How a culture of violence legitimized lynching among ordinary people
On May 15, 1916, a crowd of fifteen thousand witnessed the lynching of an eighteen-year-old black farm worker named Jesse Washington. Most central Texans of the time failed to call for the punishment of the mob’s leaders. In The Making of a Lynching Culture, now in paperback, William D. Carrigan seeks to explain not how a fiendish mob could lynch one man but how a culture of violence that nourished this practice could form and endure for so long among ordinary people.
Beginning with the 1836 independence of Texas, The Making of a Lynching Culture reexamines traditional explanations of lynching, including the role of the frontier, economic tensions, and political conflicts. Using a voluminous body of court records, newspaper accounts, oral histories, and other sources, Carrigan shows how notions of justice and historical memory were shaped to glorify violence and foster a culture that legitimized lynching.
Mixed Realism is about how we interact with media. Timothy J. Welsh shows how videogames, like novels, both promise and trouble experiences of “immersion.” His innovative methodology offers a new understanding of the expanding role of virtuality in contemporary life.
Today’s wired culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook timelines, and squeeze in sessions of Angry Birds on the subway. However, the “virtual” is still frequently figured as imaginary, as opposed to “real.” The vision of 1990s writers of a future that would pit virtual reality against actual reality has never materialized, yet it continues to haunt cultural criticism. Our ongoing anxiety about immersive media now surrounds videogames, especially “shooter games,” and manifests as a fear that gamers might not know the difference between the virtual world and the real world.
As Welsh notes, this is the paradox of real virtuality. We understand that the media-generated virtualities that fill our lives are not what they represent. But what are they if they are not real? Do they have presence, significance, or influence exceeding their material presence and the user processes that invoke them? What relationships do they establish through and beyond our interactions with them?
Mixed Realism brims with fresh analyses of literary works such as Truman Capote’s In Cold Blood and Mark Z. Danielewski’s House of Leaves, along with sustained readings of controversial videogames such as Super Columbine Massacre and Call of Duty: Modern Warfare 2. Continually connecting the dots between surprising groupings of texts and thinkers, from David Foster Wallace to the cult-classic videogame Eternal Darkness and from Cormac McCarthy to Grand Theft Auto, it offers a fresh perspective on both digital games and contemporary literature.
In sounding out the problem of how to respond to violence and to the betrayal and domestication of that which is wild, this book counters with aesthetic violence and disruption of its own, opening the self to the unexpected powers of the senses and to encounters between "wildness" and "domestication" within the self. Though never easy, this openness creates the possibility for an all-enveloping love that touches and joins all animals, both nonhuman and human.
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