Grant, Barry K. (Professor, Brock University in St. Catharines (Canada), Film Studies and Popular Culture)
Barry Keith Grant is Professor of Film Studies and Popular Culture at Brock University in St. Catharines, Ontario, Canada. He is the author, co-author, or editor of more than a dozen books, including Film Genre: From Iconography to Ideology (Wallflower Press, 2007), Auteurism And Authorship: A Film Reader (Blackwell Publishing, 2007), Planks of Reason: Essays on the Horror Film (Scarecrow Press, 2004), The Film Studies Dictionary (Hodder Arnold, 2001), The Dread Of Difference: Gender And The Horror Film (University of Texas Press, 1996), Documenting The Documentary: Close Readings Of Documentary Film And Video (Wayne State University Press, 1998), and Film Genre Reader I-II-III (University of Texas Press, 1986, 1995, 2003). His work has appeared in numerous anthologies and journals, and he is the editor of the Contemporary Approaches to Film and Television series for Wayne State University Press and the New Approaches to Film Genre series for Wylie Blackwell. Barry K. Grant was a consultant for the video game company Silicon Knights for Eternal Darkness: Sanity's Requiem (2002) and the recent Too Human (2008).
Selected bibliography
- American Cinema and the 1960s: Themes and Variations (Screen Decades series). Editor. New Brunswick: Rutgers University Press, 2008. 275 p.
- Film Genre: From Iconography to Ideology. London and New York: Wallflower Press, 2007, 144 p.
- “Bringing It All Back Home: The Films of Peter Jackson,” in New Zealand Directors, ed. Ian Conrich and Stuart Murray. Detroit: Wayne State University Press, 2007: 320-335.
- “Children of the Day: Sex, Gender and the New Horror Film,” in Beauty and the Abject: Interdisciplinary Perspectives, ed. Corrado Federici. New York: Peter Lang, 2007: 3-16.
- “Disorder in the Universe: John Carpenter and the Question of Genre,” in The Films of John Carpenter, ed. Ian Conrich and David Woods. London: Wallflower Press/ New York: Columbia University Press, 2004: 10-19.
- “Rich and Strange: The Yuppie Horror Film,” in Contemporary Hollywood Cinema, ed. Steve Neale and Murray Smith. London: Routledge, 1998: 280-293.--Reprinted in Planks of Reason: Essays on the Horror Film, revised edition, ed. Grant and Christopher Sharrett. Lanham, Md.: Scarecrow Press, 2004: 153-169.
- “Taking Back the Night of the Living Dead: George Romero, Feminism and the Horror Film,” in The Dread of Difference: Gender and the Horror Film, ed. Grant. Austin: University of Texas Press, 1996: 200-212. --Reprinted in The Night of the Living Dead Book, ed. Jared Walters. Lakewood, Colo: Centipede Press, forthcoming 2008. --Translated and reprinted as “Uzimajuci Natrag ‘Noc Zivih Mrtvaca’: Dzordz Romero, Feminizam I Horor Film.” Plima Plus, ed. Alexander Becanovic (Montenegro, 2002): 163-172.
Krzywinska, Tanya (Professor, Brunel University (England), Screen Studies)
Tanya Krzywinska is Professor in Screen Studies at Brunel University. She is the author of several books and many articles on different aspects of videogames, horror and fantasy and is particularly interested in occult fiction and fantasy worlds. She is the author of Sex and the Cinema (Wallflower Press, 2006), and A Skin For Dancing In: Witchcraft, Possession and Voodoo in Film (Flick Books, 2001), co-author of Tomb Raiders and Space Invaders: Videogames Forms and Meanings (IB Tauris, 2006) and co-editor of Videogame/player/text (Manchester University Press, 2007) and ScreenPlay: Cinema/Videogames/Interfaces (Wallflower Press, 2002). She convenes a Masters programme in Digital Games: Theory and Design at Brunel University, London, and is President of the Digital Games Research Association.
Selected bibliography
- ‘Zombies in Gamespace: form, context and meaning in zombie-based videogames’ in The Zombie Reader, (eds) Shawn McIntosh, Lanham, MD: Scarecrow Press. Forthcoming.
- ‘Arachne V. Minerva: The Spinning out of long narrative in Buffy the Vampire Slayer and World of Warcraft‘ in Pat Harrigan and Noah Wardrip-Fruin (eds.) Third Person. Cambridge: MIT Press. Forthcoming.
- Videogame/Player/Text (co-editor with Barry Atkins), Manchester University Press, 2007.
