Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Saturday, May 3, 2025

CFP Fungal Horror and Popular Culture (6/1/2025)

 

Fungal Horror and Popular Culture

deadline for submissions: 
June 1, 2025
full name / name of organization: 
Berit Åström, Umeå University

As editors of the planned Palgrave Handbook on Fungal Horror in Popular Culture, which has 33 commissioned chapters, Dr Katarina Gregersdotter and Dr Berit Åström, Umeå University, Sweden seek approximately 10 additional original essays. 

We are primarily looking for chapters on fungal horror in non-Anglophone material, but also welcome studies of less mainstream Anglophone texts. 

Fungi are entangled in our lives, as food, as medicine or drugs, but also as parasites and agents of destruction, such as black mould, dry rot and cordyceps, the zombie fungus. This entanglement carries over into popular culture, where fungi are used to carry out different kinds of work, articulating deep seated fears and desires, functioning as a threat to, but perhaps also a saviour of, an embattled humanity on the brink of possible extinction.   

This edited volume will be the first full-length scholarly study of fungal horror in popular culture such as, but not limited to, literature, film, television, comics/graphic novels, computer games, art and memes. We invite contributors to approach the topic broadly, both in terms of material analysed and in the themes explored. 

 The chapters should be c. 7 000 words, including endnotes and bibliography.  

Send your abstract, of no more than 300 words, together with a brief biography to Berit Åström berit.astrom@umu.se and Katarina Gregersdotter katarina.gregersdotter@umu.se by 1 June, 2025. Notification of acceptance will be given no later than June 27, 2025.  

Deadline for submission of completed manuscripts is 15 January, 2026.


Last updated April 10, 2025

Friday, April 4, 2025

CFP Dracula: A Companion (3/31/2025)

Just came across this. Apologies for the late posting.

CFP: Dracula: A Companion

deadline for submissions: 
March 31, 2025
full name / name of organization: 
Matthew Crofts (University of Hull), Maddy Potter (University of Edinburgh)

CFP: Dracula: A Companion

Matthew Crofts & Maddy Potter

Dracula: A Companion is intended to both be an essential guide to interpreting Bram Stoker’s Dracula and a collection of new perspectives supporting a reshaping of the way the text is taught and engaged with by students. 

Fundamental to the approach of this companion is placing the text at the epicentre of its own cultural afterlife and pop culture status. Beginning with the novel’s inception and influences, Dracula is positioned as a ‘spark’ that ignited the character's enduring popularity and presence across the globe. From here, the familiar topics the novel is understood through will see novel perspectives, accounting not only for new and exciting research, but exploring  how Dracula’s immortality stems from how it can be subjected to new approaches, showcasing the versatility of the book, and its continued capacity to lend itself to readings that speak of topical cultural concerns. 

The final sections prioritise the way the text has been reshaped to suit contemporary audiences, distanced from the ‘original’ novel through adaptation and literary pastiche. Every ‘version’ of Dracula has the potential to be someone’s first encounter with the character, and may be what they think of when hearing the name. By giving this aspect a clear focus it establishes to students and readers alike that ‘Dracula’ is not contained within the novel, but has become a myth recognised across the globe.

We kindly request abstracts of no more than 250 words for either full essay style chapters of 4,500 words or shorter case studies focusing on individual texts of approx 2000 words. We are also open to further ideas, suggestions, and questions. The deadline for abstracts is Monday March 31st 2025. Full contributions are expected to be due at the end of Summer 2025.

Please email abstracts or any other enquiries to madeline.potter@ed.ac.uk & m.crofts@hull.ac.uk

 

Potential topics (but by no means limited to):

  • Theatrical Influences on the novel’s form Historical influences

  • Transylvania as a mosaic (Hungarian and Irish Parallelism)

  • Stoker: a biographical reading

  • Global Dracula Stoker’s own travels

  • Dracula in translation 

  • New perspectives on sexuality: LGBTQA+ readings/drag

  • New scientific & medical readingsNew perspectives on race

  • Romany enslavement

  • Dracula as Sensation fiction/Victorian popular fiction

  • Publishing practices

  • Reception of Dracula

  • Reading Dracula as a werewolf text

  • Neo-Victorian readings

  • Wider cultural understanding of Dracula [Intended as shorter chapters, akin to case studies of texts]

  • Dracula adaptations, appropriations and pastiches

  • Neglected adaptations (eg. The Claes Bang/Gatiss version, The 1977 Louis Jourdan version)

  • Neglected adaptations from non-anglo/American countries

  • Non-Western Draculas 

  • Dracula for children: eg. Hotel Transylvania eg. Count Duckula 

  • Dracula games (computer and table-top)

  • Dracula in New Media & Fandom

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.


