Queering the Zombie

annif.suggestionsmonsters|zombies|digital games|video games|game research|playing (games and sports)|games|popular culture|game characters|official publications|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p9854|http://www.yso.fi/onto/yso/p25319|http://www.yso.fi/onto/yso/p22353|http://www.yso.fi/onto/yso/p17281|http://www.yso.fi/onto/yso/p21187|http://www.yso.fi/onto/yso/p14483|http://www.yso.fi/onto/yso/p6062|http://www.yso.fi/onto/yso/p6|http://www.yso.fi/onto/yso/p25195|http://www.yso.fi/onto/yso/p19341en
dc.contributor.authorSihvonen, Tanja
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.editorWebley, Stephen J.
dc.contributor.editorZackariasson, Peter
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2021-02-10T11:21:32Z
dc.date.accessioned2025-06-25T12:56:04Z
dc.date.available2021-02-10T11:21:32Z
dc.date.issued2019-07-23
dc.description.abstractThis article starts with the observation that all monsters are created by humans and thus they serve specific cultural and sociopolitical purposes. The study is set to finding out, first, how the traditional figure of the zombie works as a monster in popular culture, and second, how digital games open up new possibilities for it to exist and to act. Even if the zombie has symbolic power that makes it an ideal antagonist in games, assigning individual agency to it is very unlikely. From this follows that playing (as) the zombie in games is actively discouraged. The analysis presented here differs from earlier research on the zombie as a posthuman figure in that it seeks to understand the functions and the usability of the monster specifically as a digital game character through analyzing examples such as Stubbs the zombie in Rebel Without a Pulse (Wideload Games, 2005). In the end, this article is aimed at investigating the zombie as a queer figure that transgresses several boundaries in games, and ultimately offers us the possibility of transcending the human condition.-
dc.description.notification©2019 Taylor & Francis. This is an Accepted Manuscript of an article published by Taylor & Francis in The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay on July 23, 2019, available online: https://doi.org/10.4324/9781315179490-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent16-
dc.format.pagerange1-16-
dc.identifier.isbn978-1-315-17949-0-
dc.identifier.olddbid13604
dc.identifier.oldhandle10024/12098
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/1176
dc.identifier.urnURN:NBN:fi-fe202102104414-
dc.language.isoeng-
dc.publisherRoutledge, Taylor & Francis Group-
dc.relation.isbn978-1-138-89546-1-
dc.relation.ispartofThe Playful Undead and Video Games : Critical Analyses of Zombies and Gameplay-
dc.relation.ispartofseriesRoutledge Advances in Game Studies-
dc.relation.urnhttps://doi.org/10.4324/9781315179490-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/12098
dc.subjectqueer-
dc.subjectqueering-
dc.subjectplayer-
dc.subjectavatar-
dc.subjectfigure-
dc.subjectsymbol-
dc.subjectrole-
dc.subjectself-
dc.subjectagency-
dc.subjectadversary-
dc.subjectenemy-
dc.subjectposthumanism-
dc.subjecthuman-
dc.subjectnonhuman-
dc.subjecttransgression-
dc.subjecthorror-
dc.subjectStubbs the Zombie in Rebel Without a Pulse-
dc.subjectDying Light-
dc.subject.disciplinefi=Viestintätieteet|en=Communication Studies|-
dc.subject.ysomonsters-
dc.subject.ysozombies-
dc.subject.ysodigital games-
dc.subject.ysogames-
dc.subject.ysopopular culture-
dc.subject.ysogame characters-
dc.titleQueering the Zombie-
dc.type.okmfi=A3 Kirjan tai muun kokoomateoksen osa|en=A3 Peer-reviewed book section|sv=A3 Del av bok eller annat samlingsverk|-
dc.type.publicationarticle-
dc.type.versionacceptedVersion-

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