- Tomb Raiders and Space Invaders: Forms and Meanings of Videogames (co-authored with Geoff King), London: IB Tauris, 2006. (Published in the US by Indiana University Press).
- ‘Demon Power Girls: regimes of form and force in videogames Buffy the Vampire Slayer and Primal’, in Intersections, Autumn 2005. http://www.lse.ac.uk/collections/newFemininities/Demon.pdf
- ‘Hands-On Horror’ Axes to Grind: Re-Imagining the Horrific in Visual Media and Culture, Harmony Wu, editor, Special Issue of Spectator 22:2, Spring 2003: 12-23.
- ‘Playing Buffy: Remediation, Occulted Meta-game-physics and the dynamics of agency in the videogame version of Buffy the Vampire Slayer’ in Slayage: The Online Journal for Buffy Studies. No. 8, 2003. http://www.slayage.tv/essays/slayage8/Krzywinska.htm
- ‘Hands-On Horror’ in Krzywinska and King (eds) ScreenPlay: cinema/videogames/interfaces. Wallflower Press/Columbia University Press, 2002.
- A Skin for Dancing In: Witchcraft, Possession and Voodoo in Film. Trowbridge: Flick Books, 2000.
Niedenthal, Simon (Associate professor, Malmö University (Sweden), School of Arts and Communication)
Simon Niedenthal is an Associate Professor of Interaction design at Malmö University (Sweden) in the School of Arts and Communication. His research interests include digital game aesthetics and design process for games and interaction, and his articles on simulated illumination, virtual space and transdisciplinary discourses have been published in scholarly periodicals including Leonardo, Digital Creativity, Afterimage and the Journal of Architectural Education. He has recently completed a Knowledge Foundation-sponsored project on game aesthetics and emotion,"Shadowplay: Simulated illumination in game worlds," and his paper of the same title was selected "Best Paper" at the 2005 Digital Game Researchers Association (DiGRA) conference.
Selected bibliography
- “Lighting in digital game worlds: effects on affect and play performance”(co-authored with Knez, Igor), in Cyber Psychology and Behavior, vol. 11, no. 2, 2008: 129ff.
- “Dynamic Lighting for Tension in Games”(co-authored with Igor Knez and Magy Seif el Nasr), in Game Studies, vol. 7, no. 1. 2007.
- “Documents of Light: Three Case Studies and a Preliminary Model for Organizing Illumination Knowledge”, in A Document (Re)turn, Contributions from a research field in transition, Peter Lang GmbH, Frankfurt am Main, 2007: 153-164.
- “Shadowplay: Simulated illumination in game worlds”, in Worlds in Play: International Perspectives on Digital Games Research, Peter Lang, New York, 2007: 221-228.
- “Interaction design as understanding and transforming place” (co-authored with Per Linde, Mette Agger Eriksen and Janna Lindsjö), in Digital Creativity, Vol. 15, No. 4, 2004: 197-208.
- “Six St. Jeromes: notes on the technology and uses of computer lighting simulations”, in History and Images: Towards a New Iconology from the Medieval Texts and Cultures of Northern Europe series, University of Hull Centre for Medieval Studies. Brepol Publishers, Turnhout, Belgium, 2003: 131-138.
- “Learning from the Cornell Box”, in Leonardo, Vol. 35, No. 3, 2002: 249-254.
- “Building a Better Hothouse”, afterimage, November 1999.
- “Glamourized Houses: Neutra, Photography and the Publication of the Kaufmann House”, Journal of Architectural Education, November 1993.
Rouse, Richard III (Lead Single Player Designer, Kaos Studios)
Richard Rouse III is a game designer and writer who has worked in computer and video game development for more than a decade. He is currently Lead Single Player Designer on an unannounced project at Kaos Studios in New York City. He was Creative Director and Writer on the hit action/horror title The Suffering and its sequel, The Suffering: Ties That Bind. Rouse has led the design on a number of other games, including Centipede 3D, Damage Incorporated, and Odyssey: the Legend of Nemesis, as well as contributing to the design on Drakan: the Ancients’ Gates. During a stint as Director of Game Design at Midway Games he consulted on a wide range of next-generation titles, including Stranglehold, Wheelman, and This is Vegas. He has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra, and Inside Mac Games, and has lectured on game design at numerous conferences, including the Game Developer’ s Conference and the Electronic Entertainment Expo. Rouse’s popular and sizable book about game design and development titled Game Design: Theory & Practice was released in an expanded second edition in 2004. More information can be found at his website <http://www.paranoidproductions.com>.
