[Lindsay Dearinger received her M.A. in English in
2011 and is currently an Adjunct Instructor at the University of Central
Oklahoma . Her research interests include
Anglo-Jewish authors of the nineteenth century, as well as representations of
vampires and animals in literature. She plans to pursue a Ph.D. in English.]
“Great Scott! Is this a game?”
“It is.”[1]
In most vampire narratives, vampires must
engage in play to distract, divert, or mislead humans for the purposes of
self-preservation. Vampire stories also incorporate play as it relates to games
and rules. Vampires and humans alike must play by sets of rules, and the rules
depend upon the game being played. To analyze the use of play in vampire
narratives, I look to the earliest English language vampire-as-genre stories: Varney the Vampire; or, the Feast of Blood,
the prototype for vampire stories since its appearance in the 1840s, and Bram
Stoker’s Dracula, perhaps the most
famous vampire narrative.[2]
Relying on Derrida’s conceptualization of play, this essay examines play as it
relates to the structure of the texts and the characters’ relationships to the
rules of the vampire game in order to determine subversion of the “serious
vampire” archetype.
Derrida’s Concept of Play and
Decentralization
My analysis of play in Dracula and Varney
requires an explication of Derrida’s notion of play and the decentralization of
conceptuality. In “Structure, Sign, and Play in the Discourse of the Human
Sciences,” Derrida relates the history of the concept of structure; he
considers structure in terms of before and after a rupture, or the interruption
of classical thought with the onset of structuralism. Derrida explains that,
before the rupture, structure has been “neutralized or reduced, and this by a
process of giving it a center or of referring it to a point of presence, a
fixed origin” (278). The center, which “grounds” the structure, limits play.





