to uniquely blend ‘Western' narrative and cinematic techniques and tropes with traditional narrative styles, visuals and folklores. Tracing back to the early decades of the twentieth century, modern Japanese horror cultures have had tremendous impact on world cinema, comics studies and video game studies, and popular culture, introducing many trends which are widely applied in contemporary horror narratives. The hybridity that is often native to Japanese aestheticisation of horror is an influential element that has found widespread acceptance in the genres of horror. These include classifications of ghosts as the yuurei and the youkai; the plight of the suffering individual in modern, industrial society, and the lack thereof to fend for oneself while facing circumstances beyond comprehension, or when the features of industrial society themselves produce horror (Ringu, Tetsuo, Ju on); settings such as damp, dank spaces that reinforce the idea of morbid, rotten return from the afterlife (Dark Water)—these are features that have now been rather unconsciously assimilated into the canon of Hollywood or western horror cultures, and may often be traced back to Japanese Horror (or J-Horror) cultures. Besides the often de facto reliance on gore and violence, the psychological motif has been one of the most important aspects of Japanese Horror cultures. Whether it is supernatural, sci-fi or body horror, J-Horror cultures have explored methods that enable the visualising of depravity and violent perversions, and the essence of spiritual and material horror in a fascinating fashion, inventing the mechanics of converting the most fatal fears into visuals.

The proposed volume will focus on directors and films, illustrators and artists and manga, video game makers/designers and video games that have helped in establishing the genre firmly within the annals of world cinema, popular culture and imagination, and in creating a stylistic paradigm shift in horror cinema across the film industries of diverse nations. We seek essays on J-Horror sub-genres, directors, illustrators, designers and their oeuvre, the aesthetics of J-Horror films, manga, and video games, styles, concepts, history, or particular films that have created a trajectory of J-Horror cultures. Works that may be explored in essay-length studies include, but are not limited to, Kwaidan, Onibaba, Jigoku, Tetsuo: The Iron Man and its sequels, Audition, Fatal Frame, the Resident Evil game franchise, Siren, Uzumaki, Gyo, Tomie, besides the large number of Japanese horror films that have been remade for the US market, including Ringu, Ju on, Dark Water, and Pulse among others, and a host of video games with Western/American settings (such as the Silent Hill franchise) and film adaptations (Resident Evil franchise)—analysing the shift from the interactive game form to consumable horror in the cinematic form. For adaptations, we are also looking for essays that analyse the shift from the interactive game form or image-and-text form to consumable audiovisual horror in the form of cinema and vice versa. Analyses of remakes could also focus on the translatability of Japanese horror vis-à-vis American or Hollwood-esque horror, and how the Hollywood remakes have often distilled western horror cinematic types to localise the content.

Directors, designers and manga artists working in the ambit of Japanese horror cultures who may be discussed include, but are not limited to, Nobuo Nakagawa, Kaneto Shindo, Masaki Kobayashi, Hideo Nakata, Takashi Miike, Kiyoshi Kurosawa, Ataru Oikawa, Takashi Shimizu, Hideo Kojima, Junji Ito, Kazuo Umezu, Shintaro Kago, Katsuhisa Kigtisu, Gou Tanabe and others. Other issues that may be explored in J-Horror cultures may include the issue of violence and gore, gender and sexuality, sexual representation, the types of the supernatural, cinematic techniques and narrative techniques and others.

At this stage we are looking for both, submission of complete articles of up to 7000 words or abstracts for proposed chapters up to 500 words.

Enquiries and submissions are to be directed to Fernando Pagnoni Berns at citeron05@yahoo.com





Subashish Bhattacharjee is an Assistant Professor of English at the University of North Bengal, India. He edits the interdisciplinary online journal The Apollonian, and is the Editor of Literary Articles and Academic Book Reviews of Muse India. His doctoral research, on the cultures of built space, is from the Centre for English Studies, Jawaharlal Nehru University, where he has also been a UGC-Senior Fellow. His recent publications include Queering Visual Cultures (Universitas, 2018), and New Women's Writing (Cambridge Scholars, co-edited with GN Ray, 2018).



Ananya Saha is a PhD scholar in the Centre for English Studies, JNU, New Delhi. Her research is on the idea of the 'outsider' in Japanese and non-Japanese manga vis-a-vis globalization. Other research interests include Fandom and Queer studies, Translation theory and practice, New Literatures and so on. She has published in international journals, including Orientaliska Studier (No 156), from the Nordic Association of Japanese and Korean Studies. She is the co-editor of the volume titled Trajectories of the Popular: Forms, Histories, Contexts (2019), published by AAKAR, New Delhi. She has been the University Grants Fellow, SAP-DSA-(I) in the Centre for English Studies, JNU (2016-17), and has been awarded a DAAD research visit grant to Tuebingen University, Germany under the project "Literary Cultures of Global South."



Fernando Gabriel Pagnoni Berns is an Assistant Professor at the Universidad de Buenos Aires (UBA) - Facultad de Filosofía y Letras (Argentina)-. He teaches courses on international horror film and is director of the research group on horror cinema “Grite.” He has published chapters in the books To See the Saw Movies: Essays on Torture Porn and Post 9/11 Horror, edited by John Wallis, Critical Insights: Alfred Hitchcock, edited by Douglas Cunningham, A Critical Companion to James Cameron, edited by Antonio Sanna, and Gender and Environment in Science Fiction, edited by Bridgitte Barclay, among others. He has authored a book about Spanish horror TV series Historias para no Dormir and has edited a book on director James Wan (McFarland, 2021).

