scholarly journals Black (anti)fandom's intersectional politicization of "The Walking Dead" as a transmedia franchise

2019 ◽  
Vol 29 ◽  
Author(s):  
James Rendell

Despite axiomatic industry and academic discourses of The Walking Dead's (2010–) status as quality TV—linked to its graphic visuals and compelling story lines—strong counterclaims question the text's (mis)representations of race and its propensity for systematically killing off Black male characters. An analysis of African Americans' responses to marginalized Black male characters politicizes the racial milieu of the series against the backdrop of wider racial relationships in the United States. Moreover, The Walking Dead is a successful transmedia franchise, and thus racial discourse shifts and changes, depending on which transmedia texts are being consumed. Thus, Black antifan rhetoric aimed at the spin-off series Fear the Walking Dead (2015–) centers on the zombification of Black men, a metaphor of the mistreatment and othering of young Black men by US police. Comparatively, The Walking Dead video game (TellTale Games, 2012) offers character development for its Black male lead character that fans praise against wider cultural representations in relation to both the franchise's hyperdiegesis and to video games in general. Therefore, Black audiences may read The Walking Dead as both racially reductive and radical. In doing so, aspects of self-identity, such as race, can inform (anti)fan positions through intersectional politics.

2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


2019 ◽  
pp. 195-214
Author(s):  
Adam Charles Hart

This final chapter continues the discussion of monsters by engaging with the writings of Robin Wood, who theorized monsters as fundamentally ambivalent figures who allow us to envision alternatives to the restrictive social order. It then realigns Wood’s terms to show how the recent horror genre has been structured around questions not simply of monstrosity, but of asserting or maintaining humanity—and recognizing the humanity of others—in the face of monstrosity and other inconceivable horrors. This is the explicit theme of The Walking Dead TV series, as is emphasized in its first video game adaptation, The Walking Dead: The Game (2012), but is there at the beginnings of the modern genre in the 1960s with a film like Night of the Living Dead (1968). The chapter concludes with a discussion of how understandings of “monstrosity” and “humanity” are redefined around questions of morality with two high-profile, integrated horror films, Get Out (2017) and The Shape of Water (2017).


Author(s):  
Charlie Ecenbarger

This article illuminates the transmedia storytelling techniques in The Walking Dead comic book and video game. Telltale Games' The Walking Dead localizes itself within the comic book world of The Walking Dead by acting as a transmedia storytelling device and using intertextuality comics to assist game players with meaning-making. By participating in the game, Telltale rewards players with additional information about The Walking Dead universe, as well as creating a contingent but separate narrative that expands upon the existing Walking Dead world. This exploration of The Walking Dead offers insights into the specific methods that are being employed by creators to further engage the audience in the transmedia storyworld.


2021 ◽  
Author(s):  
◽  
Victoria Skye

<p>The zombie is a significant cultural figure which is represented and produced as being symptomatic of and relevant to contemporary concerns about death and dehumanization. This thesis will focus on the ways that death and dehumanization are changing and being negotiated within popular cultural representations and discourses regarding zombies, particularly in Frank Darabont’s television series The Walking Dead. The thesis will consider the way in which the figure of the zombie is representative of issues and discourses that are indicative of a problematization of the category of the human, and the notion of the transcendental. This will involve an examination of the changing narratives of the body, with particular regard to consumerism and the insistence of the body as a major site of the truth and value of the self, in contrast to the horrifying bodily form of the zombie. The thesis will also examine the way that dehumanization is problematized in The Walking Dead, where the human/non-human distinction is shown to be increasingly precarious and difficult to sustain. Further, the thesis will examine how the zombie is represented as manifesting the collapse of identity, as agents become alienated from the social discourses, narratives and values which constitute and categorize the subject.</p>


2021 ◽  
Author(s):  
◽  
Victoria Skye

<p>The zombie is a significant cultural figure which is represented and produced as being symptomatic of and relevant to contemporary concerns about death and dehumanization. This thesis will focus on the ways that death and dehumanization are changing and being negotiated within popular cultural representations and discourses regarding zombies, particularly in Frank Darabont’s television series The Walking Dead. The thesis will consider the way in which the figure of the zombie is representative of issues and discourses that are indicative of a problematization of the category of the human, and the notion of the transcendental. This will involve an examination of the changing narratives of the body, with particular regard to consumerism and the insistence of the body as a major site of the truth and value of the self, in contrast to the horrifying bodily form of the zombie. The thesis will also examine the way that dehumanization is problematized in The Walking Dead, where the human/non-human distinction is shown to be increasingly precarious and difficult to sustain. Further, the thesis will examine how the zombie is represented as manifesting the collapse of identity, as agents become alienated from the social discourses, narratives and values which constitute and categorize the subject.</p>


