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The “Cthulhu network”

The process by which the popular myth was made

Bibliographic Data

ID10196508
AuthorsJose Luis Arroyo-Barrigüete (0000-0002-3660-3933, Universidad Pontificia Comillas Madrid Spain, corresponding author)
Year2023
Volume56
Issue2
Pages324-340
Publication date2023-04-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueThe Journal of Popular Culture (JOURNAL)
Journal identifiersISSN: 0022-3840 • E-ISSN: 1540-5931
PublisherWiley (PUBLISHER • GB)
DOI10.1111/jpcu.13252
OpenAlexW4387260708
LanguageEN
References cited15

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

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Citation velocityhistorical
Highly citedNo

Tools

Open DOIOpen Access
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