Contact Email:

citeron05@yahoo.com



Last updated March 16, 2021 

 

Wednesday, June 10, 2020

CFP Weird Sciences and the Sciences of the Weird (Spec Issue of Pulse 6/30/20)

Apologies for the delay in posting this:

WEIRD SCIENCES AND THE SCIENCES OF THE WEIRD
https://call-for-papers.sas.upenn.edu/cfp/2020/03/10/weird-sciences-and-the-sciences-of-the-weird

deadline for submissions:
June 30, 2020


full name / name of organization:
PULSE - THE JOURNAL OF SCIENCE AND CULTURE


contact email:
mbregovi@gmail.com


Recent scientific discoveries in climatology, animal cognition and microbiology have radically altered our conceptions of ourselves and the environment we live in, both on micro and macroscales. Zooming in on the human microbiome and out to the planetary ecosystem, or even further into infinite cosmic spaces, the sciences are revealing strange dynamics of human-nonhuman interconnectedness, doing away with the established anthropocentrism and the idea of human exceptionalism. Current theoretical discussions revolving around the human-environment relation have shifted their interests from discourse to matter, shedding new light on strange bodily assemblages composed of anaerobic bacteria which live in symbiotic relationships with the human body (Jane Bennett, Stacy Alaimo), other types of cognition and intelligent life apart from our own (Steven Shaviro) and, especially, the mechanisms by which human action, no matter how abstract or invisible, contributes to the global ecological transformations (Donna Haraway, Timothy Morton). The ultimate effect of these conceptual transformations is a certain sense of estrangement that is often, but not necessarily, tied to feelings of unease, horror and/or fascination. This specific affect is commonly referred to as the weird because it operates through disrupting our ordinary perception and experience, creating confusion and a sense of disorientation.

Strange modes of human-nonhuman interactions are steadily pervading contemporary theoretical thought which analyzes the weird as a specific form of affect, effect and aesthetics signaled by a sense of wrongness (Mark Fisher). In conjunction with an increasing awareness of these estranged environments, a growing tendency towards the aesthetics of the weird is visible in popular culture and contemporary art production. As a continuation of H.P. Lovecraft’s weird tradition, “the weird” is now bringing together some of the most exciting contemporary writers and filmmakers: China Miéville, Elvia Wilk, Caitlin R. Kiernan, Jeff VanderMeer, Athina Rachel Tsangari and Yorgos Lanthimos, to name just the most significant ones. Similar tendencies are also evident in TV shows such as True Detective (inspired by Thomas Ligotti’s nihilistic weird fiction), Stranger Things and the Twin Peaks revival (echoing Lovecraftian cosmic horror). The aesthetics of weird is also embraced by musicians such as Björk, Gazelle Twin, FKA Twigs and inscribed in particular new media art practices, especially bioart.

In this issue of Pulse, we aim to investigate the aesthetics, politics and ethics of the weird from various theoretical and disciplinary perspectives, particularly those within the framework of environmental humanities: ecocriticism, geocriticism, animal studies, critical plant studies, posthumanism, new materialism, actor-network theory, queer theory, xenofeminism etc. How do the sciences estrange our conceptions of the world and how is this articulated in artistic practices? Starting from the confluence of art and science, our aim is to map diverse territories of the weird in literature, film, music, television, video games, visual arts, comic books, dance, theatre and other media.

Possible topics include but are not limited to:

— theory of the weird: posthumanism, speculative realism, object oriented ontology, new materialism

— cognitive and affective aspects of the weird

— the weird, supernatural and unheimlich

— New Weird and the Other

— speculative fiction, science fiction, horror and weird fiction

— intersections of the weird and grotesque, fantasy, magical realism, etc.

— Anthropocene, deep time and the weird

— animal and plant life and the weird

— multispecies ecologies, human-nonhuman entanglements

— anomalies, mutations and hybrids

— inorganic matter in arts and literature

— eerie landscapes and extinction

— weird bodies: trans-corporeality, queer, transhumanism


References:

Mark Fisher, The Weird and the Eerie, 2016, Repeater Books, London.

Julius Greve and Florian Zappe (eds.), Spaces and Fictions of the Weird and the Fantastic: Ecologies, Geographies, Oddities, 2019, Palgrave Macmillan, London.

Donna Haraway, 2016, Staying with the Trouble: Making Kin in the Chthulucene, Duke Univ. Press

Steven Shaviro, Discognition, 2016, Repeater Books, London.



SUBMISSION DEADLINE: 30 June 2020

We welcome the submission of FULL ARTICLES (5000-6000 words) on these and related themes. We also publish BOOK REVIEWS(800-1000 words); please get in touch if there is a book you would like to review.

All articles should be prepared for blind review including the removal of authorship from the document file information. Submissions should include a cover sheet in a separately attached document containing: the paper title and short abstract (ca. 250 words) author’s name, affiliation, word count (including footnotes & references), and contact information. Article and cover sheet should be submitted in a .doc, .docx, or .odt (or similar open-source) file format. PDF submissions are also accepted but previously stated file formats are preferred where possible. References should be formatted according to Chicago style (Footnotes and Bibliography).

All articles and related material should be submitted to: submissions.pulse@gmail.com

For any inquires please feel free to contact us at pulse.scistudies@gmail.com. Please do not submit articles to this email address. For general information and to access previous issues of Pulse you can visit:

​Central and Eastern Europe Online Library: https://www.ceeol.com/search/journal-detail?id=2187

​Facebook Page: https://www.facebook.com/pulse.scistudies




Last updated March 13, 2020

This CFP has been viewed 723 times.

Tuesday, June 9, 2020

CFP Medial Afterlives of H.P. Lovecraft: Comic, Film, Podcast, TV, Video Game (8/31/2020)


This came across the Comix-Scholars listerv last week.


The Medial Afterlives of H.P. Lovecraft: Comic, Film, Podcast, TV, Video Game

Ed. Max José Dreysse Passos de Cavalho & Tim Lanzendörfer


We are seeking essays dealing with medial adaptations of the work of H.P. Lovecraft. Amidst the recent Lovecraft renaissance, the adaptation of Lovecraft’s stories, but also of “Lovecraftian” themes and motifs, into various kinds of audiovisual narratives has proliferated and become vastly successful in a number of guises. Critical discussions of this phenomenon, however, have often been restricted to the identification of Lovecraft’s themes, adaptation’s fidelity to Lovecraft’s texts, and the influence of Lovecraft on contemporary horror and weird fiction more generally. The proposed collection will expand the discussion of Lovecraft adaptation by interrelating strongly on the concrete formal and medial choices of adaptations with the specific demands (if there are any) of Lovecraft(ian) fiction. Departing from a theoretical discussion that has seen Lovecraft as either congenial to adaptation or entirely resistant to it, it aims to understand Lovecraftian adaptation as a means of negotiating different ways of representing the unrepresentable, and to question the notion of the unrepresentable itself. Lovecraftian adaptation goes beyond its own relation to Lovecraft’s fiction, and helps us understand the respective affordances of written fiction versus audio visual media, permitting us not just to see the peculiarities of Lovecraft better, but also to ask fundamental media-theoretical questions.

