THE GOTHIC: a category of the ROMANCE genre, which
includes medieval romances, science fiction (originally, “scientific romances”),
horror fiction, ghost stories, among others.
A minimal definition of Romance: a quest plot, along with elements of
the fantastic or supernatural.
Of specific interest for us is the GOTHIC further defined by
contemporary scholarship as a narrative/dramatic meditation on modern POWER
in all its forms. Around 1800, the
GOTHIC genre takes off in popularity and literary production. Its early practitioners used elements of
Romance and the fantastic to expose in high dramatic relief social and
political inequities and injustices (for example: economic exploitation, class
divisions, sexism). The social-critical,
rebellious, revolutionary spirit of Gothic continues to the present day, albeit
the Gothic also can elaborate xenophobic, reactionary or conservative attitudes;
or, as is often the case, conflicted and ambivalent social values.
1. In reference to SOCIETY, the Gothic often implicitly criticizes dominant ideologies as
represented by tradition, authority, everything that is assumed and reinforced
as “natural” and “normal” and “the way things have always been” (targets:
aristocratic/upper class power; church and religion power; later, middle-class
ideologies, free-market capitalism, corporate and institutional power and
systems).
2. In reference to THE FAMILY, the Gothic often exposes in a critical light the family's socialization functions and its enforcement of social and gender roles; the unstable dynamics of modern “nuclear”
and postmodern family; also highlighted are familial psychosexual tensions including bad and good mother and
father figures (targets: patriarchy and male domination; confining /imprisoning
social and gender roles, heterosexism; insecurities of the postmodern family).
3. In reference to the NATION, the Gothic critiques and/or participates in the imaginative process whereby nations and nation-states are defined against various demonized and marginalized “others” inside and
outside their boundaries (targets: imperialism/colonialism; racism,
ethnocentrism, xenophobia).
4. In reference to a given SOCIAL CLASS or SOCIAL
group, the Gothic critiques and/or participates in defining a superior
position by projecting various “lower”-class others as fearful monsters and
projecting as well various “higher”-class monsters of all kinds (targets: class
domination and privilege; in-groups and out-groups; social and economic
injustice).
5. In reference to SEX and SEXUALITY, the Gothic exposes and/or critiques a system of things in which eros/desire is regulated and channeled by social norms into dominant constructions of gender,
marriage, the family, “normal” sexuality (targets: family, society, and state
as rulers over sexual desire and its unruly energies).
6. In reference to KNOWLEDGE, the Gothic exposes/critiques the power/knowledge in
society, family, and state. The monster as category-shaker and the intensity of
affect in terror and horror highlight the political investments involved in
knowledge, how knowledge supports power (targets: society, family, state,
dominant paradigms in Western philosophy, religion, and the sciences.)
7. In reference to PSYCHOLOGY, the Gothic has been interpreted in terms of fundamental psychological structures: the power of parental figures in constructions of selfhood and identity; the Oedipal
triangle and the “family romance”(Freud); good and bad father and mother figures; femmes
fatales and tyrant males; infantile complexes; intersection of sexual
energies and language/ideology (targets: dominant ideological/cultural
constructions of self, gender, eros/desire)
GOTHIC MONSTERS--
Rebellions, Subversions, Hat Tricks
Rebellions, Subversions, Hat Tricks
Gothic monsters are excessive signifiers, in one definition WRONG in
terms of established social categories (a human cannot also be a wolf; or a zombie both dead and alive). Therefore the monster TESTS
and UNSETTLES cultural and ideological formations. The abnormal messes with what everybody assumes is normal.
The game: the monster opens the door to criticizing and
questioning ideology, the way things always have been or the way the majority says they always have to be.
With its affective charges of TERROR and HORROR, the monster proposes a zap, a jolt, a rush, and, so to speak, a "deprogramming" of standard ways of thinking and feeling. Subversive and transgressive Gothic follow this track.
With its affective charges of TERROR and HORROR, the monster proposes a zap, a jolt, a rush, and, so to speak, a "deprogramming" of standard ways of thinking and feeling. Subversive and transgressive Gothic follow this track.
However, the monster may shake up the social norms
only to RESET and REINFORCE the dominant social program. There is a strong
conservative strain in Gothic even as it is a rebel genre. Much Gothic
storytelling does both: shakes up the program in subversive ways, but
reinforces its categories. An ideological workout, say.
In either case, monsters and horror engage by virtue of intense AFFECT:
In either case, monsters and horror engage by virtue of intense AFFECT:
TERROR: anticipation, suspense, supercharged affect
with an emphasis on MIND and the IDEAL/SPIRITUAL. Exalted, “high” Sublimes
(mental/intellectual scenarios of sensory overload and self-loss).
HORROR: supercharged affect with an emphasis on
BODIES and MATTER. Debased and “low” Sublimes physical/corporeal scenarios
of sensory overload and self-loss).
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