Children Shouldn't Play with Dead Things


Book Description

Three reapers. Two worlds. One prophecy. Seventeen-year-old Ember Lonergan has made an art of isolating herself. She prefers the dead. She spends her days skipping school in old cemeteries and her nights hiding from her alcoholic father at the funeral home where she works. When her own father dies, Ember learns her whole life is a lie. Mace is a monster, a soulless assassin tasked with a single purpose: follow Ember. He only has two rules. Do not interact with her. Do not to kill her. Simply watch and report. But Mace has never been good at following orders, and Ember is a temptation he simply can't resist. Whisked away to a small Florida town, Ember must learn to embrace a family she's never known, a supernatural world she never knew existed, and a power so vast it just might kill her. All that stands between Ember and destruction is that beautiful dangerous boy from the cemetery. Can she learn to trust him before it's too late? This edition features exclusive hidden art under the dust jacket.




Children Shouldn't Play with Dead Things


Book Description

17 year old Ember Denning has made an art of isolating herself. She prefers the dead. She spends her days skipping school in old cemeteries and her nights hiding from her alcoholic father at the funeral home where she works. When her own father dies, Ember learns her whole life is a lie. Standing in the cemetery that's been her sanctuary, she's threatened by the most beautiful boy she's ever seen and rescued by two people who claim to be her family. They say she's special, that she has a supernatural gift like them...they just don't know exactly what it is.They take her to a small Florida town, where Ember's life takes a turn for the weird. She's living with her reaper cousins, an orphaned werewolf pack, a faery and a human genius. Ember's powers are growing stronger, morphing into something bigger than anything anybody anticipated. Ember has questions but nobody has answers. Nobody knows what she is. They only know her mysterious magical gift is trying to kill them and that beautiful dangerous boy from the cemetery may be the only thing standing between her and death.As Ember's talents are revealed so are the secrets her father hid and those in power who would seek to destroy her. What's worse, saving Ember has put her cousins in danger and turned her friend's lives upside down. Ember must learn to embrace her magic or risk losing the family she's pieced together.




Mostly Dead Things


Book Description

The celebrated New York Times Bestseller A Best Book of the Year pick at the New York Times, NPR, The New Yorker, TIME, Washington Post, Oprahmag.com, Thrillist, Shelf Awareness, Good Housekeeping and more. What does it take to come back to life? For Jessa-Lynn Morton, the question is not an abstract one. In the wake of her father’s suicide, Jessa has stepped up to manage his failing taxidermy business while the rest of the Morton family crumbles. Her mother starts sneaking into the taxidermy shop to make provocative animal art, while her brother, Milo, withdraws. And Brynn, Milo’s wife—and the only person Jessa’s ever been in love with—walks out without a word. It’s not until the Mortons reach a tipping point that a string of unexpected incidents begins to open up surprising possibilities and second chances. But will they be enough to salvage this family, to help them find their way back to one another? Kristen Arnett’s breakout bestseller is a darkly funny family portrait; a peculiar, bighearted look at love and loss and the ways we live through them together.




The Encyclopedia of Horror Movies


Book Description

Provides plot summaries, cast, and credits for horror films made from the turn of the century to 1985




Bright Dead Things


Book Description

'Bright Dead Things buoyed me in this dismal year. I'm thankful for this collection, for its wisdom and generosity, for its insistence on holding tight to beauty even as we face disintegration and destruction.' Celeste Ng, author of Everything I Never Told You A book of bravado and introspection, of feminist swagger and harrowing loss, Bright Dead Things considers how we build our identities out of place and human contact - tracing in intimate detail the ways the speaker's sense of self both shifts and perseveres as she moves from New York City to rural Kentucky, loses a dear parent, ages past the capriciousness of youth and falls in love. In these extraordinary poems Ada Limón's heart becomes a 'huge beating genius machine' striving to embrace and understand the fullness of the present moment. 'I am beautiful. I am full of love. I am dying,' the poet writes. Building on the legacies of forebears such as Frank O'Hara, Sharon Olds and Mark Doty, Limón's work is consistently generous, accessible, and 'effortlessly lyrical' (New York Times) - though every observed moment feels complexly thought, felt and lived.




