Durham E-Theses

Total Page:16

File Type:pdf, Size:1020Kb

Durham E-Theses Durham E-Theses The Slender Man Mythos: a structuralist analysis of an online mythology ASIMOS, VIVIAN,MARIE How to cite: ASIMOS, VIVIAN,MARIE (2019) The Slender Man Mythos: a structuralist analysis of an online mythology, Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/12962/ Use policy The full-text may be used and/or reproduced, and given to third parties in any format or medium, without prior permission or charge, for personal research or study, educational, or not-for-prot purposes provided that: • a full bibliographic reference is made to the original source • a link is made to the metadata record in Durham E-Theses • the full-text is not changed in any way The full-text must not be sold in any format or medium without the formal permission of the copyright holders. Please consult the full Durham E-Theses policy for further details. Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 The Slender Man Mythos: a structuralist analysis of an online mythology Vivian Asimos Durham University For PhD Department Theology and Religion 2018 Asimos | ii Table of Contents Table of Figures ..................................................................................................................................... vi Table of Diagrams and Tables .............................................................................................................. vii Acknowledgements .............................................................................................................................. viii Statement of Copyright .......................................................................................................................... ix Introduction ............................................................................................................................................. 1 Chapter 1: Mythology and Digitizing Lévi-Strauss ................................................................................ 9 1.1 | What is Myth? ............................................................................................................................. 9 1.1.1 | Myth and Popular Culture .................................................................................................. 11 1.1.2 | Virtual Storytelling ............................................................................................................. 13 1.2 | Structuralism ............................................................................................................................. 15 1.2.1 | The Lévi-Straussian Method .............................................................................................. 16 1.2.2 | Neo-Structuralism .............................................................................................................. 17 1.2.3 | Method ............................................................................................................................... 19 1.3 | Creepypasta and Mythology ..................................................................................................... 20 Chapter 2: Introducing the Slender Man ............................................................................................... 22 2.1 | Slender Man’s History .............................................................................................................. 23 2.2 | Slender Man as Communal Story.............................................................................................. 25 2.3.1 | Authenticity in Inconsistency ............................................................................................. 27 2.3.2 | Authenticity in Narrative .................................................................................................... 28 2.3 | Paedophilic Connection ............................................................................................................ 30 2.4 | Mythology and Serious Play ..................................................................................................... 32 2.5 | The Slender Man as Mythos ..................................................................................................... 34 2.5.1 | Progression of the Study of the Mythos ............................................................................. 35 Chapter 3: The Origin of the Slender Man (Part 1) .............................................................................. 36 3.1 | Victor Surge .............................................................................................................................. 36 3.1.1 | Initial Post .......................................................................................................................... 37 3.1.2 | Steinman Woods and Performance Post ............................................................................ 39 3.1.3 | Sensory Codes .................................................................................................................... 40 Asimos | iii 3.1.4 | Nature of Violence ............................................................................................................. 42 3.2 | Mr. 47 ........................................................................................................................................ 45 3.2.1 | Those Left Behind .............................................................................................................. 45 3.2.2 | Supernatural vs. Natural ..................................................................................................... 47 3.2.3 | The Stirling City Post ......................................................................................................... 49 3.3 | Conclusion................................................................................................................................. 51 Chapter 4: The Origin of the Slender Man (Part 2) .............................................................................. 53 4.1 | Aleph Null ................................................................................................................................. 53 4.2 | Genesplicer ................................................................................................................................ 55 4.3 | Shared Themes in Something Awful ........................................................................................ 