 
      The Call of the Eco-Weird in Fiction, Films, and Games
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Product details:
- Edition number 2025
- Publisher Springer Nature Switzerland
- Date of Publication 1 March 2025
- Number of Volumes 1 pieces, Book
- ISBN 9783031771255
- Binding Hardback
- No. of pages247 pages
- Size 210x148 mm
- Language English
- Illustrations XIII, 247 p. 13 illus. Illustrations, black & white 641
Categories
Long description:
This edited volume identifies and analyses the Eco-Weird as an interdisciplinary theoretical tool for engaging in fictional, philosophical, filmic, and ludic texts. It is the first volume to engage in the study of the Eco-Weird, which is a developing field at the intersection of environmental thought and Weird fiction, broadly construed to include literature, games, films, art, and television shows. The Eco-Weird has intersections with other literary and scholarly fields, including horror studies, game studies, phenomenology, literary criticism, and eco-criticism, but provides a unique set of tools to engage both its texts and the ongoing environmental crises of climate change, environmental justice, pollution, and more.
MoreTable of Contents:
Chapter 1: Introduction.- Chapter 2: Fungal Fictions: New Weird Materialism and Mycelial Biohorror.- Chapter 3: Departing the Place Once Familiar: Lovecraft’s Eco-Weird Thought.- Chapter 4: The Weird as Crisis Genre: Tipping Points, Ontological Reorientation, and the Desert Tide in Algernon Blackwood’s “Sand” (1912).- Chapter 5: Weird Ecology and the Deconstruction of the Globe.- Chapter 6: Hermeneutics and the Eco-Weird.- Chapter 7: (Eco)-Weirding Folk Horror in Alex Garland’s Men.- Chapter 8: Staying with the Weird: Apophatic Wonder and Cosmographic Exploration in Eco-Weird Games.- Chapter 9: Tabletop Eco-Weird: Gameplay Experience and Ecological Ethics.- Chapter 10: Forms and Themes of the Eco-Weird: Experimentation and Play in a Warming World.
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