Home » Posts tagged "reading engagement" (Page 3)

Book Review: Cats vs. Robots: This Is War by Margaret Stohl and Lewis Peterson

Cats vs. Robots: This Is War by Margaret Stohl and Lewis Peterson, illustrated by Kay Peterson

HarperCollins, 2018

ISBN-13: 978-0062665706

Available: Hardcover, Kindle edition, audiobook, audio CD

 

Cats vs. Robots: This Is War is a rare treat at a time when things have gotten pretty serious and scary, and there is a lot of anger and misunderstanding out there. The technologically oriented Wengrod family gets caught in the middle of an intergalactic race between a robot empire and an empire of cats, to acquire the “Singularity Chip,” , which could lead to immortality. Twins Max and Min are nothing alike: Min loves school, order, and inventing robots, while Max hates school and loves videogames and the neighbors’ cat. Despite knowing his parents and sister hate cats, Max rescues two kittens and brings them home, only to discover that their inventor parents have taken off on a work trip to China, leaving them in the care of their cousin Javi, who is willing to give the kittens, a source of chaos, a tryout. Obi, the elderly neighborhood cat, is an agent of the cat empire, but it’s unclear if he’ll be able to survive long enough to thwart the robots and acquire the chip, so he sends the kittens on a mission, but being kittens they primarily create chaos, and they manage, unknowingly, to damage the robot Min has been building (it’s pretty awesome to see Min at work– there should be more science- and coding-loving girls in fiction). In the meantime, the robot empire has managed to subvert the electronic system that controls the house, which tries to convince the Wengrods’ early robot creations to stop the kittens and find and retrieve the Singularity Chip, invented by Max and Min’s parents and hidden from thieves. In the midst of all this, Max and Min have to make peace with each other, and both robots and cats have to accept that not all of them share all the same traits.

Javi, while not a main character, plays an important role in a couple of ways. First, they are the first nonbinary character I’ve seen in a middle grade book, and Stohl and Peterson take the time to explain it in a way kids should be able to understand (Stohl has a nonbinary child). Second, Javi, knowing what it is to not fit inside a single box, is both understanding and encouraging in trying to make peace between the robots and the cats. Stohl and Petersen do a nice job of making Javi a part of the story without making them the focus.

Stohl’s characterization of both cats and robots made me grin. She takes their most common traits and exaggerates them to the point that I had to laugh, but at the same time shows individuals who display differences. This is a funny book and a fast read with a serious theme and plenty of action and wackiness that is perfect for engaging readers of all kinds, in a time when it seems people can find nothing to bring them together.  Highly recommended.

Book Review: Why Horror Seduces by Mathias Clasen

Why Horror Seduces by Mathias Clasen

Oxford University Press, 2017

ISBN-13: 978-0190666514

Available: Hardcover, paperback, Kindle edition

I first came across Mathias Clasen’s article “Can’t Sleep: Clowns Will Eat Me: Telling Scary Stories on Academia.edu several years ago, and right then I thought “Here’s some original thinking– this is someone to watch” (I also liked that he wrote about literature– a lot of horror scholarship focuses on only movies). I was excited to discover that Clasen has now published a book that sums up much of his research, and takes it further. Clasen sees enjoyment of horror fiction as an evolutionary adaptation. Rather than using one of the traditional approaches of literary criticism, Clasen pursues a different one, the biocultural approach, which integrates evolutionary biology, neuroscience, psychology, and social sciences with literary study. He argues that to answer questions about why people seek out horror fiction and entertainment, researchers must have a “scientific understanding of how the mind works”, and therefore that an understanding of evolutionary history is necessary for an understanding of horror, which frames how a specific work is situated in a cultural context.

The first part of the book introduces the horror genre and academic approaches that have been and are used to analyze horror fiction in the past; then Clasen explains his own framework, and how he has applied his knowledge of evolutionary biology, neuroscience, and social sciences to explain why people react to fiction and engage with stories.  He narrows in from engagement with stories and fiction in general to a more specific focus on horror. Summed up, he believes that people seek out horror fiction because it’s engaging and because human beings are both naturally fearful and relatively vulnerable to the dangers of the world– so horror is a safe way to experience what we fear without putting ourselves in physical danger.