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

Tuesday, November 9, 2021

CFP Vampire Studies (2022 PCA/ACA National Conference)

Note: PCA has recently shifted the conference to online AND extended the submission deadlines.


Vampire Studies (2022 PCA/ACA National Conference)

Source: https://call-for-papers.sas.upenn.edu/cfp/2021/08/30/vampire-studies-2022-pcaaca-national-conference

deadline for submissions: November 15, 2021

full name / name of organization: Popular Culture Association

contact email: pcavampires@gmail.com


The Vampire Studies Area of the PCA welcomes papers, presentations, panels, and roundtable discussions that cover all aspects of the vampire as it appears throughout global culture. This year's conference will be held April 13-16 in Seattle, WA.


This year the Vampire Community celebrates the centenary of Nosferatu: A Symphony of Horror.  We welcome papers, panel presentations, or creative pieces about this classic genre defining film.  As well as this broad theme we also welcome papers, presentations, and panels that cover any of the following:


  •       The Non-Western Vampire (i.e. Black, Asian, Latino/a/x, African)
  •       The Horror Vampire Byronic vs Hedonistic, or Horror vs Romantic
  •       Vampires at the end of the world and beyond
  •       The vampire on legacy television shows (i.e. Dark Shadows, Buffy the Vampire Slayer, Angel, Moonlight, The Vampire Diaries, The Originals)
  •       The vampire on recent television shows (i.e. What We Do In the Shadows, From Dusk Till Dawn, Castlevania)
  •       Legacy Cinematic vampires (i.e., Nosferatu, Interview with the Vampire, Near Dark, Twilight etc.)
  •       Recent Cinematic Vampires (i.e., Bit, Crucible of the Vampire: Therapy for the Vampire etc.)
  •       Vampire Cultures and Contexts (i.e., vampire RPGs or other gaming universes, fan studies, graphic novels)
  •       Vampires and the Marginalized (i.e., race, gender, sexualities, national origin)
  •       Genres such as Gothic Horror, Urban Fantasy, Romance, Steampunk, Young Adult, Erotica, Comedy
  •       Historic and contemporary vampiric locations and geographies (i.e. cemeteries, castles, cities)
  •       Vampire Studies (i.e., the vampire in the classroom, vampire scholarship)


And anything and everything in between!


To have your proposal/abstract considered, please submit your proposal/abstract of approximately 250 words at the Popular Culture Association Website. We also welcome complete panel proposals of 3-4 people.


We do not currently accept papers from fledgling/undergraduate scholars, but you can submit your proposal to the special Undergraduate Area.


If you have questions, contact us at pcavampires@gmail.com.  Also, follow us on Twitter @pca_vampires or join our Facebook groups PCA Vampire Studies and Vampire Scholars.


2022 Conference Dates and Deadlines


01Aug-21           2022 Conference Information Available on website


01-Sept-21         Submissions Open


01-Oct-21           Early Bird Registration Begins


15-Nov-21          Deadline for Paper Proposals and Grant Applications


 

Last updated September 1, 2021

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 

 

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.

Monday, June 25, 2018

Weird Fiction Review 8


Now available from Centipede Press:

Weird Fiction Review #8
http://www.centipedepress.com/anthologies/wfreview8.html

Edited by S.T. Joshi
Artwork gallery by Erol Otus.
Lengthy interview with Patrick McGrath.
History of the small press: Shasta Press by Stefan Dziemianowicz.
Several new essays and stories.
Sewn paperback.
Nearly 400 pages.

pricing: $35, on sale for $19.

 
The Weird Fiction Review is an annual periodical devoted to the study of weird and supernatural fiction. It is edited by S.T. Joshi. This eighth issue contains fiction, poetry, and reviews from leading writers and promising newcomers. This issue features fiction by John Shirley, Flannery O’Connor, Lynne Jamneck, Michael Washburn, and others, and articles by Stefan Dziemianowicz (an illustrated history of Shasta Publishing), Michael Shuman (on horror films and garage and surf music), Adam Groves (on the golden age of speculative erotic fiction), John C. Tibbetts (on John M. Barrie), Forrest J Ackerman (on Robert Bloch), as well as verse and other essays and fiction. The feature of the issue is Chad Hensley’s terrific interview with Erol Otus, the iconic artist that did so much of the Dungeons & Dragons artwork of the late 1970s and early 1980s. The front and back cover, and inside covers, are by artist Grant Griffin. The list price on this item is $35 and it is on sale for $19.

Full contents details available by visiting Centipede Press's page for the book at http://www.centipedepress.com/anthologies/wfreview8.html.




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