The “Cthulhu network”
The process by which the popular myth was made
Bibliographic Data
| ID | 10196508 |
|---|---|
| Authors | Jose Luis Arroyo-Barrigüete (0000-0002-3660-3933, Universidad Pontificia Comillas Madrid Spain, corresponding author) |
| Year | 2023 |
| Volume | 56 |
| Issue | 2 |
| Pages | 324-340 |
| Publication date | 2023-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | The Journal of Popular Culture (JOURNAL) |
| Journal identifiers | ISSN: 0022-3840 • E-ISSN: 1540-5931 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/jpcu.13252 |
| OpenAlex | W4387260708 |
| Language | EN |
| References cited | 15 |
In the context of popular culture, the work of Lovecraft deserves a prominent role, not only for its influence on many later authors, but for its profound impact on 20th century popular culture, from music and video games to films, comics, and merchandising. This paper analyzes the way in which Lovecraft developed his Cthulhu Mythos, creating a dense network of relationships between his different tales. After analyzing a corpus of 102 works by this author, which covers almost all of his literary production, several conclusions are drawn about the way Lovecraft was able to create this icon of popular culture
Aesthetics · Art · Comics · Context (archaeology · Icon · Literature · Mythology · Popular culture · Popular music · Process (computing · Sociology · Computer Science · Crime and Detective Fiction Studies · Folklore, Mythology, and Literature Studies · Gothic Literature and Media Analysis · History
| Citation velocity | historical |
|---|---|
| Highly cited | No |