In the second section, Clasen provides a brief overview of 20th century American horror fiction and then engages in analysis of specific works, noting how each is rooted in cultural anxieties and fears from its time, but that looking at it from an evolutionary perspective can reveal why these works continue to resonate with today’s readers and audiences. His readings of these works ( the films Jaws, Night of the Living Dead, Halloween, and the Blair Witch Project; and the books Jaws, Rosemary’s Baby, I Am Legend, and The Shining)are examples of the kinds of analysis possible using his suggested biocultural approach, and they’re also really interesting to read. Learning about The Blair Witch Project’s transmedia success was pretty cool, but discovering that the directors actually left the actors in the woods for several days to get authentic reactions was disturbing. However, as interesting as I found these, I felt that it probably wasn’t necessary to have as many close readings as he did. Eight was more than enough.

The third section of the book contains Clasen’s theories on the future of horror. I find it interesting that, while he expects technology to make horror more and more immersive, and haunted house experiences to get scarier and scarier, that he thinks these experiences will appeal to mainly niche audiences, as the majority of horror lovers want to experience it vicariously, with distance between themselves and the horrific event. Horror fiction and cinema will continue to be the most popular forms of media for most people.

Finally, Clasen calls for further research on horror, including  a variety of research approaches that can stand up to scientific scrutiny and that cross disciplines, such as mining big data, case studies, observational studies, biofeedback and neuroimaging studies, experimental lab studies, and so on. I can’t imagine what it must be like to have a brain as crowded with ideas as his must be!

This is an academic book, and sometimes those can be dry, but that is not the case here. Clasen is clearly passionate and knowledgeable about his topic and his approach.  I’ve done research on reading engagement in the past, and there is definitely neuroscience involved in the process of learning to read independently. I feel like this biocultural approach to examining horror fiction and why people engage with it, is on the right track, and I encourage anyone who is interested in the topic to try this out (right now it’s relatively reasonably priced on Kindle) or at least to seek out his papers on Academia.edu.  Recommended.

 

 

Gen Con Update: Gaming in the Library

GCMS Login Image

It’s been awhile since I got to say anything new (those reviews keep coming in, and are keeping me busy) but I had the chance to attend Gen Con’s trade day events this year, and what I learned is that there are a lot of librarians and educators out there trying to figure out how to incorporate games into their libraries. While I don’t work in a public library anymore, I knew this was a trend, and one that has gained a lot of ground over the past several years. The question of should libraries have games seems to have settled down (either you think it’s part of your library’s mission to serve gamers or you don’t– at Gen Con I am sure you can guess what side of that issue the professionals are on) and now it comes down to issues of logistics, collection development, and use. While there will always be enthusiastic videogamers, and there is a committed community of roleplayers, what libraries seems to have seen a noticeable uptick in is tabletop gaming (board games and card games, specifically). While there are a lot of specialized and complicated board games and card games, there are also a lot of games with broad appeal for kids and families. Even if a library decides that a game collection should stay on site, and has to choose just a few games, it can be a good way to engage people with each other and get them to spend time at the library, making it a familiar and safe space.

One session I went to suggested pairing games with fiction and nonfiction titles. The presenter was really talking about games for small children, but I think this is a great idea. There are a lot of horror-related games out there, some with great literary connections, and while gamers aren’t necessarily readers, given the number of extremely detailed rulebooks out there, it is clear that they will read for a cause, or if they develop interest in a topic that fuels their knowledge for the game. One example of a clear connection between a and literature was a heavily publicized game from LoneShark Games called Apocrypha. This is a pre-apocalyptic game that seems to have some flexibility built in to how you play it, with a good dose of the supernatural, and cards and scenarios written by some pretty great authors, including Patrick Rothfuss. You could take this so many ways, with its gameplay, content, theme, and writers all offering some pretty interesting pathways to a variety of other authors and media (I did not get to demo or see a demo of this game, so I’m going by what I saw on outward examination). Obviously this isn’t going to be a family fun game like Operation, but there are plenty of opportunities with the variety of games out there to draw connections between games, literature, and other media, that can wake an interest in any of those things for people who might see reading (or gaming) as something “not for them”. The key is that here is a new way to make the library an engaging place for the general public, gamers, and horror lovers who might be feeling disenfranchised, and connect them with a new way to enjoy storytelling and approach literacy.

Being one of those people who falls into the “not a serious gamer” crowd, I’m mostly unfamiliar with some of the new things out now and how they match up to what already exists, what’s fun, and the connection different games might have to literature or other media. I’d love to see suggestions from those of you who are gamers and know your stuff, about games you think are cool that could tie in to books or other media.