Haunted objects, networked subjects: The nightmarish nostalgia of creepypasta

IF 0.2 0 HUMANITIES, MULTIDISCIPLINARY
Kevin Cooley, C. Milligan
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引用次数: 8

Abstract

In this article, we argue that the digitally networked horror genre ‘creepypasta’ and its networked horror collapses the comfortable dichotomy of subjects acting upon objects by creating narrative spaces in which haunted objects encroach upon the lives of their victimized subjects. Particularly, creepypasta legends such as ‘Candle Cove’ and ‘BEN Drowned’ upset the subject/object relationships of the technological nostalgia that fuels a mutating genre of Internet discourse. By alienating mythologized childhood artefacts (i.e., television shows, video games), these networked narratives depict not how properties can be made strange, but more accurately, are revealed as having always been strange. The perversion of the nostalgic text is only one part of what generates horror in these stories. It is that the texts themselves were always the perversions to begin with; always performing an eradication of object and subject, player and game, reader and text.
闹鬼的物品,联网的主题:恐怖的意大利面食的噩梦般的怀旧
在这篇文章中,我们认为,数字网络恐怖类型“creepypasta”及其网络恐怖通过创造叙事空间,让闹鬼的物体侵占受害主体的生活,打破了主体对物体采取行动的舒适二分法。特别是,《蜡烛湾》和《本溺水》等令人毛骨悚然的卡斯塔传说破坏了技术怀旧的主客体关系,而技术怀旧正是互联网话语类型不断变化的燃料。通过疏远神话般的童年工艺品(即电视节目、电子游戏),这些网络叙事并没有描述财产是如何变得奇怪的,而是更准确地说,被揭示为一直都很奇怪。怀旧文本的扭曲只是这些故事中产生恐怖的一部分。这是因为文本本身从一开始就一直是扭曲的;总是执行对象和主体、玩家和游戏、读者和文本的根除。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Horror Studies
Horror Studies HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.50
自引率
0.00%
发文量
9
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