By Vivian Asimos

Book Chapters and Journal Articles

“Cult” Rhetoric in the 21 Century

edited by Aled Thomas by Edward Graham-Hyde

  • Examining contemporary understandings of the term 'cult', this book brings together scholars from multiple disciplines, including sociology, anthropology and religious studies. Focusing on how 'cult rhetoric' affects our perceptions of new religious movements, the contributors explore how these minority groups have developed and deconstruct the language we use to describe them.

    Ranging from the 'Cult of Trump' and 'Cult of COVID', to the campaigns of mass media, this book recognises that contemporary 'cult rhetoric' has become hybridised and suggests a more nuanced study of contemporary religion. Topics include online religions, political 'cults', 'apostate' testimony and the current 'othered' position of the study of minority religions.

Chapter 10: Playing at Religion: Understanding Contemporary Spiritual Experiences in Popular Culture

Death, Culture and Leisure

edited by Matt Coward-Gibbs

  • Death, Culture and Leisure: Playing Dead is an inter- and multi-disciplinary volume that engages with the diverse nexuses that exist between death, culture and leisure. At its heart, it is a playful exploration of the way in which we play with both death and the dead.

Chapter 9: The Slender Man: The Internet’s Playful Creation of a Monster

Monstrous Ontologies

edited by Caterina Nirta and Andrea Pavoni

  • While the presence of monsters in popular culture is ever-increasing, their use as an explicit or implicit category to frame, stigmatise, and demonise the other is seemingly on the rise. At the same time, academic interest for monsters is ever-growing. Usually, monstrosity is understood as a category that emerges to signal a transgression to a given order; this approach has led to the demystification of the insidious characterisations of the (racial, sexual, physical) other as monstrous. While this effort has been necessary, its collateral effects have reduced the monstrous to a mere (socio-cultural) construction of the other: a dialectical framing that de facto deprives monstrosity from any reality. 'Monstrous Ontologies: Politics, Ethics, Materiality' proffers the necessity of challenging these monstrous otherings and their perverse socio-political effects, whilst also asserting that the monstrous is not simply an epistemological construct, but that it has an ontological reality.

    There is a profound difference between monsters and monstrosity. While the former is an often sterile political and social simplification, the end-product of rhetorical and biopolitical apparatuses; the latter may be understood as a dimension that nurtures the un-definable, that is, that shows the limits of these apparatuses by embodying their material excess: not a 'cultural frame', but the limit to the very mechanism of 'framing'. The monstrous expresses the combining, hybridising, becoming, and creative potential of socio-natural life, albeit colouring this powerful vitalism with the dark hue of a fearful, disgusting, and ultimately indigestible reality that cannot simply be embraced with multicultural naivety. As such, it forces us towards radically changing not the categories, but the very mechanisms of categorisation through which reality is framed and acted upon. Here lies the profound ethical dimension that monstrosity forces us to acknowledge; here lies its profoundly political potential, one that cannot be unfolded by merely deconstructing monstrosity, and rather requires to engage with its uncomfortable, appalling, and revealing materiality.

Chapter 9: The Slender Man’s Ontology: Playing with Reality and Belief Online

Slender Man’s Face: the Religious Foundation of an Online Mythology

2023

Journal of Religion, Media and Digital Culture, 12 (2-3): pages 137-159.

Everything is True Here, Even if it Isn’t: the performance of belief online

2020

Journal of the British Association for the Study of Religion, 22: pages 44-54.

Navigating Through Space Butterflies: CoxCon 2017 and fieldwork presentation of contemporary movements

2020

Fieldwork in Religion, 14 (2): pages 181-194.

Video Games as Contemporary Mythology

2018

Implicit Religion, 21 (1): pages 92-109.