Global Frankenstein
| Corporate Author: | |
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| Other Authors: | , |
| Summary: | XXVI, 344 p. 26 illus. text |
| Language: | English |
| Published: |
Cham :
Springer International Publishing : Imprint: Palgrave Macmillan,
2018.
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| Edition: | 1st ed. 2018. |
| Series: | Studies in Global Science Fiction,
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| Subjects: | |
| Online Access: | https://doi.org/10.1007/978-3-319-78142-6 |
| Format: | Electronic Book |
Table of Contents:
- 1. Introduction: Global Reanimations of Frankenstein
- Part I Frankenstein: Science, Technology, and the Nature of Life
- 2. The Gothic Image and the Quandaries of Science in Mary Shelley’s Frankenstein
- 3. Paracelsus and the ‘P[r]etty Experimentalism’: The Glass Prison of Science and Secrecy in Frankenstein
- 4. Monstrous Dissections and Surgery as Performance: Gender, Race and the Bride of Frankenstein
- Part II Frankenstein and Disabled, Indecorous, Mortal Bodies
- 5. ‘The Human Senses Are Insurmountable Barriers’: Deformity, Sympathy, and Monster Love in Three Variations on Frankenstein
- 6. ‘We Sometimes Paused to Laugh Outright’: Frankenstein and the Struggle for Decorum
- 7. Monstrous, Mortal Embodiment and Last Dances: Frankenstein and the Ballet
- Part III Spectacular Frankensteins on Screen and Stage
- 8. 'Now I am a Man!’: Performing Sexual Violence in the National TheatreProduction of Frankenstein
- 9. The Cadaver’s Pulse: Cinema and the Modern Prometheus
- 10. Promethean Myths of the Twenty-First Century: Contemporary Frankenstein Film Adaptations and the Rise of the Viral Zombie
- Part IV Frankensteinian Illustrations and Literary Adaptations
- 11. Frankenstein and the Peculiar Power of the Comics
- 12. Our Progeny’s Monsters: Frankenstein Retold for Children in Picturebooks and Graphic Novels
- 13. Beyond the Filthy Form: Illustrating Mary Shelley’s Frankenstein
- Part V Futuristic Frankensteins/Frankensteinian Futures
- 14. The Frankenstein Meme: The Memetic Prominence of Mary Shelley’s Creature in Anglo-American Visual and Material Cultures
- 15. Frankenstein in Hyperspace: The Gothic Return of Digital Technologies to the Origins of Virtual Space in Mary Shelley’s Frankenstein
- 16. Playing the Intercorporeal: Frankenstein’s Legacy for Games
- 17. What Was Man…? Reimagining Monstrosity from Humanism to Trashumanism.