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Horror, the film reader / edited by Mark Jancovich. [0415235618 (hbk. : alk. paper) ] London ; New York : Routledge, 2002.
Call#: Van Pelt Library PN1995.9.H6 H75 2002
Chapter 11. Rhona Berenstein. "Horror for Sale: The Marketing and Reception of Classic Horror Cinema."

Berenstein analyzes film reviews and marketing ploys during the first cycle of classic Hollywood horror films (1931-1934) concluding that the horror film served as an ideal site for the "performance"of socially prescribed gender roles, behaviors, and heterosexual coupling rituals. Film studios, exhibitors,and reviewers relied upon gender assumptions, but in contradictory ways. Many film reviwers ignored questions of gender all together treating the horror film audience as an "ungendered" mass, while other reviews expressed surprise that horror films would be as popular with women as they were. The marketing and promotion of horror films, however, rarely took women for granted. Many horror films--such as Dracula (1931)--were promoted as frightening thrillers and romances hoping to appeal to both male and female audiences (assuming a gendered split in interest). Horror film promotional gimmicks took a variety of forms, but many revolved around personifying "fear" as feminine. Gender expectations were that women scream and shriek during horror films, while men displayed bravery (or, masked their own fear which was seen as feminine). If studios and exhibitors (and the films themselves) relied on these assumed gender roles, it's likely that audiences both played along with these assumptions (in a "performative" sense) as well as reactedin oppositional and contradictory ways. There are some issues with Berenstein work. She seemst o implicitly criticize 1930s film reviewers for speaking of the "horror fan" instead of the "female" (or "male") horror fan. While acknowledging that issues of gender are important, speaking of the "female" horror fan is itself not without problems. For one, it also assumes (and thereby reinforces) a gendered difference in audience reactions to horror. While this difference may be true (to some degree, in some ways) it is an empirical question. Although Berenstein acknowledges a space for male and female audience members to act and react outside of proscribed gender roles, she does so only grudgingly.
Horror film : creating and marketing fear / edited by Steffen Hantke. [1578066921 (alk. paper) ] Jackson : University Press of Mississippi, c2004.
Call#: Van Pelt Library PN1995.9.H6 H674 2004

This edited collection of essays has the overarching goal of exploring the horror film genre by paying attention to the technical and industrial aspects of film that distinguish horror films from horror in other media (such as literature or comic books). The two general questions that the essays-to one degree or another-address are: what role does technology play in the production of horror films, and what role does technology play in the distribution, exhibition, and reception of horror films? ("technology" defined broadly to include production equipment, industrial mechanisms, ideological mechanisms, etc.). The first section of the book consists of essays that explore various technologies and formal innovations employed in the production of horror films. The second section of the book deals with issues surrounding horror films in the marketplace (advertising, distribution, and reception). Finally, the third section examines discursive and ideological aspects of the horror genre from censorship to fan discourse.

Philip Simpson's chapter entitled "The Horror 'Event' Movie: The Mummy, Hannibal, and Signs" explores horror films as they are positioned as Hollywood blockbusters. These marketing and promotion of these films often downplay or outright deny the film's association with the horror genre (still often seen as a marginal or low brow genre). Simpson argues that these horror 'event' movies reach a larger mainstream audience by using star actors and high profile directors, high production values, and genre mixing. Simpson distinguishes between major studio horror films and "second tier" cult audience films. While it is true that many of the films that Simpson discusses are marketed as something other than horror (either as thrillers, adventure films, or even supernatural thrillers), it is not clear where the division between A-list productions and "second tier" films lies. He cites the $100 million dollar domestic theatrical gross mark as certifying a blockbuster, but fails to cite many of the low budget, independent, or "second tier" horror films that crossed that barrier such as The Blair Witch Project (1999), The Ring (2002), and The Grudge (2004).