We are looking for essays that address the question of Lovecraft adaptation in visual, aural, and mixed media: professional and amateur films, TV series, podcasts, (video) games, comics, and other media. Media of interest may be “direct” adaptations of Lovecraft’s source material or those called “Lovecraftian,” and we encourage discussion of this latter term especially with regards to the question of what, if anything, gets “adapted” in so encompassing a term. Among the texts we are interested in are, for instance, the films produced by the H.P. Lovecraft Historical Society, the German Die Farbe, or The Color Out of Space (2020), but also older adaptations; radio plays and podcasts such as British Radio 4’s The Whisperer in Darkness (2019-2020), but also things like Tanis (2015-) or The White Vault (2017-); video games such as the Dead Space Series (2008-2013), Alan Wake (2010), Bloodborne (2015), At the Mountains of Madness (2016, still in early access), The Call of Cthulhu (2018), or Moons of Madness (2019), as well as older games such as Alone in the Dark (1992); the large number of Lovecraft and Lovecraftian comics, such as Alan Moore’s Providence series or Joe Hill and Gabriel Rodriguez’s Locke & Key (2008-2013). All of these are very much inter alia; we are looking for a wide variety of source texts.

Among the topics we are interested in are media-philosophical discussions of the problem of Lovecraft(ian) adaptation; interpretative readings of Lovecraft(ian) fiction; the affordances of medial forms (including their capacity to be both expansive and limited in their relationship to Lovecraft); the relationship between Lovecraft’s medial afterlives and the market; the question of Lovecraft and contemporary philosophy as reflected in the media texts; what Lovecraft adaptation can tell us about adaptation more generally; what is named by “Lovecraftian” in these texts; and a variety of other topics that address the complex of questions sketched above, ideally interrelating several of these issues. Especially when you aim to propose a “Lovecraftian” text, we would appreciate a rationale for this determination.

We are looking for 300-500 word abstracts and a short biography, to be submitted by August 31, 2020, to lanzendo@uni-mainz.de and maxdreys@uni-mainz.de. We will collect the most promising abstracts into a coherent volume addressing the problems laid out above, and will propose the collection to Palgrave Macmillan’s series Palgrave Studies in Adaptation and Visual Culture, who have already expressed an interest in the project. Finished essays of about 7000 words are expected around June 2021; details to be cleared later.






Sunday, October 13, 2019

CFP Not Dead, But Dreaming: Reading Lovecraft in the 21st Century (11/30/2019)

CFP: Not Dead, But Dreaming: Reading Lovecraft in the 21st Century
In CFP On September 5, 2019
https://www.fantastic-arts.org/2019/cfp-not-dead-but-dreaming-reading-lovecraft-in-the-21st-century/

Edited Volume CFP

Not Dead, But Dreaming: Reading Lovecraft in the 21st Century

In the one hundred and twenty-nine years since his birth, H. P. Lovecraft’s reputation has grown beyond all expectation. Not only has he influenced generations of readers, but he has also influenced scores of people in areas such as filmmaking, television, comics, music, and literary theory. Because interest in Lovecraft continues to grow, our intention is to explore some of the reasons why he has become so influential—and so indispensable—since the early 1990s. From his stories of human degeneration that started with “The Tomb” and “Dagon” to the cosmic horror that culminated in The Shadow out of Time and “The Haunter of the Dark,” the less than 20 years that Lovecraft devoted to a career in fiction produced narratives that remain popular among a growing number of readers who follow his work from multiple areas of interest. Additionally, Lovecraft’s literary production in general has also become increasingly relevant from an academic perspective since at least the 1990s. In this volume, we want to reflect on the possible reasons for Lovecraft’s expanding popularity and the significance of his legacy as we entered the digital age. Consequently, we are interested in research that focuses on the significance of Lovecraft’s work from the 1990s to the present day.

Possible topics to explore in the work of Lovecraft and its connection with the 1990s to the present might include, but are not limited to:

• The Anthropocene
• Influence in videogames
• Lovecraft Adaptations, including his influence on film and art in general
• Lovecraft’s philosophical thought
• Lovecraft’s poetry
• Lovecraft related RPGs and LARs
• Lovecraftian families
• Object Oriented Ontology
• Posthumanism
• Postmodernism

Please send a proposal of about 500 words, for chapters of 6000-7000 words, and a short biography to Tony Alcala antonio.alcala@tec.mx or Carl Sederholm csederholm@gmail.com, by 30 Nov 2019.

Contributors can expect to be selected and notified by 15th December 2019. The deadline for submission of completed articles will be 30 May 2019.

CFP Horror(s) of Childhood and Adolescence (Spec Issue of Dzieciństwo. Literatura i Kultura) (1/31/2020)

CFP: Horror(s) of Childhood and Adolescence
In CFP On September 29, 2019
https://www.fantastic-arts.org/2019/cfp-horrors-of-childhood-and-adolescence/

Please find pasted below the call for papers for the next issue of Dzieciństwo. Literatura i Kultura [Childhood: Literature and Culture], a biannual journal published at the University of Warsaw, Poland. The theme of the issue is Horror(s) of childhood and adolescence, and the deadline is January, 31, 2020.

The first issue of the journal is here: https://www.journals.polon.uw.edu.pl/index.php/dlk/issue/view/18.
All papers are peer-reviewed and, if accepted, published in open access without any article processing fees.

Call for papers 1/2020

To read more about the journal, including our submission procedure, please visit our platform: http://www.journals.polon.uw.edu.pl/index.php/dlk (to change the language to English, please click the ‘globe’ button of the page). You can also find us on Facebook: https://www.facebook.com/dlkuw/.

