The “Cthulhu network”: The process by which the popular myth was made

dc.contributor.authorArroyo Barrigüete, José Luises-ES
dc.date.accessioned2023-11-06T18:09:37Z
dc.date.available2023-11-06T18:09:37Z
dc.date.issued2023-10-01es_ES
dc.descriptionArtículos en revistases_ES
dc.description.abstract.es-ES
dc.description.abstractIn the context of popular culture, the work of Lovecraft deserves a prominent role, not only for its influence on many later authors, but for its profound impact on 20th century popular culture, from music and video games to films, comics, and merchandising. This paper analyzes the way in which Lovecraft developed his Cthulhu Mythos, creating a dense network of relationships between his different tales. After analyzing a corpus of 102 works by this author, which covers almost all of his literary production, several conclusions are drawn about the way Lovecraft was able to create this icon of popular culture.en-GB
dc.description.versioninfo:eu-repo/semantics/publishedVersiones_ES
dc.format.mimetypeapplication/pdfes_ES
dc.identifier.issn1540-5931es_ES
dc.identifier.urihttps://doi.org/10.1111/jpcu.13252es_ES
dc.keywords.es-ES
dc.keywordsH. P. Lovecraft; Fiction; Weirden-GB
dc.language.isoen-GBes_ES
dc.rightsCreative Commons Reconocimiento-NoComercial-SinObraDerivada Españaes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.rights.holderes_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/es_ES
dc.sourceRevista: Journal of popular culture, Periodo: 1, Volumen: 56, Número: 2, Página inicial: 324, Página final: 340es_ES
dc.subject.otherInnovación docente y Analytics (GIIDA)es_ES
dc.titleThe “Cthulhu network”: The process by which the popular myth was madees_ES
dc.typeinfo:eu-repo/semantics/articlees_ES

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