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Affective Intensities and Evolving Horror Forms : From Found Footage to Virtual Reality / Adam Daniel.

By: Material type: TextTextPublisher: Edinburgh : Edinburgh University Press, [2022]Copyright date: ©2020Description: 1 online resource (232 p.) : 25 B/W illustrationsContent type:
Media type:
Carrier type:
ISBN:
  • 9781474456357
  • 9781474456371
Subject(s): DDC classification:
  • 791.43/6164 23
LOC classification:
  • PN1995.9.H6 D35 2020
Other classification:
  • online - DeGruyter
Online resources:
Contents:
Frontmatter -- Contents -- List of Figures -- Acknowledgements -- Introduction -- 1. Fro m the Semantic to the Somatic: Aff ective Engagement with Horror Cinema -- 2. From Identifi cation to Embodied Spectatorship in the Found Footage Horror Film -- 3. Camera Supernaturalis -- 4. Perception and Point of View in the Found Footage Horror Film: New Understandings via Deleuze’s Perception-Image -- 5. Horrific Entwinement: Affective Neuroscience and the Body of the Horror Spectator -- 6. What Hides behind the Stream: Post-Cinematic Hauntings of the Digital -- 7. Th e Evolving Screen Forms of New Media Horror -- 8. Th e Embodied Player of Horror Video Games -- 9. Th e Spectator-Interactor of Virtual Reality Horror -- Conclusion -- Bibliography -- Index
Summary: Explores theories of cinematic embodiment and affect in relation to horror filmExamines cutting-edge new media forms of horror through distinct and progressive theoretical lensesIntegrates theoretical insights from neuroscience into the study of horror mediaOutlines the burgeoning new field of virtual reality cinema, and argues for innovative theoretical approaches to this new modalityConsiders textual works that have had limited scholarly analysis, such as Youtube horror media series and recent found footage films (e.g. the Creep films and #Screamers)Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of ‘found footage,’ to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema’s affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.

Frontmatter -- Contents -- List of Figures -- Acknowledgements -- Introduction -- 1. Fro m the Semantic to the Somatic: Aff ective Engagement with Horror Cinema -- 2. From Identifi cation to Embodied Spectatorship in the Found Footage Horror Film -- 3. Camera Supernaturalis -- 4. Perception and Point of View in the Found Footage Horror Film: New Understandings via Deleuze’s Perception-Image -- 5. Horrific Entwinement: Affective Neuroscience and the Body of the Horror Spectator -- 6. What Hides behind the Stream: Post-Cinematic Hauntings of the Digital -- 7. Th e Evolving Screen Forms of New Media Horror -- 8. Th e Embodied Player of Horror Video Games -- 9. Th e Spectator-Interactor of Virtual Reality Horror -- Conclusion -- Bibliography -- Index

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Explores theories of cinematic embodiment and affect in relation to horror filmExamines cutting-edge new media forms of horror through distinct and progressive theoretical lensesIntegrates theoretical insights from neuroscience into the study of horror mediaOutlines the burgeoning new field of virtual reality cinema, and argues for innovative theoretical approaches to this new modalityConsiders textual works that have had limited scholarly analysis, such as Youtube horror media series and recent found footage films (e.g. the Creep films and #Screamers)Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of ‘found footage,’ to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema’s affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023)