Yours faithfully,

Maciej Skowera

Vice-director of the journal  Dzieciństwo. Literatura i Kultura [Childhood: Literature and Culture



Horror(s) of childhood and adolescence

On the one hand, within literary and film studies, the notion of horror is used as a genological category. On the other hand, as an aesthetic category, it is referred to various cultural texts: literary works, films, and TV series as well as theatrical performances and video games. Anita Has-Tokarz, in a monograph Horror w literaturze współczesnej i filmie [Horror in Contemporary Literature and Film] (2010), even considers it to denote “an effect [of dread] exerted on the recipient by a [cultural] text” (p. 51; our own translation). We would like to devote the third issue of “Dzieciństwo. Literatura i Kultura” to the relations of childhood and adolescence with horror – understood in all these ways – which are visible in three fields of consideration.

Firstly: the child in horror fiction. Culture, especially popular culture, eagerly casts children in the roles of disturbingly mysterious, mediumistic, frightening, demonic beings, or even torturers – but also in the roles of victims, specially protected individuals, objects of interest of variously presented evil, as well as heroes and heroines who are the only ones that can fight this evil. From the classic examples, it is enough to recall the teenage girl, Regan, from The Exorcist directed by William Friedkin, the young antichrist from The Omen franchise, and children’s characters from Stephen King’s prose – e.g. The Shining, Children of the Corn, Pet Semetary, or It – and from many famous screen adaptations of his works. Such figures – demonic children, but also children as saviours – have appeared in many popular films in recent years, such as John Krasinski’s A Quiet Place, Jennifer Kent’s Babadook, or Ari Aster’s Hereditary; in TV series, to mention the American Horror Story anthology by Ryan Murphy and Brad Falchuk, Stranger Things by the Duffer brothers, The Haunting of Hill House by Mike Flanagan (loosely based on the novel by Shirley Jackson); in video games, e.g. The Last of Us by the Mighty Dog studio and American McGee’s Alice series; and, finally, in literature, like Josh Malerman’s already filmed novel, Bird Box. It is also worth to mention the approaches other than the Anglo-Saxon ones: the dreadful child presented by the classics of Japanese horror cinema in which it is an embodiment of tragedy and mystery, and where childhood is stigmatised by unimaginable suffering from which the protagonists cannot free themselves (e.g. The Ring and Dark Water by Hideo Nakata, or Ju-On: The Grudge by Takashi Shimizu); Spanish, Portuguese, Mexican, and South American representations, connected to folklore, traditional beliefs, and fairy tales, such as Guillermo del Toro’s Pan’s Labyrinth or J. A. Bayona’s The Orphanage; the cruel children from German and Austrian works, e.g. Goodnight Mommy by Veronica Franz and Severin Fiala. We would like to look at the ways in which children’s characters are used both in the classics of the genre and in the latest cultural production.

Secondly: children’s and young adult horror fiction. In the last dozen or so years, we have been experiencing a renaissance of horror literature for young people. The literary roots of such works date back to the tradition of the 19th century and, inter alia, to the so-called pedagogy of fear, while in the 20th century, classical examples are the works by John Bellairs, Zilpha Keatley Snyder, and Phyllis Reynolds Naylor. Today, many authors display both the ludic and reflective dimensions of horror, such as Daniel Handler (Lemony Snicket), Ian Ogilvy, Chris Priestley, or Neil Gaiman and, in Poland, Marcin Szczygielski and Grzegorz Gortat. The issue of horror in cultural texts for children and young adults has become the subject of research of many scholars, both in Poland, especially Katarzyna Slany, and abroad, including Jessica R. McCort, Michael Howarth as well as Anna Jackson, Karen Coats and Roderick McGillis, Monica Flegel, Christopher Parkes, Chloé Germaine Buckley, K. Shryock Hood, Laura Hubner. To continue the considerations they have undertaken, we would like to invite authors to examine the strategies of creating horror fiction for young recipients – not only literary works, but also those from other media, such as films, TV series, video games, comic books.

Thirdly and lastly: childhood and adolescence as a horror. In this problem area, the concept of horror will be understood the most broadly. Such plots and motifs appear in works addressed both to adults (including biographical and autobiographical pieces) and children and young adults. The dominance of the Arcadian tone in cultural texts for young people is a thing of the past; for several decades, there has been a clear tendency to raise drastic subjects, tabooed before, such as domestic violence, sexual abuse, addictions, suicides, etc. 13 Reasons Why, a famous TV series created by Brian Yorkey (adapted from the novel by Jay Asher), Euphoria by Sam Levinson, Stephen Chbosky’s novel The Perks of Being a Wallflower and its screen adaptation directed by the writer, The Lovely Bones by Jodi Picoult and Peter Jackson’s film based on this work, Dom nie z tej ziemi [The House Out of This World] by Małgorzata Strękowska-Zaremba, The Book Everything by Guus Kuijer, or transgressive picturebooks (like those by Gro Dahle and Svein Nyhus) – are just a few of the many examples. Another issue is the horror of childhood and adolescence in dystopias and post-apocalyptic narratives, those for adult audiences (The Handmaid’s Tale by Margaret Atwood and a TV series inspired by this prose, The Road by Cormac McCarthy and a film based on it) and those for young adults (Suzanne Collins’s trilogy The Hunger Games, Veronica Roths’s Divergent series, and screen adaptations of these works, or Meto by Yves Grevet) and children (Woolvs in the Sitee by Margaret Wild and Anne Spudvilas). Social problems with a destructive impact on childhood and adolescence, reflected or extrapolated in many cultural texts, are therefore another issue we encourage potential authors to explore.

We invite you to consider various aspects of the relations of childhood and adolescence with horror in diverse cultural texts for different audiences. We are interested in cross-sectional articles and case studies about works created in the 19th, 20th, and 21st century. The three problem areas we identified – the child in horror fiction, horror for children and young adults, and childhood and adolescence as a horror – do not cover such a complex issue fully; therefore, the editorial team is open to other proposals, going beyond the proposed topics.

We also invite you to send texts unconnected with the issue’s subject matter to our Varia and Reviews sections.

Article submission deadline: 31.01.2020

CFP Japanese Horror: New Critical Approaches to History, Narratives and Aesthetics (Extended Deadline) (11/25/2019)

Call for Chapters: Japanese Horror: New Critical Approaches to History, Narratives and Aesthetics (Extended Deadline).
https://call-for-papers.sas.upenn.edu/cfp/2019/09/24/call-for-chapters-japanese-horror-new-critical-approaches-to-history-narratives-and

deadline for submissions: November 25, 2019

full name / name of organization: Subashish Bhattacharjee (Jawaharlal Nehru University), Ananya Saha (Jawaharlal Nehru University) and Fernando Gabriel Pagnoni Berns (Universidad de Buenos Aires, Argentina)

contact email: jhorrorvolume@gmail.com


Call for Chapters: Japanese Horror: New Critical Approaches to History, Narratives and Aesthetics (Extended Deadline).



