The Monstrous-Feminine: Film, Feminism, Psychoanalysis


Barbara Creed - 1993
    In The Monstrous-Feminine Barbara Creed challenges this patriarchal view by arguing that the prototype of all definitions of the monstrous is the female reproductive body.With close reference to a number of classic horror films including the Alien trilogy, The Exorcist and Psycho, Creed analyses the seven `faces' of the monstrous-feminine: archaic mother, monstrous womb, vampire, witch, possessed body, monstrous mother and castrator. Her argument that man fears woman as castrator, rather than as castrated, questions not only Freudian theories of sexual difference but existing theories of spectatorship and fetishism, providing a provocative re-reading of classical and contemporary film and theoretical texts.

Gay New York: Gender, Urban Culture, and the Making of the Gay Male World 1890-1940


George Chauncey - 1994
    Drawing on a rich trove of diaries, legal records, and other unpublished documents, George Chauncey constructs a fascinating portrait of a vibrant, cohesive gay world that is not supposed to have existed. Called "monumental" (Washington Post), "unassailable" (Boston Globe), "brilliant" (The Nation), and "a first-rate book of history" (The New York Times), Gay New Yorkforever changed how we think about the history of gay life in New York City, and beyond.

The Revolt of the Masses


José Ortega y Gasset - 1930
    Continuously in print since 1932, Ortega's vision of Western culture as sinking to its lowest common denominator and drifting toward chaos brought its author international fame and has remained one of the influential books of the 20th century.

How to Talk about Videogames


Ian Bogost - 2015
    Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Stanley Kubrick: American Filmmaker


David Mikics - 2020
    From a young age he was consumed by photography, chess, and, above all else, movies. He was a self‑taught filmmaker and self‑proclaimed outsider, and his films exist in a unique world of their own outside the Hollywood mainstream. Kubrick’s Jewishness played a crucial role in his idea of himself as an outsider. Obsessed with rebellion against authority, war, and male violence, Kubrick was himself a calm, coolly masterful creator and a talkative, ever‑curious polymath immersed in friends and family.   Drawing on interviews and new archival material, Mikics for the first time explores the personal side of Kubrick’s films.