Hawkins, Joan, 1953- . Cutting edge : art-horror and the horrific avant-garde / Joan Hawkins. [0816634130 (alk. paper) ] Minneapolis : University of Minnesota Press, c2000.
Call#: Van Pelt Library PN1995.9.E96 H38 2000

Hawkins builds off of Jeffrey Sconce’s discussion of “paracinema” and “trash aesthetics” to explore the historical relationship between “high-end” avant-garde or art cinema and “low brow” horror and exploitation films. Hawkins seeks to break down the boundaries erected between “high” and “low” by demonstrating the shared stake that both horror and the avant-garde have in challenging mainstream notions of good taste and dominant Hollywood productions. The most interesting aspect of the book is her exploration of mail-order video companies such as Sinister Cinema and Something Weird Video whose photocopied “DIY” catalogs in the 1980s served as a collective space of horror and cult fandom long before the Internet. These catalogs tended to mix cheap exploitation and European art fare often with little distinguishing between the two. The second chapter of the book (“Medium Cool”) explores the culture of collecting inherent in both paracinema video culture and the niche market for Criterion Collection laser discs. Hawkins’s work is important as it captures a particular historical moment, but it also feels woefully out of date. This is not a critique of the book as much as a call for a revised edition that explores paracinema in the digital age (e.g., blogs, fan forums, web mail-order sites, etc.). In addition to patterns of consumption which blur the boundaries between “high” and “low” art, Hawkins explores a number of films which form a sort of hybrid category by combining aspects of art cinema with the horror genre. Her prime example is Georges Franju’s Eyes Without a Face (1959) which combines the formal aesthetics of French “poetic realism” with an exploitation story—and graphic gore—many consider as ushering in (along with Hitchcock’s Psycho [1960]) the slasher subgenre. Ironically, when the U.S. imported Franju’s film to play in the “grindhouse” circuit with the sensational new title of The Horror Chamber of Dr. Faustus, they excised the graphic “face removal” surgical scene which most qualified the film as horror in the first place.

Hawkins’s book provides a useful exploration of how genres circulate within culture often in ways that defy “officially” sanctioned categories and counter to the wishes and intentions of institutions, gatekeepers, and other “taste-makers.”

Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006
"Photoshop for Democracy: The New Relationship between Politics and Popular Culture"

In chapter six, Jenkins discusses the role of popular culture in emerging political communities. Jenkins (as is the case throughout Convergence Culture) is focused on how old and new media interact and the dynamics of collaboration and participation. While Jenkins recognizes the scoff-factor when implying the concept of “photoshop for democracy” (user-generated images that often map themes from popular culture onto the political campaign) is any sort of substitute for real political activism, he insists that this kind of user-generated content and mass dispersion is a serious act of citizenry. In fact, using popular culture as a means of engaging voters might just be the most effective way of re-establishing interest in politics as a part of our everyday lives. Jenkins focuses on the 2004 election and recognizes that the next step is to think of “democratic citizenship as a lifestyle.” Furthermore, online political communities seem to be segregating voters, as opposed to encouraging dialogue across ideologies. Although he seems to offer popular culture as a kind of national balm for the ailments of political fragmentation, Jenkins recognizes the inherent limits of its role in (or applicability as a model for) contemporary political communities.

For me, the most useful parts of this argument is the attention he pays to the increasing participation of average Americans (now as monitorial citizens as opposed to informed citizens) in the media landscape and the possibilities for the integration of politics and popular culture. However, he doesn’t seem to offer any real solution for the acutely polarized political landscape.


Chapter 11: Destructive Creativity: Arts in the Information Age 
 
What is 'cool' now isn't just an isolated piece of culture, but rather the result of a history of 'cool'. The future of humanities must begin to converge with art in order to bridge the gap. In other words, to be 'cool', older art forms must merge with more contemporary art forms. Society is currently so visually overstimulated that something needs to change just to get an idea from on mind to another.  Destructive Creativity refers to one approach, which is reassembling the past into the future.  It refers to the present aesthetic, mutation and remix culture. Creative Destruction is a slightly different approach.  Critiquing culture becomes an inherently edgy aesthetic. Tradition is linked to the avant-garde through the reappropriation of familiar things. Information is a new raw material, a form a currency. The chapter gives a history of destructive art, new art's need to reject or destroy the old to move forward. After pages and pages of examples of earlier works, the chapter gets to digital works.  Jodi works with the aesthetics of the internet, using a web browser as a frame.  Still, inside that frame, the text is made to look like an old DOS-based personal computer, acting as a reminder that contemporary art has at least some root in the past.  The self-destructive, self-activated behavior of the art is the formula for twentieth-century art.
 
