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#source: Hollywood Gothic by David J Skal
just read that one of the first reviews of Bela Lugosi in the Broadway premiere of "Dracula" had this exact quote from The New Yorker's drama critic:
Ye who have fits, prepare to throw them now.
and I'm fully obsessed with this quote and so upset we haven't been using it to discuss Dracula Daily / Re: Dracula this whole time
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ANNOTATED BIBLIOGRAPHY
Cuddy, Luke. BioShock and Philosophy : Irrational Game, Rational Book. Chichester, West Sussex, Uk ; Malden, Ma, John Wiley And Sons, Inc, 2015.
This book is one of my favorites for discussing the inherent political and philosophical issues in games. The Bioshock franchise has a lot to say about rejecting control and programming, be it the programming of polite society (“would you kindly”) or the more metaphorical rejection of a tyrannical parent’s expectations (Elizabeth Comstock’s entire character arc), and these myriad messages are parsed and considered through numerous philosophical and sociological frameworks. It constantly questions the ethical and moral implications of the many decisions a player can make in these games and pushes many varying views on the arcs of the different characters. It is a fascinating look at how games can help develop a critical mind towards structures in power through consistent diegetic writing and references to prominent (and wrong, in Ayn Rand’s case) thinkers in its scant dialogue.
Dyer-Witheford, Nick, and Greig De Peuter. Games of Empire : Global Capitalism and Video Games. Minneapolis, University Of Minnesota Press, 2009.
Yet another book to feature leftist views on the history of gaming (this entry was written like third to last chronologically), this one is more concerned about how technology that was once used to code subversive counter-culture gaming experiments in the 1970’s has since been expropriated to further capitalist and neocolonial interests and goals. As visual mass media like films and video games and TV has since supplanted print media (posters and print ads), all sorts of insidious agendas and troubling trends can and have been implanted subtly into what we normally consume, such as the glorification of warmongering and conquest games that then link through to the literal army website for enlistment.
The book itself is a critique of late stage capitalism and neoliberal interests that have made up the backbone of real-life simulation games like Second Life and America’s Army, and a galling look at the slimy ways we are fed ideology through games. 
Guillaume De Laubier, and Jacques Bosser. Sacred Spaces : The Awe-Inspiring Architecture of Churches and Cathedrals. New York, Abrams, 2018.
Growing up in a majority Catholic country with a highly devout grandmother and many aunts and uncles subscribing to that grift masquerading as a religion meant getting dragged to upwards of 40 church ceremonies and a lot of subtle proselytizing and covert conversions. All it did for me was make me fall in love with the gaudy excesses of its aesthetic sensibility. This book feeds my irrepressible need to look at Gothic architecture and stained glass and informs a lot of my aesthetic choices. The photography of church interiors and descriptive passages of the historical significance of Gothic architecture in relation to churches constantly informs my many aesthetic choices as both a goth and an agnostic/Jewish designer fascinated with the aesthetics of high Catholic camp and excess.  
Hernandez, Patricia. “The Cyberpunk 2077 Crunch Backlash.” Polygon, 7 Oct. 2020, www.polygon.com/2020/10/7/21505804/cyberpunk-2077-cd-projekt-red-crunch-youtube-jason-schreier-labor-the-witcher-3.
DISCLAIMER: While I am aware of the opinions surrounding Polygon and its purported corporate agenda, I have elected to source this article regardless, as it is reporting on an important aspect of the industry and the future we as designers have to look forward to as crunch becomes more and more normalised.
This article details the ways that CDPR (CD Projekt Red) treats its designers and developers, with six day work weeks and broken promises of ending crunch. It also shines a light on how netizens and players respond to negative reporting of this trend and how worryingly apathetic and downright disdainful the responses are. Exploitation isn’t new in any industry, but it scares me that someone could die of overwork and the people they’re slaving away on a game for wouldn’t care because “that’s just the way the industry is”.
Kakutani, Michiko. The Death of Truth. London, William Collins, 2018.
This text is invaluable for anyone who cares about how biases in the media they consume changes and warps news based on what they care about, while also addressing the trend of fully fabricated news to scare less informed (and often conservative) constituents further into their holes of prejudice and uneducated opinions. As a media student it’s fascinating to consider, but as a person living in the world it’s downright necessary. The sooner a person is aware of the biases in the media they consume, the faster they can learn the importance of diversifying the voices they listen to and address the blind spots in their information pipelines, and this book is really good at diving into the kind of language and rhetoric to be on the lookout for to parse out bias, which keeps me on my toes about the media I want to put out in the world.
