Search results for "monsters"

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Hypnosis, Animal Magnetism, and Monstrosity in late Nineteenth Century English Literature

2019

We will explore the literary image of animal magnetism and hypnosis through the analysis of two works of fiction: the novels Richard Marsh’s The Beetle: A Mystery (1897) and Bram Stoker’s Dracula (1897). During all the 19th century and mainly at its last, many authors used animal magnetism and hypnosis in their fictional creations in an environmental or plot way, so much that Arthur Quiller-Couch, an important literary critic of the nineteenth century, spoke about the emergence of a new literary subgenre that he called “hypnotic fiction”. Starting from the idea that in this mesmeric and hypnotic fiction literature you can clearly trace differentiated stereotypes of magnetizers and hypnotist…

HypnosisFiction Literaturemedia_common.quotation_subjectStereotypedráculaAnimal magnetism01 natural sciencesliteratura de ficción03 medical and health sciences0302 clinical medicineHistory and Philosophy of ScienceAZ20-999magnetismo animalmonstruos030212 general & internal medicinePlot (narrative)Animal MagnetismThe BeetleHistory of medicine. Medical expeditionsR131-687media_commonLiteratureel escarabajobiologybusiness.industryDraculaCharacter (symbol)Arthipnosisbiology.organism_classification0104 chemical sciences010404 medicinal & biomolecular chemistryDraculaLiterary criticismHistory of scholarship and learning. The humanitiesbusinessMonstersHypnosisMonsterAsclepio
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Morality in Let’s Play narrations : Moral evaluations of Gothic monsters in gameplay videos of Fallout 3

2018

Performative Let’s Play gaming videos are a part of contemporary Internet culture through which morality becomes shared. Many digital games draw on Gothic traditions to feature human-like monsters who demand morally complex interpretations from players. This study examines what kinds of moral evaluations players form of ambiguous Gothic monsters in Let’s Play videos of the action role-playing game Fallout 3. With a discourse analysis of transcribed speech obtained from 20 Let’s Play series on YouTube, it argues that the moral evaluations that players actively produce impact significantly on the play experience, that players take diverse moral stances whose (in)determinacy varies based on w…

Sociology and Political Sciencemedia_common.quotation_subjectvideopelitdigital gamesmonsters050801 communication & media studiesPerformative utterancepelikulttuuri0508 media and communicationsgothicgotiikkata616Sociologyhirviötmedia_common060201 languages & linguisticsCommunicationgameplay05 social sciencesvideo games06 humanities and the artsmoralityMoralityverkkovideotCyberculturelet’s playmoraaliFeature (computer vision)Aesthetics0602 languages and literatureetiikkadigitaaliset pelitgaming cultureNew Media and Society
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