56 4.3.1 | In-Character ........................................................................................................................ 56 4.3.2 | Facelessness ....................................................................................................................... 58 4.3.3 | Powerlessness ..................................................................................................................... 60 4.3 | The Structure ............................................................................................................................. 62 4.4 | The Uncategorizable Slender Man ............................................................................................ 65 4.4.1 | Playing with the Monster ................................................................................................... 66 4.5 | Conclusion................................................................................................................................. 67 Chapter 5: Marble Hornets .................................................................................................................... 69 5.1 | The Marble Hornets Story ......................................................................................................... 70 5.2 | Mytheme Breakdown ................................................................................................................ 72 5.2.2 | Marble Hornets Characters ................................................................................................. 73 5.2.3 | Mytheme Breakdown ......................................................................................................... 75 5.2.4 | Locations in Marble Hornets .............................................................................................. 77 5.3 | Marble Hornets Structure .......................................................................................................... 77 5.4 | The Slender Man’s Structure..................................................................................................... 80 5.5 | Conclusion................................................................................................................................. 81 Chapter 6: Video Games and Storytelling ............................................................................................ 84 6.1 | Screaming at Webcams in the Dark .......................................................................................... 84 6.1.1 | Video Games and Online Narratives .................................................................................. 85 Asimos | iv 6.2 | Video Games as Narrative......................................................................................................... 86 6.3 | Implicit Myth ............................................................................................................................ 88 6.2.1 | Implicit and Explicit
Recommended publications
  • Touchstones of Popular Culture Among Contemporary College Students in the United States
    Minnesota State University Moorhead RED: a Repository of Digital Collections Dissertations, Theses, and Projects Graduate Studies Spring 5-17-2019 Touchstones of Popular Culture Among Contemporary College Students in the United States Margaret Thoemke [email protected] Follow this and additional works at: https://red.mnstate.edu/thesis Part of the Higher Education and Teaching Commons Recommended Citation Thoemke, Margaret, "Touchstones of Popular Culture Among Contemporary College Students in the United States" (2019). Dissertations, Theses, and Projects. 167. https://red.mnstate.edu/thesis/167 This Thesis (699 registration) is brought to you for free and open access by the Graduate Studies at RED: a Repository of Digital Collections. It has been accepted for inclusion in Dissertations, Theses, and Projects by an authorized administrator of RED: a Repository of Digital Collections. For more information, please contact [email protected]. Touchstones of Popular Culture Among Contemporary College Students in the United States A Thesis Presented to The Graduate Faculty of Minnesota State University Moorhead By Margaret Elizabeth Thoemke In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Teaching English as a Second Language May 2019 Moorhead, Minnesota iii Copyright 2019 Margaret Elizabeth Thoemke iv Dedication I would like to dedicate this thesis to my three most favorite people in the world. To my mother, Heather Flaherty, for always supporting me and guiding me to where I am today. To my husband, Jake Thoemke, for pushing me to be the best I can be and reminding me that I’m okay. Lastly, to my son, Liam, who is my biggest fan and my reason to be the best person I can be.
    [Show full text]
  • Marble Hornets, the Slender Man, and The
    DIGITAL FOLKLORE: MARBLE HORNETS, THE SLENDER MAN, AND THE EMERGENCE OF FOLK HORROR IN ONLINE COMMUNITIES by Dana Keller B.A., The University of British Columbia, 2005 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS in THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES (Film Studies) THE UNIVERSITY OF BRITISH COLUMBIA (Vancouver) December 2013 © Dana Keller, 2013 Abstract In June 2009 a group of forum-goers on the popular culture website, Something Awful, created a monster called the Slender Man. Inhumanly tall, pale, black-clad, and with the power to control minds, the Slender Man references many classic, canonical horror monsters while simultaneously expressing an acute anxiety about the contemporary digital context that birthed him. This anxiety is apparent in the collective legends that have risen around the Slender Man since 2009, but it figures particularly strongly in the Web series Marble Hornets (Troy Wagner and Joseph DeLage June 2009 - ). This thesis examines Marble Hornets as an example of an emerging trend in digital, online cinema that it defines as “folk horror”: a subgenre of horror that is produced by online communities of everyday people— or folk—as opposed to professional crews working within the film industry. Works of folk horror address the questions and anxieties of our current, digital age by reflecting the changing roles and behaviours of the everyday person, who is becoming increasingly involved with the products of popular culture. After providing a context for understanding folk horror, this thesis analyzes Marble Hornets through the lens of folkloric narrative structures such as legends and folktales, and vernacular modes of filmmaking such as cinéma direct and found footage horror.
