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4th Global Conference Monsters and the Monstrous: Monday 18th September - Thursday 21st September
2006 Conference Programme, Abstracts & Papers |
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Download Style Sheet 1 Download Style Sheet 2 Download Specimen Chapter |
Session 2: Unearthing the Undead
The current generation (sometimes
called the “millennial
generation”)—those who were born around the time MTV was
launched in 1981; who were raised fully immersed in video games, downloadable
media, and instant messaging; and who reached adulthood around the turn
of the millennium—present something of an enigma to parents and
cultural commentators. They are well known for short attention spans,
the uncanny ability to multitask, a smattering of knowledge in an impressive
diversity of areas, and an acute awareness of contemporary violence,
culture wars, and other socio-political problems. At the same time, the
zombie (in all its artistic manifestations—film, literature, video
games, cartoons, etc.) has surfaced as the premier monster of this generation,
leaving vampires and space aliens well behind. Zombie Aesthetic and the Post-Apocalyptic Franchise Following on from the recent commercial success of both Capcom and Shinji Mikami’s Resident Evil survival-horror videogame series, the film industry has been quick to rekindle the fortunes of the iconic yet moribund screen zombie. Once again the dead have begun to rise from their celluloid graves to shamble, stumble and lurch across cinema screens. Since the first Resident Evil game in 1996, Mikami’s reworking of the protean Romero/Fulci model has lent the zombie newfound credibility, sophistication and cultural “coolness,” in a cycle of remediation that has found its way into subsequent videogame and movie franchises. Resident Evil has crossed over to cinema with significant commercial success and Romero’s ‘Dead’ films currently enjoy new popularity. Both worlds depict realist, atmospheric and apocalyptic driven narratives—they are enthralling, immersive and firmly grounded within the realm of the fantastic. I will explore how the cinematic experience is defined and informed by the benchmark set by the Resident Evil video game series, and discuss the potential future of the genre within the increasingly restrictive bounds within which it has situated itself. Zombie Culture: The Audience and the Undead The zombie genre has been the topic of much interest
and study, from films to video games, from books and comics to toys;
much has been written regarding the genre, focusing mainly on the interpretation
of films, the appeal and effects of video games, and the ever changing
face of zombie literature. What seem to be lacking in all this
are studies of the fans themselves. The never failing enthusiasm
of fans of the genre—even in the face of manifestly low quality,
low budget fare—has kept the zombie genre surprisingly resilient.
The Zombie as Other: Mortality and the Monstrous in the Post-Modern Age The introduction of nuclear warfare into world consciousness
in 1945 dethroned science as the arbiter of human progress and redirected
self-definition inward. I argue that this shift in the way science is
perceived bears strong influence over the rise of the zombie as a cultural
icon. The existential loss of an externally-validated identity that follows
the bombing of Hiroshima and Nagasaki severed ties between the individual
and structural systems (e.g. governmental, social, political, racial,
and so on) that previously promoted communal perceptions of human identity,
leaving the individual to fend for him- or herself in an indifferent
universe. |
© Wickedness.Net 2006 |