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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more real through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the vampire world, blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as author,
reader,
player and consumer. These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
This book explores vampire narratives that have been expressed across multiple media and new technologies. Stories and characters such as Dracula, Carmilla and even Draculaura from Monster High have been made more real through their depictions in narratives produced in and across different platforms. This also allows the consumer to engage on multiple levels with the vampire world, blurring the boundaries between real and imaginary realms and allowing for different kinds of identity to be created while questioning terms such as author,
reader,
player and consumer. These essays investigate the consequences of such immersion and why the undead world of the transmedia vampire is so well suited to life in the 21st century.