Edited by Subashish Bhattacharjee (Jawaharlal Nehru University),

Ananya Saha (Jawaharlal Nehru University)

Fernando Gabriel Pagnoni Berns (Universidad de Buenos Aires, Argentina)

Cathedra of Film and Literature

http://artes.filo.uba.ar/la-literatura-de-las-artes-combinadas-ii



The cultural phenomenon of Japanese Horror has been of the most celebrated cultural exports of the country, being witness to some of the most notable aesthetic and critical addresses in the history of modern horror cultures. Encompassing a range of genres and performances including cinema, manga, video games, and television series, the loosely designated genre has often been known to uniquely blend ‘Western' narrative and cinematic techniques and tropes with traditional narrative styles, visuals and folklores. Tracing back to the early decades of the twentieth century, modern Japanese horror cultures have had tremendous impact on world cinema, comics studies and video game studies, and popular culture, introducing many trends which are widely applied in contemporary horror narratives. The hybridity that is often native to Japanese aestheticisation of horror is an influential element that has found widespread acceptance in the genres of horror. These include classifications of ghosts as the yuurei and the youkai; the plight of the suffering individual in modern, industrial society, and the lack thereof to fend for oneself while facing circumstances beyond comprehension, or when the features of industrial society themselves produce horror (Ringu, Tetsuo, Ju on); settings such as damp, dank spaces that reinforce the idea of morbid, rotten return from the afterlife (Dark Water)—these are features that have now been rather unconsciously assimilated into the canon of Hollywood or western horror cultures, and may often be traced back to Japanese Horror (or J-Horror) cultures. Besides the often de facto reliance on gore and violence, the psychological motif has been one of the most important aspects of Japanese Horror cultures. Whether it is supernatural, sci-fi or body horror, J-Horror cultures have explored methods that enable the visualising of depravity and violent perversions, and the essence of spiritual and material horror in a fascinating fashion, inventing the mechanics of converting the most fatal fears into visuals.



The proposed volume will focus on directors and films, illustrators and artists and manga, video game makers/designers and video games that have helped in establishing the genre firmly within the annals of world cinema, popular culture and imagination, and in creating a stylistic paradigm shift in horror cinema across the film industries of diverse nations. We seek essays on J-Horror sub-genres, directors, illustrators, designers and their oeuvre, the aesthetics of J-Horror films, manga, and video games, styles, concepts, history, or particular films that have created a trajectory of J-Horror cultures. Works that may be explored in essay-length studies include, but are not limited to, Kwaidan, Onibaba, Jigoku, Tetsuo: The Iron Man and its sequels, Audition, Fatal Frame, the Resident Evil game franchise, Siren, Uzumaki, Gyo, Tomie, besides the large number of Japanese horror films that have been remade for the US market, including Ringu, Ju on, Dark Water, and Pulse among others, and a host of video games with Western/American settings (such as the Silent Hill franchise) and film adaptations (Resident Evil franchise)—analysing the shift from the interactive game form to consumable horror in the cinematic form. For adaptations, we are also looking for essays that analyse the shift from the interactive game form or image-and-text form to consumable audiovisual horror in the form of cinema and vice versa. Analyses of remakes could also focus on the translatability of Japanese horror vis-à-vis American or Hollwood-esque horror, and how the Hollywood remakes have often distilled western horror cinematic types to localise the content.



Directors, designers and manga artists working in the ambit of Japanese horror cultures who may be discussed include, but are not limited to, Nobuo Nakagawa, Kaneto Shindo, Masaki Kobayashi, Hideo Nakata, Takashi Miike, Kiyoshi Kurosawa, Ataru Oikawa, Takashi Shimizu, Hideo Kojima, Junji Ito, Kazuo Umezu, Shintaro Kago, Katsuhisa Kigtisu, Gou Tanabe and others. Other issues that may be explored in J-Horror cultures may include the issue of violence and gore, gender and sexuality, sexual representation, the types of the supernatural, cinematic techniques and narrative techniques and others.



At this stage we are looking for abstracts for proposed chapters up to 500 words within November 25th, 2019, but complete papers will be well received. The papers must be written according to the MLA stylesheet, following the rules of the 7th Edition handbook, with footnotes instead of endnotes. All submissions (Garamond, 1.5 pt line spacing) must be accompanied by an abstract (200-250 words) and a short bio-biblio of the author. Images, if used, should preferably be free from copyright issues—sourced from creative commons/copyright-free sources, or permissions should be obtained from relevant copyright holders.



Enquiries and submissions are to be directed to Subashish Bhattacharjee, Ananya Saha and Fernando Pagnoni Berns at jhorrorvolume@gmail.com



Subashish Bhattacharjee is an Assistant Professor of English at the University of North Bengal, India. He edits the interdisciplinary online journal The Apollonian, and is the Editor of Literary Articles and Academic Book Reviews of Muse India. His doctoral research, on the cultures of built space, is from the Centre for English Studies, Jawaharlal Nehru University, where he has also been a UGC-Senior Fellow. His recent publications include Queering Visual Cultures (Universitas, 2018), and New Women's Writing (Cambridge Scholars, co-edited with GN Ray, 2018).







Ananya Saha is a PhD scholar in the Centre for English Studies, JNU, New Delhi. Her research is on the idea of the 'outsider' in Japanese and non-Japanese manga vis-a-vis globalization. Other research interests include Fandom and Queer studies, Translation theory and practice, New Literatures and so on. She has published in international journals, including Orientaliska Studier (No 156), from the Nordic Association of Japanese and Korean Studies. She is the co-editor of the volume titled Trajectories of the Popular: Forms, Histories, Contexts (2019), published by AAKAR, New Delhi. She has been the University Grants Fellow, SAP-DSA-(I) in the Centre for English Studies, JNU (2016-17), and has been awarded a DAAD research visit grant to Tuebingen University, Germany under the project "Literary Cultures of Global South."