Löwy, Michael. “Capitalism as Religion: Walter Benjamin and Max Weber.” Historical Materialism, vol. 17, no. 1, 2009, pp. 60–73, www.urbanlab.org/articles/moneyspeak/Lowy%202009%20-%20capitalism%20as%20religion.pdf, 10.1163/156920609x399218. Accessed 28th November 2020.
This article attempts to interpret one of the socialist critic Walter Benjamin’s reflections on capitalism as a societal framework, and how it had at the time of writing (1920s) come to resemble something closer to a religious cult. The unpublished paper makes allusions to Max Weber’s book The Protestant Work Ethic and The “Spirit” of Capitalism and Ernst Bloch’s (then unpublished) Thomas Münzer as Theologian of the Revolution.
Currently I believe this critique of capitalism has only become more relevant. He couldn’t have predicted the ravenous cultlike behaviours of Apple fanatics but that’s nothing more than the end point of the behaviours he was critiquing a hundred years ago come to roost. It’s important for people involved in games to understand this and take it to heart if we don’t want the industry to be more overrun with triple A yearly sports releases and the latest instalment of “grizzled white guy with gun and traumatic backstory”.
Skal, David J. The Monster Show : A Cultural History of Horror. New York, Faber And Faber, 2001.
This work is basically a historical look at the western media’s depictions of its greatest monsters, often discussing contextually as part of the cultural zeitgeist of any given time. It’s a fascinating look at the intersection of fear and semiotics in our current cultural landscape and additionally details the creation and eventual decline of the Hayes Code and normalisation of queer-coding villains, although my personal viewpoint on the matter is that it would have benefited the text to have delved into monsters and their depictions across nonwestern cultures, because fears (outside the unknown and darkness) aren’t really universal, and it would have made an interesting contrast to see the differences between a traditional western vampire and a manananggal, but I digress.
Unrelated to its cultural discussions, it also serves as a pretty scathing report of theatre writer pettiness and old Hollywood drama.
Weber, Max, et al. The Protestant Ethic and the “Spirit” of Capitalism and Other Writings. New York, Penguin Books, 2002.
This seminal work by turn of the century German theorist Max Weber proposes that a line exists between the puritanical beliefs that heavily relied on working oneself to the bone to be considered a moral person in the eyes of the lord and the eventual rise of industry and capitalism in western Europe. He juxtaposes the Protestant beliefs in productivity for its own sake to wash oneself clean of sin with the way that work under capitalism is presented as a way to contribute to society and, in some instances, repent and atone for transgressions and wrongdoings, arguing that one indelibly led to the other.
As a socialist (and non-Christian) myself, I believe I should be able to critically analyse the ethics of working myself (and others) to the bone, and why we’re taught it’s good and moral to push ourselves to physical and mental exhaustion. I don’t want my work to be created under conditions that are both spiritually and physically crushing, and this text is paramount to the analysis of so-called worker-oriented games companies and their policies towards worker welfare.
Woodcock, Jamie. Marx at the Arcade. Haymarket Books, 2019.
As a socialist myself I found this book to be a great insight into gaming as transgression from the systems of hierarchy around us. In a world where all anyone cares about is money, capital and the almighty bottom line, the idea that taking time for yourself is a revolutionary act fighting capitalism is definitely an interesting one. Yes, there are systems to serve within the game, but it’s a fascinating look at what we can consider transgression from the oppression of real life. Gaming is, according to the writer, an inherently unproductive activity where capital is not served (unless you work for a warcraft gold farming operation), and therefore a revolutionary action where you put yourself first. It can be an outlet for passion, and in some cases a coping mechanism for mental issues. It really made me hopeful in the industry I want to work in. (Disclaimer: I realise this barely scratches the surface of the book but it’s what stood out to me the most and what resonated with me the most.)
Wright, Alexa. Monstrosity : The Human Monster in Visual Culture. London, I.B. Tauris, 2013.
Another look at monsterhood, this time analysing our fears through personhood and how we as a culture project our fears on those who are different from us. I did a lot of research on monsterhood and how we see the other as inherently frightening for my final paper for university (which I will eventually upload as a reflective post because I still stand by a lot of it), and I think it’s valuable to know why we’re afraid of things so we can begin to unlearn harmful misconceptions of people who aren’t like us. As someone who wants to work in games art (focusing mainly on character art), I personally want to challenge the fear of the other through my work, and I want to use signifiers that are traditionally thought of as fearful to create more thoughtful art and hopefully help humanise that which was once considered hateful and gross.  
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