Not to Play with Dead Things


Book Description

From its Futurist and Dadaist origins to the body art of the 1970s and more recent developments in the genre, the history of Performance art is oriented around a fairly consistent set of elements: movements, speech, the body, impermanence, audience participation. But artists have also produced installations and performative objects for their performances, whose status becomes ambiguous once the action is over. Not to Play with Dead Things pays overdue attention to these frequently orphaned props of performance art, documenting works from the 1960s to the present by artists as diverse as Richard Jackson, Paul McCarthy, Roman Signer, Mike Kelley, Franz West, Jim Shaw, Guy de Cointet, John Bock, Spartacus Chetwynd, Catherine Sullivan and Erwin Wurm. Not to Play with Dead Things asks: are these objects relics of their own making? And is their hybridity a kind of resistance to the streamlining of art?




Encyclopedia of the Zombie


Book Description

A fascinating read for anyone from general readers to hardcore fans and scholars, this encyclopedia covers virtually every aspect of the zombie as cultural phenomenon, including film, literature, folklore, music, video games, and events. The proliferation of zombie-related fiction, film, games, events, and other media in the last decade would seem to indicate that zombies are "the new vampires" in popular culture. The editors and contributors of Encyclopedia of the Zombie: The Walking Dead in Popular Culture and Myth took on the prodigious task of covering all aspects of the phenomenon, from the less-known historical and cultural origins of the zombie myth to the significant works of film and literature as well as video games in the modern day that feature the insatiable, relentless zombie character. The encyclopedia examines a wide range of significant topics pertaining to zombies, such as zombies in the pulp magazines; the creation of the figure of the zuvembie to subvert decades of censorship by the Comics Code of Authority; Humans vs. Zombies, a popular zombie-themed game played on college campuses across the country; and annual Halloween zombie walks. Organized alphabetically to facilitate use of the encyclopedia as a research tool, it also includes entries on important scholarly works in the expanding field of zombie studies.




The Living and the Undead


Book Description

With a legacy stretching back into legend and folklore, the vampire in all its guises haunts the film and fiction of the twentieth century and remains the most enduring of all the monstrous threats that roam the landscapes of horror. In The Living and the Undead, Gregory A. Waller shows why this creature continues to fascinate us and why every generation reshapes the story of the violent confrontation between the living and the undead to fit new times. Examining a broad range of novels, stories, plays, films, and made-for-television movies, Waller focuses upon a series of interrelated texts: Bram Stoker's Dracula (1897); several film adaptations of Stoker's novel; F. W. Murnau's Nosferatu, A Symphony of Horror (1922); Richard Matheson's I Am Legend (1954); Stephen King's 'Salem's Lot (1975); Werner Herzog's Nosferatu the Vampyre (1979); and George Romero's Night of the Living Dead (1968) and Dawn of the Dead (1979). All of these works, Waller argues, speak to our understanding and fear of evil and chaos, of desire and egotism, of slavish dependence and masterful control. This paperback edition of The Living and the Undead features a new preface in which Waller positions his analysis in relation to the explosion of vampire and zombie films, fiction, and criticism in the past twenty-five years.




Horror Films of the 1970s


Book Description

The seventies were a decade of groundbreaking horror films: The Exorcist, Carrie, and Halloween were three. This detailed filmography covers these and 225 more. Section One provides an introduction and a brief history of the decade. Beginning with 1970 and proceeding chronologically by year of its release in the United States, Section Two offers an entry for each film. Each entry includes several categories of information: Critical Reception (sampling both '70s and later reviews), Cast and Credits, P.O.V., (quoting a person pertinent to that film's production), Synopsis (summarizing the film's story), Commentary (analyzing the film from Muir's perspective), Legacy (noting the rank of especially worthy '70s films in the horror pantheon of decades following). Section Three contains a conclusion and these five appendices: horror film cliches of the 1970s, frequently appearing performers, memorable movie ads, recommended films that illustrate how 1970s horror films continue to impact the industry, and the 15 best genre films of the decade as chosen by Muir.




Children Shouldn't Play with Dead Things


Book Description

I view my creative process as alchemy, the transformation of materials through experimentation. I use wax as a material that transcends its historical use as a sculptural process for casting and instead, use it for its transmutable qualities to inform content. Because of its plasticity and duality as fragile and resilient, wax is symbolically submissive and assertive. By applying heat, wax can be molded and formed into new shapes. Once it cools, wax reverts back to its natural state; solid and impermeable. I use objects to explore desires of origin and life. Transitional objects, the first "me not me" possession that replaces the mother as a developmental tool, represent childhood within my works. By displacing these objects, I explore how childhood and the body, void of spirit, become uncanny. Inspired by fairy tales and mythological narratives, my work uses symbolism to create art that investigates the uncanny, the macabre, and the ephemeral. It is my assertion that through the use of metaphor and alluring handling of materials my work permits viewers to transgress social limits of taboos surrounding the female body and mortality in order to contemplate a richness of existence.