Fernando Gabriel Pagnoni Berns is an Assistant Professor at the Universidad de Buenos Aires (UBA) - Facultad de Filosofía y Letras (Argentina)-. He teaches courses on international horror film and is director of the research group on horror cinema “Grite.” He has published chapters in the books To See the Saw Movies: Essays on Torture Porn and Post 9/11 Horror, edited by John Wallis, Critical Insights: Alfred Hitchcock, edited by Douglas Cunningham, A Critical Companion to James Cameron, edited by Antonio Sanna, and Gender and Environment in Science Fiction, edited by Bridgitte Barclay, among others. He has authored a book about Spanish horror TV series Historias para no Dormir.



Contact Info:

subashishbhattacharjee@gmail.com;



citeron05@yahoo.com



Contact Email:

jhorrorvolume@gmail.com


Last updated September 24, 2019
This CFP has been viewed 756 times.

Monday, July 2, 2018

CFP American Ecogothic (9/30/2018; NeMLA 2019)


American Ecogothic, NeMLA
https://call-for-papers.sas.upenn.edu/cfp/2018/06/29/american-ecogothic-nemla

deadline for submissions: September 30, 2018

full name / name of organization: Northeast Modern Language Association (NeMLA)

contact email: caitlin.duffy@stonybrook.edu


Leslie Fiedler describes American fiction as “bewilderingly and embarrassingly, a gothic fiction… a literature of darkness and the grotesque in a land of light and affirmation” (Love and Death in the American Novel, 29). However, for settlers within the early colonies and citizens of the young republic, the wilderness of the supposed New World not only represented material promise, but also unknown danger. This panel proposes a move away from the more common “land of light and affirmation” reading of American nature towards an ecogothic approach. Despite recent attention paid to the intersections between gothic and ecocritical studies, there continues to be an unfortunate dearth in scholarship focusing on the specifically American ecogothic. This scarcity is surprising given the important role played by nature in the formation of the American gothic mode. Three major critical works focused on the American ecogothic include Tom J. Hillard’s and Kevin Corstorphine’s essays within Ecogothic (2013) and Ecogothic in Nineteenth-Century American Literature (2017), edited by Dawn Keetley and Matthew Wynn Sivils. In the introduction to their volume, Keetley and Sivils note that, given its unwavering fixation with the wilderness, “American gothic literature has always been ecogothic” (6).

This panel invites papers that interrogate gothic depictions of landscapes and wilderness in American fiction (including, but not limited to, literature, film, television, and video games) from any time period. In particular, we seek papers that work towards a definition of the American ecogothic as a national mode or style. Papers that utilize the ecogothic lens to support, challenge, or problematize current conceptions of the American gothic are especially welcome. We also encourage papers that explore the American ecogothic temporally by tracing transformations or continuations of its fictional appearance across time.

All proposals must be submitted through the NeMLA portal by September 30th and should be no more than 300 words.

The 50th annual NeMLA conference will take place on March 21-24, 2019 in Washington, DC. For more information: http://www.buffalo.edu/nemla.html

Please email any questions you may have to caitlin.duffy@stonybrook.edu.

CFP Things That Go Bump in the North: Canadian Horror Media (7/31/2018)

Seems its a good time to be studying monsters. Here's another interesting call.


Things That Go Bump in the North: Canadian Horror Media
https://call-for-papers.sas.upenn.edu/cfp/2018/06/03/things-that-go-bump-in-the-north-canadian-horror-media

deadline for submissions: July 31, 2018

full name / name of organization: UOIT

contact email: andrea.braithwaite@uoit.ca



Things That Go Bump in the North: Canadian Horror Media


Horror stories speak of our fears. In doing so, horror stories also speak of our everyday, our “normal,” as this ordinariness is quickly thrown into disarray. Things That Go Bump in the North will look at Canadian horror across media – from fiction, film, and television to games, graphic novels, and web series. This edited collection considers what Canadian horror texts can tell us about Canadian culture, media, history, and politics. Things That Go Bump in the North aims to see horror stories as stories about nation, as sites for critical reflection on the meanings and uses of “Canada” in this genre – and what we are terrified to lose, or perhaps keep.


This collection deliberately uses “Canadian” and of “horror” loosely in order to more fully explore the cultural work of horror stories. By “Canadian,” we seek texts that are by, in, and/or about Canada or Canadians; “horror” includes inflections like the gothic and the grotesque, the silly and the supernatural. We encourage diverse submissions from a range of critical approaches and research methods; we are particularly excited about work that addresses Indigenous, diasporic, and other underrepresented productions and perspectives.


Topics may include and are not limited to:


  • A specific creator or creative team
  • A singular media form, text, or series
  • Adaptations and transformations
  • Generic hybrids
  • Regional or community-specific horror stories
  • Studies of fans, audiences, and reception contexts
  • Historical horror tales and texts
  • Co-productions and international ventures
  • Alternate histories and horrifying futures
  • Industry and/or policy analysis
  • Transmedia texts and storytelling
  • True crime texts


Proposals of not more than 250 words will be due by July 31 2018. Final essays of approximately 6000-8000 words, including all notes and references in Chicago author-date style will be due by April 30 2019. Please direct inquiries and proposals to: andrea.braithwaite@uoit.ca and p.greenhill@uwinnipeg.ca.

Tuesday, March 13, 2018

Review of Stygian: Reign of the Old Ones

The local news magazine The Smithfield Times recently included a review of the Lovecraft-inspired game Stygian: Reign of the Old Ones. The review by columnist Ron Scopolleti can be accessed at http://smithfieldtimesri.net/2018/03/game-preview-stygian-reign-of-the-old-ones/.

The official site for the game is http://www.stygianthegame.com/.

