The article analyzes the work of the famous American film Director, one of the pioneers of the postwar film avant-garde Kenneth Anger. At first, Anger’s creative path is systematized, its main milestones are highlighted and the principles of directing techniques and basic elements of his film aesthetic are analyzed in detail. Then the religious roots of Anger's creativity is revealed. The article analyzes in details three films that bear the obvious influence of the ideas of Allister Crowley esotericism (“Inauguration of the Pleasure Dome”, “Invocation of My Demon Brother” and “Lucifer Rising”), considers the direct connections of Crowley and Anger. In the final part of the article, there is a complete reconstruction of Anger’s aesthetic. According to this analyses there are several key ideas which help to understand the language of Anger: Crowley’s idea of the Higher Self, the symbolism of light and the doctrine of the Aeon of Horus. In the conclusion author proposes the hypothesis that Anger deconstructed Crowley’s thought, raising it to Christian origins, and recreated the aesthetics of Christianity, without realizing it.
The article applies the Gnostic trope as the most suitable tool for analyzing religious components of contemporary mass culture. Christopher Partridge’s theory of occulture serves as a methodological framework. The Gnostic trope includes the following elements: the idea that our world is a prison created for the torment of man; that it is controlled by the evil Creator of this world — the demiurge; that some exceptional persons, the Gnostics, are able to unravel the deceptive nature of reality and offer gnosis — a kind of extra‑rational experience. The way this trope functions is illustrated by examples of the writers such as L. Darell, F. Dick, and V. Pelevin; a rapper Oxymiron; the movies such as “The Matrix” or “The Truman Show”. The article offers an explanation of the popularity of the Gnostic trope. Сurrent global trends and the spread of digital culture led to general uncertainty and disorientation, and people feel imprisoned in a sort of panopticon, as described by Michel Foucault. The Gnostic trope means an attempt to personalize this impersonal power by identifying it with the demiurge.
Fifteen years ago, the British religious scholar Christopher Partridge proposed the concept of the occulture. Since then, it has been actively used as a working model for analyzing the forms of existence of esoteric elements in modern culture. When Partridge created his concept, he drew on the situation of the late 90s and early 2000s, a time when esoteric elements were entrenched in the culture. The distance between us and Partridge’s work was bound to make adjustments to his theory, to determine the extent of these adjustments, we turn to contemporary narratives that have become hubs of esoteric mythology. Analyzing the screen culture, Partridge separately focused on the case of “The X-files”. For him, this show was the “strongest metatext” that condensed various narratives of the occulture. In the year of Partridge’s book’s release, a new show, “Supernatural”, was released. This show has become a new meta-text, accumulating almost the entire array of esoteric mythology accumulated over the centuries of deviant religiosity...
The main research issue of this article is to determine the extent to which Western esotericism influences the formation of computer game plots. The methodological framework is the occultural bricolage theory (C. Partridge). This article looks at how the paranormal is represented in the game "Gray Matter", created by J. Jensen. Jensen has always used occult bricolage as the main method for creating her games, but in "Gray Matter" this method is perfected. Although the game plot is built around paranormal events, they are not given any unambiguous interpretation; their status is the main question of the game. There are three answers to this question. The first answer is the beliefs of Sam Everett, a girl magician who does not believe in the supernatural. The second answer is the research of Dr. Styles, a neurobiologist convinced that the mind is an energy that can be objectified after death. The third answer is the theory of Dr. Ramusskin, a psi-phenomena specialist, who believes that super-abilities are real, and that spirits and the afterlife exist. It is the last answer that Jensen promotes in creating the game. The basis of "Gray matter" is a bricolage of Stephen King, the works of the Society for Psychical Research, works on parapsychology and the debates around psi-phenomena in neuropsychology.
В статье реконструируется история «социологии оккультного», возникшего в 1960-е гг. направления социологических исследований, изучающего «девиант-ную религиозность». Основные этапы ее развития разбираются на примере тру-дов К. Кэмпбелла, Э. Тириакьяна, М. Труцци, Дж. Уэбба. Последним выраже-нием идей этого направления стала теория оккультуры, предложенная британ-ским религиоведом и исследователем культуры К. Партриджем. В своей теории Партридж совместил достижения социологии оккультного с современными теориями исследования западного эзотеризма. Его концепция оккультуры на-правлена на выявление следов западного эзотеризма в современной массовой культуре. В статье показывается эвристическая значимость теории Партриджа, анализируются основные формы оккультуры, сформированные под влиянием восточных учений и христианской демонологии. Теория Партриджа вписывает-ся в общий контекст исследований западного эзотеризма и соотносится с кон-цепцией западного эзотеризма В. Ханеграаффа. В завершение статьи теория оккультуры соотносится с четырьмя подходами изучения эзотеризма и делается вывод, что по своей методологической наполненности она отвечает самым со-временным наработкам в сфере исследований религии и культуры, что харак-терно для «европейского подхода» изучения эзотеризма, но при этом благодаря своей укорененности в социологии оккультного, характеризующей эзотеризм как «историю ошибок», в ней сильны черты «рационального подхода». Теория Партриджа является переходной формой между этими двумя подходами.Исследования современной культуры достаточно давно стали одной из важней-ших сфер гуманиоры. Несмотря на кажущуюся очевидность окружающей нас культуры, на деле именно понимание ее сложного многообразия дает ответ на один из самых важных вопросов: в каком мире мы живем? Ключевой функци-ей исследований культуры является ее остранение, благодаря чему очевидное и знакомое становится новым и чуждым. В сфере изучения религии такое об-ращение к современности стало происходить сравнительно недавно. Пальма первенства здесь принадлежит в основном социологам религии и философам культуры, прилагающим свою оптику к рассмотрению вопросов соотношения религии и культуры, при этом используется набор социо-философских теорий (постструктурализм, психоанализ, гендер и т. п.). В нашей работе мы проана-лизируем социо-философскую перспективу исследования западного эзотериз-ма, рассмотрев самую влиятельную теорию такого типа -теорию оккультуры.
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