    [Show full text]
  • Post-Postmodernisms, Hauntology and Creepypasta Narratives As Digital
    Spectres des monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction ONDRAK, Joe Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/23603/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version ONDRAK, Joe (2018). Spectres des monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction. Horror Studies, 9 (2), 161-178. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Spectres des Monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction Joe Ondrak, Sheffield Hallam University Abstract Horror has always been adaptable to developments in media and technology; this is clear in horror tales from Gothic epistolary novels to the ‘found footage’ explosion of the early 2000s via phantasmagoria and chilling radio broadcasts such as Orson Welles’ infamous War of the Worlds (1938). It is no surprise, then, that the firm establishment of the digital age (i.e. the widespread use of Web2.0 spaces the proliferation of social media and its integration into everyday life) has created venues not just for interpersonal communication, shared interests and networking but also the potential for these venues to host a new type of horror fiction: creepypasta. However, much of the current academic attention enjoyed by digital horror fiction and creepypasta has focused on digital media’s ability to remediate a ‘folk-like’ storytelling style and an emulation of word-of-mouth communication primarily associated with urban legends and folk tales.
    [Show full text]
  • Bandai Namco Blue Protocol Release Date
    Bandai Namco Blue Protocol Release Date Snappish and boring Christoph hyphenate so stellately that Yale paraffines his thespian. Which Felice betides so surpassingly that Baxter aid her thrummer? Haley usually restructured peerlessly or dabbled helpfully when emunctory Tally normalize farther and amateurishly. Release MU Launcher Autoupdate webzen template Page 3. Date Added Thursday 05 November 2020 why because i only use this tally in beta app. Bandai Namco Opens Alpha Signups For at New Fantasy Sci. Categories Game Articles News Tags ActionBandai Namco Onlineblue protocolMMOMMORPGnewsPC Author Yuria Date October 7 2020. Analysis software and communications protocol development and pulling IP's on PS4 Xbox. You there will find out facebook gaming. The blue protocol world of bandai namco continuing little nightmares without them by logging is a divine tribe and the release date plans are pretty good for bandai namco blue protocol release date: warzone and oprah winfrey. Embed adda So Yeah ArcheAge is releasing a fresh server. Bandai Namco announces latest RPG Blue Protocol Tech. Eloa a central to ending homelessness, bandai namco blue protocol release date has released on your friends play this category to understand how much more ideas and super robot wars battlefront ii! In a stain release Bandai Namco has announced a new online action RPG Blue Protocol The pie is being developed by their animal Project. Blowfish Studios Pty Ltd Blue Isle Studios Blue Wizard Digital LP BonusXP Inc. Everything or know about Bandai Namco's anime MMORPG. It later clarified this mat a prank on Twitter and didn't involve Bandai Namco. Bandai Namco had released a trailer for my upcoming MMORPG Blue Protocol Along in the trailer Bandai also released some other.
    [Show full text]
  • Non-Determinism in the Narrative Structure of Video Games
    Non-Determinism in the Narrative Structure of Video Games Marcello Arnaldo Picucci Thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy School of English Literature, Language and Linguistics Newcastle University July 2015 Abstract At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular.
    [Show full text]
  • Reader Agency and Intimacy in Contemporary Horror Fiction
    “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages In Partial Fulfillment of the Requirements For the Master of Arts Degree UNIVERSITETET I OSLO Spring 2016 II “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages University of Oslo In Partial Fulfillment of the Requirements For the Master of Arts Degree Spring 2016 III © Aslak Rustad Hauglid 2016 “This Is Not For You”: Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract This thesis examines how recent/contemporary horror fiction uses the establishment of reader intimacy and challenges to reader agency in order to create experiences of horror. The discussion focuses on a selection of horror texts from different media published between 2000 and 2016. The thesis argues that these two techniques have come to be increasingly important horror tropes over this period, and examines how they are applied in order to propose a new perspective for understanding how contemporary horror operates. Two central arguments structure this discussion. The first argument is a claim that the aesthetic, narrative and in some case interactive dimensions of the examined horror texts illustrate how these texts seek to shorten the distance between reader and author, while simultaneously questioning the power the reader possesses in relation to the text. All of this takes place in the pursuit of creating an effective experience of horror.