Tuesday, August 15, 2017

CFP The Popular and the Weird: H.P. Lovecraft and 21st Century Media Cultures (Spec Issue of Studies in Gothic Fiction) (9/10/2017)

The Popular and the Weird: H.P. Lovecraft and 21st Century Media Cultures
Special Issue of Studies in Gothic Fiction
Guest editors: Chloé Germaine Buckley (Manchester Metropolitan University) and Kerry Dodd (Lancaster University)
https://journal.bsdj.org.uk/index.php/SGF/announcement/view/6


In his seminal essay on the Gothic, titled “Supernatural Horror in Literature,” H. P. Lovecraft claims that “[t]he appeal of the spectrally macabre is generally narrow because it demands from the reader a certain degree of imagination and a capacity for detachment from every-day life.” The author’s interest in Gothic tales that aim to produce ontological and epistemological terror – tales set against a cosmic landscape in which humanity is an infinitesimal part – has subsequently distilled into a specific and often self-conscious style: the Lovecraftian Weird. Yet the draw of the Lovecraftian seemingly refutes its perceived “narrow” allure; indeed, contemporary examples capitalize upon, and often negotiate with, this estrangement. The Lovecraftian in popular culture finds varied and wide expression, ranging from dedicated fan-inspired adaptations, such as the work of The H. P. Lovecraft Historical Society, to the more disparate “chibithulhu” aesthetic. Popular culture continues to find inspiration in Lovecraft’s work, manifest in examples ranging from 2010 children’s television animation, Scooby Doo Mystery Incorporated to the 2015 “video game of the year” Bloodborne. This call for papers invites discussion on this proliferation of Lovecraftian tropes in 21st century popular culture, disseminated between niche, or fan, sub-cultures and mainstream media to access the presence, function, and relevance of this form as the affirmation or contestation of the perceived detachment from cultural conventionality.


We encourage submissions based on a multitude of cultural forms interrogating any form of Lovecraftian media, but we are specifically interested in its cultural implications and associations. This special edition of Studies in Gothic Fiction aims to consider why and how Lovecraftian tropes and aesthetics are appropriated as an architecture of existential horror that acts as an intersection between various forms of cultural production.


Prospective papers may consider, but are not limited to, the following research questions:

  • Why is the Lovecraftian prolific within such varied forms of media? Is there a marked distinction between “mainstream” and “fan” produced content? Does the intended audience affect the utilization and dynamic of its tropes?
  • What is the attraction of Lovecraft in 21st Century popular culture? Does the recurrence of Lovecraftian tropes suggest their utilization as a tool to question epistemological destabilization, or do certain examples represent purely visual spectacle?
  • How does the “affectivity” of cosmic horror translate into various forms of media? What is the significance of this pervasiveness, particularly its mode of dissemination, and the importance of this visceral horror within the outlined cultural intersection of mainstream and niche?
  • How does the audience’s interaction with Lovecraftian media affect the format? Articles may focus on topic areas such as player involvement within roleplay, as well as the conceptualization inherent within Lovecraftian world building.
  • How does the Lovecraftian act as an extension of Gothic media? Does the distinction and/or incorporation of the two suggest a specific cultural attraction of Lovecraftian media?

This Special Edition encourages trans and interdisciplinary responses to these research questions, from literary analysis to ethnographic studies. Contributors may submit work that focusses on various aspects of (Sub)Cultural, Media, and/ or Literary Studies, including (though not limited to):

  • Contemporary Literary Fiction
  • Contemporary Popular Fiction
  • Film (from B movies to Blockbusters)
  • Television Media
  • Video Games and Gaming Cultures
  • Marketing, merchandise and consumer culture
  • Fan fiction and Fan cultures
  • Gothic or Haunted New Media
  • Online “fakelore” and viral memes
  • Transmedia Storytelling
  • Aural media, from radio plays to podcasts
  • Board gaming, table-top roleplay and live-action roleplay


We invite articles of around 6000-8000 words in length to be submitted alongside a 200 word abstract, list of keywords and brief biographical note. Please submit articles in either .doc or .docx format to thepopularweird@gmail.com by September 10th, 2017. Articles should adhere to the MLA Style Manual.


ISSN: 2156-2407

Thursday, February 9, 2017

CFP Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay (1/31/17

Sounds like a great idea; sorry for the late post:


The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. Routledge Advances in Game Studies
https://www.cfplist.com/CFP.aspx?CID=10376
Event: 10/31/2017
Abstract: 01/31/2017

Location: Uk & Sweden
Organization: Staffordshire University & University of Gothenburg


The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. Routledge Advances in Game Studies

deadline for submissions:
October 31, 2017
full name / name of organization:
steve webley / Staffordshire University UK & Peter Zackariasson/ University of Gothenburg
contact email:
s.j.webley@staffs.ac.uk

The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. Routledge Advances in Game Studies

The Playful Undead and Video Games

Critical Analyses of Zombies and Gameplay - abstract due date 31/Jan/2017

please see link below for further details

https://www.academia.edu/30084636/Call_for_chapters_-_The_Playful_Undead...

The zombie has had a glorious evolutionary journey. From its humble beginnings in early cinema, where it was portrayed as a somnambulistic Haitian drone, it has evolved into a diseased cadaverous cannibal that has managed to infect all forms of contemporary media and take centre stage in popular culture. The turbulent decade of the 1960s saw the Haitian zombie reinvented and radically politicized by the independent filmmaker George A. Romero. Over the following decade the zombie became a key component in politicizing the horror genre itself. Once considered as puerile teenage entertainment, horror was to become a serious tool for social commentary. With the growth of consumerism and later Cold War narratives the zombie became an ideological entity in its own right, animating the horror genre as a mythic form of social critique, and creating the ideologically charged post-apocalyptic survival space onto which audiences projected their desires, fantasies, and fears.

Since the early 2000s and the beginnings of the war on terror the zombie has continued to evolve and grow in popularity. Its presence can today be observed across the mediascape, from literature and graphic novels, to film and television series, to art and music, to video games. In fact, it is hard to avoid a video game that somehow includes a zombie. They dominate all gaming markets from app store based mobile and casual games, through indie titles and fan-made mods, to AAA productions. The zombie has become a video game enemy par excellence, appearing in such dedicated franchises as Resident Evil or in hugely popular downloadable content and add-ons to games such as ‘Nazi Zombies mode’ for Call of Duty. Moreover, even games that are not overtly of the zombie apocalypse canon contain both antagonists and protagonists that can effectively be labelled Undead. Titles as diverse as World of Warcraft or the Fallout franchise utilize the zombie and its undead tropes to create deep and meaningful characters and interactive experiences for players to indulge their fantasies.