This chapter seemly chronicles every step on the path to current existence of edgy art, which was tiresome to wade through, but certainly not useless. For every part of the current state of 'cool' that Liu describes, he provides several examples of the predecessors. Knowing more about the current state of art than the past and reading the chapter put everything into a perspective that wasn't necessarily any different, but is perhaps now more informed. What was noticeably missing from the discussion was the influence of an artist's contemporaries. Having not read the entire book, it is quite possible that Liu talks about it elsewhere, but regardless, talking about art with respect only to the past is ignoring half of what influences it.
 
Liu, Alan, 1953- . Laws of cool : knowledge work and the culture of information / Alan Liu. [0226486982 (cloth : alk. paper) ] Chicago : University of Chicago Press, 2004.
Call#: Van Pelt Library HM851 .L56 2004


Chapter 4: Culture and psychological mechanisms
 
This chapter talks about the science of culture as being a form of universal Darwinism--that is, that culture is subject to variation and evolves when certain variants are selected and preserved until another later variation. Culture is a creation of human minds, which learn associatively, therefore understanding culture requires a scientific understanding of how culture is spread. This is where memetics comes in. However, one problem is that there is no authoritative theory about the transfer of culture, so natural science is at somewhat of a loss.  The chapter goes into some detail about the relationship between the definition of culture and the science of culture. The less agreement in the science, the more important definitions become, otherwise everyone is essentially speaking a different language. For memetics, the definition of copying is particularly important.  How faithful to the original must something be to be considered a copy? Is imitation transmission, or is learning transmission? Imitaton, learning, and acquisition are all different kinds of copies.  Plotkin rejects the definition of a meme as  something passed on by imitation for four reasons: defining a meme as imitation is an oversimplification, requiring a meme to be imitable is unclear,  assuming thats imitation leads to greater copyinig fidelity is just wrong, and requiring high copying fidelity ignores the natural variation that causes memes to evolve. The last point mentioned is the distinction between surface memes and deep memes.  A surface meme, although dependent on larger memes for context, is narrow in scope, such as believing a certain store has the lowest prices around (obviously that could change if another store undercuts them one day.) A deep meme is a higher knowledge structure, usually embedded somehow in the culture itself.
 
The author's approach to the topic seems more to correct misinformation than define things concretely. In doing this he is perhaps leaving the door open for more discourse on how to define the term 'meme' and the science of culture.  The chapter seems more like a philosophical piece than a scientific piece, but as he says, that is basically the current state of memetics.
 
Darwinizing culture : the status of memetics as a science / edited by Robert Aunger ; with a foreword by Daniel Dennett. [0192632442 ] Oxford ; New York : Oxford University Press, 2000.
Call#: Van Pelt Library HM1041 .D37 2000


Chapter 7: Constructions and Reconstructions of Self in Virtual Reality: Playing in the MUDs
 