    [Show full text]
  • Found Media: Interactivity and Community in Online Horror Media
    SUNY College Cortland Digital Commons @ Cortland Master's Theses 4-2021 Found media: interactivity and community in online horror media Jax Mello Follow this and additional works at: https://digitalcommons.cortland.edu/theses Part of the American Film Studies Commons, Fiction Commons, Film and Media Studies Commons, Social Media Commons, and the Social Psychology and Interaction Commons Found Media: Interactivity and Community in Online Horror Media by Jax Mello A Thesis Submitted in Partial Fulfillment of the Requirements For the Master of Arts in English Department of English, School of Arts and Sciences STATE UNIVERSITY OF NEW YORK COLLEGE AT CORTLAND April 2021 Master of Arts Thesis, English Department SUNY Cortland Student Signature: ______________________________________________________ Thesis Title: Found Media: Interactivity and Community in Online Horror Media Thesis Advisor’s Signature: _______________________________________________ MA Coordinator’s Signature: ______________________________________________ Being isolated is a common fear. The fear can take many forms, from the fear of being the last one alive in a horrific situation to being completely deserted by everyone you love. This is a fear that has been showcased many different times in movies, novels, and every other piece of media imaginable. Although not always tied to the horror genre, the fear of being isolated is tightly intertwined with many horror stories. Therefore, it is interesting when a horror production goes out of their way to encourage interactivity within its audience. This goes beyond an artist’s desire for a creation to have a raving fanbase behind it, which is typically generated through external means from the narrative itself. Instead, there is an as-yet-unaccounted-for subgenre of horror that integrates Found Footage techniques with the specific goal of eliciting interactivity within the audience.
    [Show full text]
  • Marble Hornets, the Slender Man, and the Emergence Of
    DIGITAL FOLKLORE: MARBLE HORNETS, THE SLENDER MAN, AND THE EMERGENCE OF FOLK HORROR IN ONLINE COMMUNITIES by Dana Keller B.A., The University of British Columbia, 2005 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS in THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES (Film Studies) THE UNIVERSITY OF BRITISH COLUMBIA (Vancouver) December 2013 © Dana Keller, 2013 Abstract In June 2009 a group of forum-goers on the popular culture website, Something Awful, created a monster called the Slender Man. Inhumanly tall, pale, black-clad, and with the power to control minds, the Slender Man references many classic, canonical horror monsters while simultaneously expressing an acute anxiety about the contemporary digital context that birthed him. This anxiety is apparent in the collective legends that have risen around the Slender Man since 2009, but it figures particularly strongly in the Web series Marble Hornets (Troy Wagner and Joseph DeLage June 2009 - ). This thesis examines Marble Hornets as an example of an emerging trend in digital, online cinema that it defines as “folk horror”: a subgenre of horror that is produced by online communities of everyday people— or folk—as opposed to professional crews working within the film industry. Works of folk horror address the questions and anxieties of our current, digital age by reflecting the changing roles and behaviours of the everyday person, who is becoming increasingly involved with the products of popular culture. After providing a context for understanding folk horror, this thesis analyzes Marble Hornets through the lens of folkloric narrative structures such as legends and folktales, and vernacular modes of filmmaking such as cinéma direct and found footage horror.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017).
    [Show full text]
  • Un Conjunto De Herramientas Para Unity Orientado Al Desarrollo De Videojuegos De Acción-Aventura Y Estilo Retro Con Gráficos Isométricos 3D
    UN CONJUNTO DE HERRAMIENTAS PARA UNITY ORIENTADO AL DESARROLLO DE VIDEOJUEGOS DE ACCIÓN-AVENTURA Y ESTILO RETRO CON GRÁFICOS ISOMÉTRICOS 3D D. Iván José Pérez Colado D. Víctor Manuel Pérez Colado GRADO EN INGENIERÍA DEL SOFTWARE FACULTAD DE INFORMÁTICA UNIVERSIDAD COMPLUTENSE DE MADRID TRABAJO DE FIN DE GRADO DE INGENIERÍA DEL SOFTWARE Madrid, 20 junio de 2014 Director: Prof. Dr. D. Federico Peinado Gil Autorización de difusión y utilización Iván José Pérez Colado y Víctor Manuel Pérez Colado autorizamos a la Universidad Complutense de Madrid a difundir y utilizar con fines académicos, no comerciales y mencionando expresamente a sus autores, tanto la propia memoria, como el código, los contenidos audiovisuales incluso si incluyen imágenes de los autores, la documentación y/o el prototipo desarrollado. Fdo. Iván José Pérez Colado Fdo. Víctor Manuel Pérez Colado Para nuestro nono Quien con su empeño e ilusión, fue un motivo en nuestras vidas para llegar hasta donde hemos llegado y no está hoy con nosotros para verlo Agradecimientos Queremos agradecer, en primer lugar, a nuestro director de proyecto Federico Peinado Gil, por darnos la oportunidad de participar en un proyecto del campo que más nos apasiona, los videojuegos, y por toda la ayuda y dedicación que nos ha prestado durante el curso para completarlo. En segundo lugar, agradecemos a nuestros amigos y familia, su opinión y continua valoración de los resultados que íbamos obteniendo durante la realización del proyecto. Por último, agradecer a la comunidad de usuarios de Unity, y a los usuarios de StackOverflow, la cesión de múltiples fragmentos de código que han servido de referencia para la realización del proyecto.
