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Monsters represent the fears of a society, however as time has progressed these fears become less prevalent. As such, I look at the role of the monster within videogames and how they utilise folkloric entities to inform their characterisation. I also address how the combination of literary and folkloric entities into a medium is a hybridised form of adaptation.

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This page is a summary of: Wendigo, vampires and Lovecraft: Intertextual monstrosity and cultural otherness in video games, Journal of Adaptation in Film & Performance, June 2023, Intellect,
DOI: 10.1386/jafp_00092_1.
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