![]() Chapter III details the creation and later development of Slender Man, focusing on three different narratives – the two edited paranormal images from which the character originated an interactive online video series, and a video game – that have been highly influential on the evolution and spread of the monster. The analyses and discussions of the case studies are based on a selection of narratives. Chapters III and IV consists of two separate case studies on Slender Man and the Bogeyman respectively. A greater focus has been placed on introducing and explaining the biological element of the theoretical contemplations, as this has been perceived to be the more controversial aspect of biocultural theory. Further, the chapter includes a discussion of monsters and the monstrous, and the interrelation of these with culture. ![]() This includes a discussion of the dispute of inherent predator templates for threat identification contra early development of cognitive categories, an elaboration on emotional mechanisms and the implications of Horror and fear from a biological perspective. Chapter Two elaborates on the central theoretical considerations of the thesis. Thesis - Spring/Summer 2015 The purpose of this thesis is to investigate the possibility of fundamental fears in human nature and society, with a focus on Anglo-American society and culture due to the influence on this culture on both the horror genre and the case monsters, Slender Man and the Bogeyman. Through the lens of folk horror we may not only witness significant developments in the horror genre, but also those of storytelling on a broader scale. As such he is truly a monster for the digital age as he reflects the many faces-positive and negative-of the increasingly “connected” individual. It has been suggested that the Slender Man is a tulpa, a creature brought into physical existence by collective thought. Folk horror might be a new term, but it is an old concept, one that reflects the important role that community plays in the forging of fear. Primary attention is given to three key components: the monster, the narrative, and the audience. The focus then shifts to the ways in which Marble Hornets’ digital folk context amplifies the classic horror conventions with which the series engages. ![]() After providing a context for understanding folk horror, this thesis analyzes Marble Hornets through the lens of folkloric narrative structures such as legends and folktales, and vernacular modes of filmmaking such as cinéma direct and found footage horror. Works of folk horror address the questions and anxieties of our current, digital age by reflecting the changing roles and behaviours of the everyday person, who is becoming increasingly involved with the products of popular culture. This thesis examines Marble Hornets as an example of an emerging trend in digital, online cinema that it defines as “folk horror”: a subgenre of horror that is produced by online communities of everyday people- or folk-as opposed to professional crews working within the film industry. ![]() This anxiety is apparent in the collective legends that have risen around the Slender Man since 2009, but it figures particularly strongly in the Web series Marble Hornets (Troy Wagner and Joseph DeLage June 2009 - ). Inhumanly tall, pale, black-clad, and with the power to control minds, the Slender Man references many classic, canonical horror monsters while simultaneously expressing an acute anxiety about the contemporary digital context that birthed him. ![]() In June 2009 a group of forum-goers on the popular culture website, Something Awful, created a monster called the Slender Man. ![]()
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