    [Show full text]
  • Karen Keslen Kremes.Pdf
    UNIVERSIDADE ESTADUAL DE PONTA GROSSA SETOR DE CIÊNCIAS HUMANAS DEPARTAMENTO DE HISTÓRIA KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO PONTA GROSSA 2018 KAREN KESLEN KREMES CULTURA GEEK E TECNOLOGIA: REFLEXÕES SOBRE OS HÍBRIDOS DE VIDEOGAME E CINEMA INTERATIVO Dissertação apresentada para obtenção do título de Mestre em História na Universidade Estadual de Ponta Grossa, Área de História, Cultura e Identidades. Orientadora: Profa. Dra. Patrícia Camera Varella PONTA GROSSA 2018 Dedico a Deus. A Ele toda honra. Para sempre. AGRADECIMENTOS Palavras jamais poderão expressar toda minha inteira gratidão à Aquele que é o primeiro lugar em minha vida: Deus. Muito obrigada, Senhor, por me dar forças, coragem e capacidade para cursar o mestrado. Tudo isto faz parte do Seu caminho e dos planos que o Senhor tem para minha vida. Agradeço eternamente por esta oportunidade e que eu possa usar todo esse conhecimento com sabedoria. Obrigada a família maravilhosa que tenho ao meu lado. Pessoas essenciais que me deram ânimo todos os dias através de conselhos com bom-humor e me acompanharam nesta longa caminhada. Vocês são demais! Obrigada as boas pessoas que Deus colocou em meu caminho. Professores, funcionários e amigos que estão ao meu lado desde minha graduação. Obrigada pela amizade e gentileza, vocês são uma benção para mim e jamais esquecerei esses anos de trabalho e diversão que passei junto de vocês. Obrigada a minha orientadora pela paciência e colaboração. Foram muitos percalços ao longo deste caminho, mas essa investigação não seria realidade sem sua ajuda. Obrigada aos professores da minha banca de qualificação e de defesa por disponibilizarem de seu tempo para contribuir com essa pesquisa e por acreditarem neste tema como parte integrante da historiografia.
    [Show full text]
  • “I Am an Other and I Always Was…”
    Hugvísindasvið “I am an other and I always was…” On the Weird and Eerie in Contemporary and Digital Cultures Ritgerð til MA-prófs í menningafræði Bob Cluness May 2019 Háskóli Íslands Hugvísindad Menningarfræði “I am an other and I always was…” On the Weird and Eerie in Contemporary and Digital Cultures Ritgerð til MA-prófs í menningafræði Bob Cluness Kt.: 150676-2829 Tutor: Björn Þór Vilhjálmsson May 2019 Abstract Society today is undergoing a series of processes and changes that can be only be described as weird. From the apocalyptic resonance of climate change and the drive to implement increasing powerful technologies into everyday life, to the hyperreality of a political and media landscape beset by chaos, there is the uneasy feeling that society, culture, and even consensual reality is beginning to experience signs of disintegration. What was considered the insanity of the margins is now experienced in the mainstream, and there is a growing feeling of wrongness, that the previous presumptions of the self, other, reality and knowledge are becoming untenable. This thesis undertakes a detailed examination of the weird and eerie as both an aesthetic register and as a critical tool in analysing the relationship between individuals and an impersonal modern society, where agency and intention is not solely the preserve of the human and there is a feeling not so much of being to act, and being acted upon. Using the definitions and characteristics of the weird and eerie provided by Mark Fisher’s critical text, The Weird and the Eerie, I set the weird and eerie in a historical context specifically regarding both the gothic, weird fiction and with the uncanny, I then analyse the presence of the weird and the eerie present in two cultural phenomena, the online phenomenon of the Slender Man, and J.G.
    [Show full text]