Why Horror Seduces
Datos Bibliográficos
| ID | 20004405 |
|---|---|
| Autores | Mathias Clasen (0000-0003-0830-0078, autor de correspondencia) |
| Año | 2017 |
| Páginas | 224 |
| Fecha de publicación | 2017-10-19 |
| Open Access | No |
| Tipo | BOOK |
| Revista | Why Horror Seduces (SOURCE_BOOK) |
| Editorial | Oxford University Press (PUBLISHER • GB) |
| DOI | 10.1093/oso/9780190666507.001.0001 |
| OpenAlex | W4245925663 |
| Open Library | OL28640257M |
| ISBN | 9780190666507 |
| Idioma | EN |
| Citas recibidas | 23 |
This book explains the appeals and functions of horror entertainment by drawing on cutting-edge findings in the evolutionary social sciences, showing how the horror genre is a product of human nature. It is the first book to integrate the study of horror with the sciences of human nature and to offer a sustained analysis of the ways in which our evolutionary heritage constrains and directs horror in literature, film, and computer games. The central claim of the book is that horror entertainment works by targeting ancient and deeply conserved neurobiological mechanisms. We are attracted to horrifying entertainment because we have an adaptive tendency to find pleasure in make-believe that allows us to experience negative emotions at high levels of intensity within a safe context. This book offers a detailed theoretical account of the biological underpinnings of the paradoxically and perennially popular genre of horror. The theoretical account is bolstered with original analyses of a range of well-known and popular modern American works of horror literature and horror film to illustrate how these works target evolved cognitive and emotional mechanisms to fulfill their function of absorbing, engaging, and horrifying audiences: I Am Legend (1954), Rosemary’s Baby (1967), Night of the Living Dead (1968), Jaws (1975), The Shining (1977), Halloween (1978), and The Blair Witch Project (1999). The book’s final chapter expands the discussion to include interactive, highly immersive horror experiences offered through horror video games and commercial haunted attractions
Aesthetics · Art · Art history · Entertainment · Legend · Literature · Pleasure · Visual arts · Gothic Literature and Media Analysis · History · Psychology · 20th century · American · American fiction · American fiction, history and criticism · American Horror tales · American literature · History and criticism · Horror tales · Horror tales, history and criticism · Literary Criticism · Psychological aspects
An Analytic of Eeriness
Recreational Fear Across Childhood. A Cross-Sectional Study of Scary Activities that Children Enjoy
Premonitory breath
Charting the rise of imaginary worlds in history
Archaic, Phallic, and Castrated
Homo anxius, or How Fear and Anxiety Conquered the Social World
Shamanism Yesterday, Today, and Tomorrow
Don’t Be Too Good at Reading Other People's Minds
Speculative F(r)ictions
Explorations in Creepiness
Literary Fiction Indicates Early Modernization in China Prior to Western Influence
Promoting the thrills
Playing the Afterlife
It's Like a Horror Movie That You Walk Through’
And Then It Spreads”
The short answer is just that they’re fun’
Folk Gothic
Cultural evolution of emotional expression in 50 years of song lyrics
The Psychology, Geography, and Architecture of Horror
Ghosts in the streets of Athens
Staging fear
Out of the dark - Psychological perspectives on people's fascination with true crime
Systematizing evil in literature
| Obras citantes distintas | 23 |
|---|---|
| Citas por año | 3,29 |
| Intervalo de citas | 2019 - 2026 (8) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 23 |