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Description
This book utilizes an interdisciplinary approach to explore adaptations of Frankenstein's Creature across genres and formats. Through both a broad overview of the Creature's continued pervasive influence on popular culture and close readings of specific works, the author presents an opportunity to reconsider the Creature's role and meaning over time.
Following the publication of Mary Shelley's Frankenstein in 1818, Frankenstein's Creature entered the canon of the horror genre, appearing time and again across formats - film, graphic narratives, video games, board games - and across genres - comedy, musicals, animation, and science fiction, among others. With each new iteration's changing appearance and impact, Alissa Burger posits, audiences are encouraged to consider (and reconsider) critical questions about society and about ourselves. What are we capable of - both good and bad? What care, if any, do we owe to one another? And what are the ways in which a monstrous appearance may belie a deeper truth?
Ultimately, Burger argues, wherever and however the Creature appears, part of his innate function is to invite audiences to consider concepts of life and death, choice, agency, and - above all - what it means to be human.
Table of Contents
PART I: THEMES
1. Boris Karloff as the Creature
2. Encountering the Creature
3. A Community of Monsters
4. Gothic Prestige
5. The Desirable Creature
PART II: FORMATS
6. New Visions of the Creature in Graphic Narratives
7. The Animated Creature
8. Board Games
9. Video Games
10. Creating the Creature
Conclusion
About the Author
Index
Product details

Published | 16 Apr 2026 |
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Format | Hardback |
Edition | 1st |
Extent | 240 |
ISBN | 9781666970258 |
Imprint | Bloomsbury Academic |
Dimensions | 229 x 152 mm |
Series | Villains and Creatures: Critical Perspectives on Cultural Tropes |
Publisher | Bloomsbury Publishing |
About the contributors
Reviews
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Much like the Creature at its heart, this study is assembled from heterogenous sources. Cinema, graphic narratives, board games and video games, among other popular culture materials, all furnish the author with the necessary tools to trace the complex evolution and adaptational history of an archetypal monster whose afterlives have proven as colourful and significant as Mary Shelley's original novel. Remaking the Monster should appeal to transmedia and Gothic researchers.
Xavier Aldana Reyes, Reader in English Literature and Film, Manchester Metropolitan University, UK