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A Ghost in the Room: Supernatural Adventures in Canadian Historic Houses

Autor Ann McDougall
en Limba Engleză Paperback – 15 oct 2025 – vârsta ani
Speaking to the dead is no simple matter. From fads to frauds, our attempts to connect with the supernatural shape our past and present.  
“Is this place haunted?” Staff at historic house museums are asked about ghosts on a daily basis, and these small museums strive to satisfy the public’s appetite for the occult with ghost walks, paranormal investigations, seance recreations and other supernatural programs. But what is it about historic spaces that sparks our interest in connecting with the other side? And how, exactly, does one speak to a spirit? In A Ghost in the Room, author Ann McDougall draws upon her decades of experience with historic houses across the county to share their tales of the supernatural and investigate our enduring desire to communicate with the dead.
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Specificații

ISBN-13: 9781990160523
ISBN-10: 1990160522
Pagini: 256
Dimensiuni: 140 x 216 x 15 mm
Editura: Tidewater Press
Colecția Tidewater Press
Locul publicării:New Westminster, Canada

Cuprins

  1. Curating the Dead (an exploration of ghosts and museums in culture). Ghosts and museums enter human culture in ancient Babylon, incite fear and longing in museum workers and visitors, and bring uncomfortable notoriety to Mackenzie House Museum.
  2. Eternal Progress and the Pink Pill People (the rise and cultural impact of Spiritualism). Spiritualism captures the imagination of a Canadian Prime Minister at Fulford Place Museum, makes a believer out of Susanna Moodie, and adds ghosts to an otherwise ordinary Sunday at church.
  3. The Spectre of Fame (mediumship as a path to celebrity). Speaking to the dead turns ordinary people into international celebrities in the 19th century, leads to the rise of famous debunkers in the 1920s, and thrills the crowd at a Niagara Falls casino.
  4. Bring Water and Flowers (sincere seances and other attempts to talk with the dead). Seances make for popular public programs at Black Creek Pioneer Village, engaging historical recreations at Beaconsfield Historic House, and a wildly popular entertainment in the parlors and living rooms of Victorian Canada.
  5. Yes / No / I Don’t Know (fraud mediums and occult charlatans). Ghostly fraud causes havoc in Victorian Toronto, is accidentally achieved at Todmorden Mills Heritage Museum and Arts Centre, and is brought to light with the help of an AI-generated dog.
  6. A Curriculum of Ghosts (the industry of mediumship education). Learning to communicate with the dead is an academic endeavor at Arthur Findlay College, feels a lot like an improv class at an Open Mediumship Development Circle, and makes for unusual professional development at a day-long workshop in Hamilton.
  7. Darn the Ouija Board! (Ouija Boards, Table Turning, and the ideomotor effect). Ouija boards are hidden in furniture at the Old Salem Museum & Gardens, bring social media controversy to Spadina Museum, capture the interest of Victorian scientists, and lead to a controversial Games Night, while tables wobble to music at the Church of Universal Love.
  8. The Channel (speaking for the dead through channeling and automatic writing). Channeled spirits have strong political opinions in Victorian society, put Harry Houdini on a sceptical path, make encouraging pronouncements at an automatic writing workshop, and enjoy a cup of tea in an Oakville strip mall.
  9. Blue Fires and Boo Bears (ghost hunting and ghost hunters). Ghost hunters search for evidence at Homer Watson House & Garden Museum, stir up a media sensation at an Antigonish farm in 1922, spend a strange night at Fort La Reine Museum, and cause confusion on museum tours.
  10. Mandy (haunted dolls and artifacts imbued with the supernatural). Haunted dolls bring international fame to the Quesnel & District Museum, sell for a fortune on eBay, and stop the show at a mentalist’s seance.
  11. Walking with the Dead (haunted walks). Ghost walks turn everything from a downtown university to a northern hiking trail into a museum, provide an alternative to pilgrimage as the world grows more secular, and prove surprisingly difficult to create in a haunted papermill.
  12. The Ghosts in the Machine (an exploration of the science and psychology of ghosts). Supernatural questions lead to the discovery of brainwaves, baffle the writers of Scientific American, and lead to the creation of a ghost machine in an Ontario lab.