Popular Culture Review Vol. 17, No. 2, Summer 2006 | Page 123

BOOK REVIEWS 119 the past, but some of their conclusions have been drawn from very thin evidence indeed, which the author then uses to extend her own conclusions. However, to her credit, she does acknowledge the tenuousness of the links, and the first two chapters are most useful in laying down the psychological, religious, and linguistics tools necessary for interpretation, effectively creating the link between the profane world of vampires to that of the sacred and showing that they have the potential for numinousness. McDonald really hits her stride when she moves into the meatier texts of Dracula and the Vampire Chronicles. It is in chapters three and four that the reader comes to understand that vampires are useful figures in times of transition or a “new millennium” of human thought. Overall, this is an important work since no other author (or at least none found by various searches performed by this reviewer) has associated the negative symbolism of vampires with a positive, transforming experience. There are many theories as to why something so evil is so seductive, but nobody has said this is a good thing. If a complaint could be made, it would be that although this treatise admittedly is a reworked dissertation, it could have gone further in studying the copious amounts of contemporary vampiric tales (especially in romance and science fiction) and relating how the possibility of a numinous, transforming experience is available to every body, regardless of genre or literary inclination. Reika Lee, Independent Scholar Jacking in to the Matrix Franchise: Cultural Reception and Interpretation Edited by Matthew Kapell and William G. Doty Continuum International Publishing Group, 2004 Jacking in to the Matrix Franchise provides an accessible look into the incredible phenomenon that is the Matrix series. Drawing as it does from many aspects of popular culture (music, religion, gaming, computers, technology, and violence, to name a few), all of the movies and games are open to a wide variety of interpretations. It is the editors’ intent that this work will provide “enrichments to the first [film]—and the second and third, and all the franchise elements in between and beyond. .. [including] a computer/video game, Enter, and the DVD, Animatrix. . . [and] F