Building on the cultural fascination with zombies this book will offer different ways to understand the roles of zombies in video games: Johan Huizinga (1938) posited that ‘… All play means something…!’ So we ask what can a focus on play and interactivity bring to the growing corpus of work developed on zombies in film and other media? Why the fascination? What practices have evolved? How and why are zombie based games designed and developed? What are the consequences? What does it mean to participate in an interactive zombie apocalypse? What does it mean to play with, or as, the undead?

This call for chapters will consider contributions from a wide set of academic disciplines, for example: economics, cultural theory, sociological studies, social psychology, psychology, politics, business, design, arts, history, philosophy, literature, and film. Today the study of zombies as a topic within many of these disciplines has become popular, resulting in articles, chapters and books. This book will build on the existing interest that is dispersed into different outputs, exploring this phenomenon in a multidisciplinary Routledge Advances in Game Studies publication.

Format

Please submit one page abstract (500-600 words), plus references. In this abstract it is important that you 1) highlight your focus on zombies and video games, 2) draw out your theoretical framework you plan to apply, and 3) state possible contribution made in the chapter. In addition to the abstract we ask you to submit a short bio, including key publications and academic discipline/school. Expected length of final chapter, 5000-6000 words.

Time plan 2017

January 31 – Deadline abstract

April 30 – Deadline chapter, first draft

May – Workshop (planned for Staffordshire or Gothenburg)

August 30 – Deadline chapter, second draft

October 31 – Deadline, final chapter

Editors

Stephen J. Webley, Staffordshire University, S.J.Webley@staffs.ac.uk

Peter Zackariasson, University of Gothenburg, peter.zackariasson@gu.se

please see link below

https://www.academia.edu/30084636/Call_for_chapters_-_The_Playful_Undead...




Contact Email: s.j.webley@staffs.ac.uk
Website: https://www.academia.edu/30132758/Routledge_Advances_in_Game_Studies_Critical_Analyses_of_Zombies_and_Gameplay



Wednesday, November 16, 2016

Reading List: Vampires and Zombies: Transcultural Migrations and Transnational Interpretations

Monsters Studies now at UP of Mississippi:

Vampires and Zombies: Transcultural Migrations and Transnational Interpretations http://www.upress.state.ms.us/books/1845

Edited by Dorothea Fischer-Hornung and Monika Mueller

240 pages (approx.), 6 x 9 inches, introduction, 9 b&w illustrations, bibliography, index

9781496804747 Printed casebinding $65.00S


Essays that hunt down what happens when the undead go global

Contributions by Katarzyna Ancuta, Daniella Borgia, Timothy R. Fox, Richard J. Hand, Ewan Kirkland, Sabine Metzger, Timothy M. Robinson, Carmen Serrano, Rasmus R. Simonsen, and Johannes Weber

The undead are very much alive in contemporary entertainment and lore. Indeed, vampires and zombies have garnered attention in print media, cinema, and on television. The vampire, with roots in medieval European folklore, and the zombie, with origins in Afro-Caribbean mythology, have both undergone significant transformations in global culture, proliferating as deviant representatives of the zeitgeist.

As this volume demonstrates, distribution of vampires and zombies across time and space has revealed these undead figures to carry multiple meanings. Of all monsters, vampires and zombies seem to be the most trendy--the most regularly incarnate of the undead and the monsters most frequently represented in the media and pop culture. Moreover, both figures have experienced radical reinterpretations. If in the past vampires were evil, blood-sucking exploiters and zombies were brainless victims, they now have metamorphosed into kinder and gentler blood-sucking vampires and crueler, more relentless, flesh-eating zombies. Although the portrayals of both vampires and zombies can be traced back to specific regions and predate mass media, the introduction of mass distribution through film and game technologies has significantly modified their depiction over time and in new environments. Among other topics, contributors discuss zombies in Thai films, vampire novels of Mexico, and undead avatars in horror videogames. This volume--with scholars from different national and cultural backgrounds--explores the transformations that the vampire and zombie figures undergo when they travel globally and through various media and cultures.

Contents (from WorldCat)

pt. 1 MIGRATORY TRANSFORMATIONS --
The Smiling Dead; Or, On The Empirical Impossibility Of Thai Zombies / Katarzyna Ancuta --
"She Loves The Blood Of The Young" The Bloodthirsty Female as Cultural Mediator in Lafcadio Hearn's "The Story of Chugoro" / Sabine Metzger --
Octavia Butler's Vampiric Vision Fledgling as a Transnational Neo-Slave Narrative / Timothy M. Robinson --

pt. 2 NON/NORMATIVE SEXUALITIES --
Appetite For Disruption The Cinematic Zombie and Queer Theory / Rasmus R. Simonsen --
Vampiros Mexicanos Nonnormative Sexualities in Contemporary Vampire Novels of Mexico / Danielle Borgia --
Hybridity Sucks European Vampirism Encounters Haitian Voodoo in The White Witch of Rosehall / Monika Mueller --

pt. 3 CULTURAL ANXIETIES --
Revamping Dracula On The Mexican Silver Screen Fernando Mendez's El vampiro / Carmen Serrano --
The Reanimation Of Yellow-Peril Anxieties In Max Brooks's World War Z / Timothy R. Fox --

pt. 4 CIRCULATING TECHNOLOGIES --
"Doctor! I'm Losing Blood!" "Nonsense! Your Blood Is Right Here" The Vampirism of Carl Theodor Dreyer's Film Vampyr / Johannes Weber --
Disruptive Corpses Tales of the Living Dead in Horror Comics of the 1950s and Beyond / Richard J. Hand --
Undead Avatars The Zombie in Horror Video Games / Ewan Kirkland.



Dorothea Fischer-Hornung, Heidelberg, Germany, is senior lecturer (retired) in the English Department and the Heidelberg Center for American Studies, Heidelberg University. She is the editor of Aesthetic Practices and Politics in Media, Music, and Art: Performing Migration and founding coeditor of the interdisciplinary journal Atlantic Studies Global Currents. Monika Mueller, Bochum, Germany, is senior lecturer of American literature and culture at the University of Bochum, Germany. She is the author of George Eliot U.S.: Transatlantic Literary and Cultural Perspectives.

240 pages (approx.), 6 x 9 inches, introduction, 9 b&w illustrations, bibliography, index