 This chapter discuesses the way people deal with the concept of self in virtual worlds through MUDs (Multiuser Dimensions). These MUDs are in part creations of their users, who may design their characters (name, gender, species, physical attributes) as well as the "rooms" of the dungeons themselves.  They are free to experiment with identity and often choose to do so.  Interactions between players parallel and sometimes overlap with or substitute for real life. One example looks at a Yale dropout who used a role playing game as a form of therapy. Her mother disowned her after she had an abortion, and through role playing, the daughter was able to understand and come to terms with what happened. Another example describes a physics grad student whose physical health was so fragile that he could not go out normally without putting his life in danger.  He spends hours on MUDs socializing with people from across the world.  In doing this, he fulfills a need for social interaction that he might otherwise miss out on entirely.  In these virtual spaces, players often project their ideal self through their virtual identities.  MUDs offer an environment similar to real life and often equally useful for simulating and processing personal issues. In some situtations, they may even serve as something better than reality. Because of the difference between real-life and online social interaction, certain issues, such as sexism and gender roles can be more visible in a MUD, allowing for discussion of such topics. The addition of non-fatal guns to one MUD was another cause for debate. Changing the dynamics of the world (some players wanted to kill for fun) led to debate, virtual laws, and even the election of a virtual sheriff.  MUDs demonstrate a certain tension between the real and artificial through which we can reconstruct and examine aspects of our own culture.
 
The author seems particularly biased toward MUDs, probably due to his research methods: joining and participating in various MUDs.  The examples she uses focus a little heavy on the fringe of society rather than the average person who happens to participate in a MUD. This suggests that the correlation between MUD culture and real-life culture is limited.
 
If being a part of a community, such as a MUD gives people another means of expressing who they are or defining themselves, then so too might their preferences in memes be a means of expression. 
 
Culture of the Internet / edited by Sara Kiesler. [0805816356 (alk. paper) ] Mahwah, N.J. : Lawrence Erlbaum Associates, 1997.
Call#: Van Pelt Library HE7631 .S613 1997


This article discusses how memes catch on (or don't) and their impact on culture. The first approach is looking at history as either a narrative or a science. The narrative must be plausible, but not predictable, to be interesting. So too is culture. The things that catch on don't follow a formula per se, but in retrospect they aren't completely out of the blue. The second approach is a comparison with evolution. In this view, it is the glitches that move things forward, not just the formula. The good will continue, the bad will be cast off. However, the line between good and bad is blurry at best, and the very nature of parasitic things like memes is to trick the hosts. The article gives the example of a person with a sweet tooth. If the candy tastes good enough to make the person forget about its negative impacts, it will persist, furthering both the good and the bad qualities of candy. Memes are selected unconsciously and consciously. Even in the case of meme-engineering, in which someone tries to create an idea that will catch on by mimicking what is popular, nothing can be predicted for certain. It doesn't necessarily matter how good an idea is (although it helps), but rather the unpredictable pull of many natural and cultural forces that decides the fate of a meme. Cultural evolution is thus not a direction, but a trend, and not necessarily a very definite trend.

The article touches on a lot of different possibilities, but its tone makes it easy enough to read and digest. The nature of taking the side of unpredictability is that no firm conclusions will be drawn, but the article still discusses numerous possibilities. The question Dennett repeats is "cui bono?" or "who benefits?" He doesn't give an answer, or perhaps the answer is that even if one could measure the benefits, they wouldn't necessarily inform anything beyond that.

evolution popular_culture culture memetics darwin meme information | Modified: 11-MAR-07 | No copyright policy selected
Striphas,T . "Strategic improprieties: Cultural studies, the everyday, and the politics of intellectual properties" Cultural studies [0950-2386] 20.2-3 (2006). 119-144.
popular_culture fair_use intellectual_property | Modified: 31-MAY-06 | No copyright policy selected

seems like a good introduction

 

history film popular_culture american_culture horror | Modified: 28-OCT-05 | No copyright policy selected
film popular_culture american_culture horror | Modified: 28-OCT-05 | No copyright policy selected
The official publication of the Popular Culture Association, browsing this journal is a great way to get to know topics in the field.
#basic-57# popular_culture journals | Modified: 09-SEP-05 | No copyright policy selected
Topical articles on American popular culture, but also entries under individuals, band names, tv shows, etc. In five volumes.
refbooks #basic-57# popular_culture american | Modified: 02-SEP-05 | No copyright policy selected
Four volumes of long topical articles with bibliographies.
refbooks #basic-57# american popular_culture | tagged by 1 other person | Modified: 02-SEP-05 | No copyright policy selected