Ewan Kirkland
Datos Biográficos
| ID | 210097 |
|---|---|
| NOMBRE | Ewan Kirkland |
| NOMBRES | Ewan |
| APELLIDO | Kirkland |
| FIRMA | KIRKLAND E |
| AFILIACIONES | Kingston University |
| ORCID | 0000-0001-7036-2259 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 9 |
| TOTAL DE CITAS | 17 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2009 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 3 |
‘Boys and girls of every age. Wouldn’t you like to see something strange?’ Uncanniness and The Nightmare Before Christmas
This article explores The Nightmare Before Christmas through the critical framework of the Freudian uncanny, incorporating such issues as animation, authorship, audience, genre and seasonal holidays. The uncanny is initially identified in the film’s macabre cast of animated corpses and the stop-motion process which brings these puppets to life. More significantly, the uncanny is understood as the intellectual uncertainty implicated in blurring di…
Videogames and the Gothic
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic in…
Contextualizing the bronies
This article critically situates My Little Pony: Friendship Is Magic (2010–19) and the ‘brony’ following it has attracted in terms of age and fandom, discourses of quality television, cult media and interactions between fandoms and cultural producers. Far from unprecedented, the show’s unexpected male audience reflects adults’ historic appreciation of media for children, the increased mainstreaming of animation, and the already infantilized perso…
Little girls and the things that they love”
The recent generation of My Little Pony has received popular and academic attention due to its visible following of young male enthusiasts. This article explores this so-called Brony phenomenon in terms of gender and age, cult spectator practices, fandom, masculinities, and the kinds of participatory culture with which the new series is associated. Despite the apparent transgression of men enjoying a television show clearly coded as being for you…
Shades of Whiteness
This volume was first published by Inter-Disciplinary Press in 2016. This collection examines the varying constructions of racial whiteness across different historical periods, cultures, and nation states. Discussions are included of whiteness as depicted in cinema, literature, comic books, the internet, photography, and popular television, drawing on perspectives and disciplines such as history, sociology, the law, feminism, discourse analysis a…
Posthumanity
Discursively Constructing the Art of Silent Hill
This article explores the construction of Silent Hill-Konami's survival horror video game series-as art. Adopting a discursive approach to the notion of ''art,'' the extent to which traditional formations of cultural value are mobilized is explored across three aspects of the series' first four installments. The Silent Hill game texts are examined as evoking formal devices of art cinema, including realism, ambiguity, psychological complexity, and…
Masculinity in Video Games
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a …
Resident Evil's Typewriter
This article uses Bolter and Grusin's notion of remediation to explore analog media technologies-cinema, photography, cartography, television, and radio-in digital horror videogames. Such moments illustrate what Lister et al. term the "technological imaginary" of both old and new media technological imaginary of both old and new media. Old media technologies contribute a sense of the real perceived as lacking in digital media, yet central to a ge…
Masculinity in Video Games
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a …
Discursively Constructing the Art of Silent Hill
This article explores the construction of Silent Hill-Konami's survival horror video game series-as art. Adopting a discursive approach to the notion of ''art,'' the extent to which traditional formations of cultural value are mobilized is explored across three aspects of the series' first four installments. The Silent Hill game texts are examined as evoking formal devices of art cinema, including realism, ambiguity, psychological complexity, and…
Resident Evil's Typewriter
This article uses Bolter and Grusin's notion of remediation to explore analog media technologies-cinema, photography, cartography, television, and radio-in digital horror videogames. Such moments illustrate what Lister et al. term the "technological imaginary" of both old and new media technological imaginary of both old and new media. Old media technologies contribute a sense of the real perceived as lacking in digital media, yet central to a ge…
Little girls and the things that they love”
The recent generation of My Little Pony has received popular and academic attention due to its visible following of young male enthusiasts. This article explores this so-called Brony phenomenon in terms of gender and age, cult spectator practices, fandom, masculinities, and the kinds of participatory culture with which the new series is associated. Despite the apparent transgression of men enjoying a television show clearly coded as being for you…
Masculinity in Video Games
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo. The series' protagonists are instead nondescript, flawed, domesticated men—unstable, angst-ridden, and unreliable in a …
Resident Evil's Typewriter
This article uses Bolter and Grusin's notion of remediation to explore analog media technologies-cinema, photography, cartography, television, and radio-in digital horror videogames. Such moments illustrate what Lister et al. term the "technological imaginary" of both old and new media technological imaginary of both old and new media. Old media technologies contribute a sense of the real perceived as lacking in digital media, yet central to a ge…
Posthumanity
Discursively Constructing the Art of Silent Hill
This article explores the construction of Silent Hill-Konami's survival horror video game series-as art. Adopting a discursive approach to the notion of ''art,'' the extent to which traditional formations of cultural value are mobilized is explored across three aspects of the series' first four installments. The Silent Hill game texts are examined as evoking formal devices of art cinema, including realism, ambiguity, psychological complexity, and…
Shades of Whiteness
This volume was first published by Inter-Disciplinary Press in 2016. This collection examines the varying constructions of racial whiteness across different historical periods, cultures, and nation states. Discussions are included of whiteness as depicted in cinema, literature, comic books, the internet, photography, and popular television, drawing on perspectives and disciplines such as history, sociology, the law, feminism, discourse analysis a…
Little girls and the things that they love”
The recent generation of My Little Pony has received popular and academic attention due to its visible following of young male enthusiasts. This article explores this so-called Brony phenomenon in terms of gender and age, cult spectator practices, fandom, masculinities, and the kinds of participatory culture with which the new series is associated. Despite the apparent transgression of men enjoying a television show clearly coded as being for you…
Contextualizing the bronies
This article critically situates My Little Pony: Friendship Is Magic (2010–19) and the ‘brony’ following it has attracted in terms of age and fandom, discourses of quality television, cult media and interactions between fandoms and cultural producers. Far from unprecedented, the show’s unexpected male audience reflects adults’ historic appreciation of media for children, the increased mainstreaming of animation, and the already infantilized perso…
Videogames and the Gothic
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic in…
‘Boys and girls of every age. Wouldn’t you like to see something strange?’ Uncanniness and The Nightmare Before Christmas
This article explores The Nightmare Before Christmas through the critical framework of the Freudian uncanny, incorporating such issues as animation, authorship, audience, genre and seasonal holidays. The uncanny is initially identified in the film’s macabre cast of animated corpses and the stop-motion process which brings these puppets to life. More significantly, the uncanny is understood as the intellectual uncertainty implicated in blurring di…
Art (7 obras) · Sociology (7 obras) · Aesthetics (5 obras) · Media studies (5 obras) · Digital Games and Media (4 obras) · Gothic Literature and Media Analysis (4 obras) · Cinema and Media Studies (3 obras) · Computer Science (3 obras) · Gender Studies (3 obras) · Literature (3 obras)