Victorian literature as a subject of computer games of the 80s and early 90s

The detective who prowls through the billowing fog on the Thames, the adventurer who sets off in fantastic machines on journeys into the vastness of space and the depths of the ocean, or the brilliantly plotted intrigue in an aristocratic country estate: the popular literature of the Victorian era offers many themes that can still be found in contemporary media. Computer and video games are no exception to this rule. Passionate gamers can, for example, roam through the London of

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‘“Who am I, then?” Tell me that first, and then, if I like being that person, I’ll come up: if not, I’ll stay down here till I’m somebody else’: Femininity and Madness in ‘Alice’s Adventures in Wonderland’ (1865)

Unlike many other examples of “Golden Age” nineteenth-century children’s literature that promoted morality through allegorical form, Lewis Carroll’s Alice’s Adventures in Wonderland (1865) was without a clear instructional purpose. In this post, I consider two images by Sir John Tenniel (1865) and Salvador Dalí (1969) in order to reinterpret Wonderland’s possibilities through femininity and madness. In the Victorian period, ‘madness’ was a gendered construct associated with ideas of the feminine, such as hysteria.[1] Although Alice is represented as a child

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The Pinteresting Broken-Doll Aesthetic of Neo-Victorian Alices

By Amanda Lastoria, Simon Fraser University Alice’s Adventures in Wonderland (1865) endures as one of ‘the most popular children’s classics in the English language’[i], thanks to the creative vision and commercial savvy of Lewis Carroll and his contemporary publishers. Carroll created not just the Alice text, but the Alice books. Carroll was an art director. He oversaw the illustration, design and production of the first edition of Alice, and he (re)published the text in multiple editions that strategically segmented the

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