Loading ◽  
2019 ◽  
Vol 12 (20) ◽  
pp. 51-70
Author(s):  
Sarah Marie Stang

This article closely examines the representation of adoptive motherhood in Telltale Games’ The Walking Dead video game series. It builds off previous research which has examined The Walking Dead: Season One as an example of a ‘dadified’ game to explore the ways adoptive motherhood is represented throughout the series. More specifically, this article focuses on the series’ protagonist, Clementine, as she develops from a daughter-figure to a mother-figure. Overall, this article argues that although TWD has been discussed primarily as a dadified game and much of the extant literature on the series has focused on Lee as a father-figure, TWD series can also be read as a ‘momified’ narrative. While there are several problematic aspects in the way Clementine is portrayed, the series is notable in that it explores adoptive maternity, centralizes the experiences of non-white characters, and reinforces the message that family is not limited to blood relations. Because of its centralization of Clementine – a young, potentially queer, adoptive mother of colour – TWD series should be considered as a maternal narrative, rather than only categorized as another dadified series.


2019 ◽  
Vol 5 (1) ◽  
pp. 178-190
Author(s):  
Robert J. Corber

The author reviews Barry Jenkins’s 2018 film adaptation of Baldwin’s novel, If Beale Street Could Talk, finding that Jenkins’s lush, painterly, and dreamlike visual style successfully translates Baldwin’s cadenced prose into cinematic language. But in interpreting the novel as the “perfect fusion” of the anger of Baldwin’s essays and the sensuality of his fiction, Jenkins overlooks the novel’s most significant aspect, its gender politics. Baldwin began working on If Beale Street Could Talk shortly after being interviewed by Black Arts poet Nikki Giovanni for the PBS television show, Soul!. Giovanni’s rejection of Baldwin’s claims that for black men to overcome the injuries of white supremacy they needed to fulfill the breadwinner role prompted him to rethink his understanding of African American manhood and deeply influenced his representation of the novel’s black male characters. The novel aims to disarticulate black masculinity from patriarchy. Jenkins’s misunderstanding of this aspect of the novel surfaces in his treatment of the character of Frank, who in the novel serves as an example of the destructiveness of patriarchal masculinity, and in his rewriting of the novel’s ending.


Author(s):  
Catherine O. Jacquet

This chapter is an examination of rape law in the United States at mid-century. The law codified white male privilege, leaving both accused black men and rape victims of all races vulnerable to injustice before the law. Fears of false allegations and distrust of victims, most popularized by legal scholar Henry Wigmore, drove much of the injustice faced by victims. Likewise, racist tropes of depraved black male sexuality resulted in extreme injustice for accused black rapists, including the almost exclusive use of the death penalty for black men accused of interracial rape. The chapter provides an analysis of legal thought and practice to reveal the larger cultural environment that activists for social justice confronted in their quest for justice.


Arts ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 20
Author(s):  
Christian Thomas

This article compares Ridley Scott’s film Alien (1979) with Creative Assembly’s video game Alien: Isolation (2014), which is based on Scott’s film. Guidance for academics who teach creative writing—as well as for working screenwriters and video game narrative designers—emerges in the comparison, particularly with regard to the importance of developing strong yet vulnerable main characters who put themselves in danger in order to protect other characters with whom they have meaningful relationships. Examples from other media, including Ira Levin’s Rosemary’s Baby (1967), James Cameron’s Aliens (1986), Telltale Games’ The Walking Dead (2012), and Naughty Dog’s The Last of Us (2013), are also discussed as they relate to larger principles involved in crafting sympathetic characters, realistic settings, and compelling gameplay for media within the horror and sci-fi genres.


Author(s):  
Adishree Vats

The present paper argues that Gloria Naylor in The Men of Brewster Place (1998) spectacularly recreates, from a black female’s viewpoint, a solemn literary leeway for African American men’s narratives, and recommends an obligatory shufti to their hidden lives as to how the apparatuses of dominion objectify, suppress and marginalize African American men as well. These men have also been victimized, marginalized and objectified on the basis of their race, class and sexuality by the stereotypical mainstream power structure just like their female counterparts. Furthermore, the paper endeavours to scrutinize how it is unworkable to accomplish a genuine Black Feminist Standpoint without essentially appreciating Black Men’s Standpoint. Black men, who although are suppressors when it comes to their relationship with black females, simultaneously are also being suppressed beneath the tutelage of the mainstream hegemonistic-cum-stereotypical power system. As a sequel to Naylor’s first novel, The Women of Brewster Place (Naylor, 1983), The Men of Brewster Place attempts to autoethnographically lend some voice to her male characters, who complemented her female characters in the first novel.


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