Mareike Jenner (ed.)
- Published in print:
- 2021
- Published Online:
- May 2022
- ISBN:
- 9781474461986
- eISBN:
- 9781399509091
- Item type:
- book
- Publisher:
- Edinburgh University Press
- DOI:
- 10.3366/edinburgh/9781474461986.001.0001
- Subject:
- Film, Television and Radio, Film
Binge-watching and its broader implications of self-scheduling, has become a central aspect of the way we understand and define contemporary television. Its centrality to contemporary television ...
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Binge-watching and its broader implications of self-scheduling, has become a central aspect of the way we understand and define contemporary television. Its centrality to contemporary television cultures means that it can, and should, be understood from a range of positions.
This edited collection explores binge-watching and its role in contemporary television from the perspectives of fan studies, audience research, transnational television studies, and narratology. This breadth of scope makes it possible to explore a broad variety of meanings and functions of the term and concept in contemporary television studies. It offers analysis of a broad range of texts going back to 1970s television, and, thus, gives a historical perspective to the practice of binge-watching as well as its integration into contemporary everyday life.
The edited collection is part of a workshop on binge-watching fostering collaboration between the researchers, who organised each section together. As a sign of this collaboration, each section features a co-authored Conclusion chapter. The collection, thus, also signifies the vibrant scholarly interest in this central feature of contemporary television.Less
Binge-watching and its broader implications of self-scheduling, has become a central aspect of the way we understand and define contemporary television. Its centrality to contemporary television cultures means that it can, and should, be understood from a range of positions.
This edited collection explores binge-watching and its role in contemporary television from the perspectives of fan studies, audience research, transnational television studies, and narratology. This breadth of scope makes it possible to explore a broad variety of meanings and functions of the term and concept in contemporary television studies. It offers analysis of a broad range of texts going back to 1970s television, and, thus, gives a historical perspective to the practice of binge-watching as well as its integration into contemporary everyday life.
The edited collection is part of a workshop on binge-watching fostering collaboration between the researchers, who organised each section together. As a sign of this collaboration, each section features a co-authored Conclusion chapter. The collection, thus, also signifies the vibrant scholarly interest in this central feature of contemporary television.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0002
- Subject:
- Society and Culture, Media Studies
This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. ...
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This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. One of my key arguments in this book is that the discourse about representation (from industry and academic points of view) is what needs to be transformed, not just the representation of particular groups in game texts.Less
This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. One of my key arguments in this book is that the discourse about representation (from industry and academic points of view) is what needs to be transformed, not just the representation of particular groups in game texts.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0005
- Subject:
- Society and Culture, Media Studies
By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social ...
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By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social violences. I argue that video games and other media need to offer a diverse view of the world, not simply a pluralistic and targeted version of representation.Less
By contrasting diversity with pluralism (the industry’s currently favored form of representation), this chapter shows how the current market logic governing the games industry reproduces social violences. I argue that video games and other media need to offer a diverse view of the world, not simply a pluralistic and targeted version of representation.
Alejandra Bronfman
- Published in print:
- 2016
- Published Online:
- May 2017
- ISBN:
- 9781469628691
- eISBN:
- 9781469628714
- Item type:
- chapter
- Publisher:
- University of North Carolina Press
- DOI:
- 10.5149/northcarolina/9781469628691.003.0006
- Subject:
- History, Economic History
This chapter opens with an exploration of audience research techniques and the ways that even those conducting the research acknowledged the impossible nature of their task. This sets out the paradox ...
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This chapter opens with an exploration of audience research techniques and the ways that even those conducting the research acknowledged the impossible nature of their task. This sets out the paradox that structures the chapter: even while there was no guarantee that listening publics were listening, they came to occupy a central position in the political struggles of the late 1950s and early 1960s. The notion of fidelity runs through the chapter as it traces the mediated strategies with which institutions and entities vied for the loyalty of listeners and laid the ground for the media battles of the anti-Batista struggle in Cuba. The “radio wars” that erupted in the Caribbean, a series of clandestine broadcasts urging the overthrow of Castro, Trujillo, and Duvalier in the early 1960s, speak to the centrality of mediated interventions in the changing geopolitics of the Cold War. The chapter ends with an emphasis on silence, as it attends to the ways that Jamaican broadcasting continued to speak only to limited publics and tendered a deaf ear to the creole-inflected sounds of politics on the eve of decolonization.Less
This chapter opens with an exploration of audience research techniques and the ways that even those conducting the research acknowledged the impossible nature of their task. This sets out the paradox that structures the chapter: even while there was no guarantee that listening publics were listening, they came to occupy a central position in the political struggles of the late 1950s and early 1960s. The notion of fidelity runs through the chapter as it traces the mediated strategies with which institutions and entities vied for the loyalty of listeners and laid the ground for the media battles of the anti-Batista struggle in Cuba. The “radio wars” that erupted in the Caribbean, a series of clandestine broadcasts urging the overthrow of Castro, Trujillo, and Duvalier in the early 1960s, speak to the centrality of mediated interventions in the changing geopolitics of the Cold War. The chapter ends with an emphasis on silence, as it attends to the ways that Jamaican broadcasting continued to speak only to limited publics and tendered a deaf ear to the creole-inflected sounds of politics on the eve of decolonization.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0003
- Subject:
- Society and Culture, Media Studies
Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the ...
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Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the common assumption that players want and need to identify with on-screen characters, showing how this approach trivializes the ways people identify with media characters.Less
Here I demonstrate that although people may identify with characters because they identify as members of a specific group, that is not the only way they form connections with texts. I reject the common assumption that players want and need to identify with on-screen characters, showing how this approach trivializes the ways people identify with media characters.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0001
- Subject:
- Society and Culture, Media Studies
By unpacking how representation comes to matter to audiences in the 21st century U.S. media environment, this book articulates a new understanding of the stakes in representation debates.
By unpacking how representation comes to matter to audiences in the 21st century U.S. media environment, this book articulates a new understanding of the stakes in representation debates.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0006
- Subject:
- Society and Culture, Media Studies
In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project ...
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In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project still has a very long way to go and needs much more integration of academic and activist critiques to be effective. Further, it requires more nuanced attention to the ways pleasure and play shape audiences’ relationships to games, which can ultimately provide a key insight into how video games and media more broadly offer models for what is and might be socially and politically possible.Less
In this conclusion, I examine several recent attempts by the video game industry to revisit its past work on representation and generate new, more equitable models. I show how this industry project still has a very long way to go and needs much more integration of academic and activist critiques to be effective. Further, it requires more nuanced attention to the ways pleasure and play shape audiences’ relationships to games, which can ultimately provide a key insight into how video games and media more broadly offer models for what is and might be socially and politically possible.
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- book
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.001.0001
- Subject:
- Society and Culture, Media Studies
New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of ...
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New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most research on the current debates starts from the assumption that representation matters. In contrast, Playing at the Edge directly interrogates how and why the representation of marginalized groups matters in games. By starting with members of marginalized groups who play games (particularly LGBT players), this book offers an audience-centered analysis of the politics of representation. Playing at the Edge builds upon feminist, queer, and postcolonial theories of identity and draws upon ethnographic audience research methods in order to make sense of how representation comes to matter. It argues that video game players experience race, gender, and sexuality together, and as such they must be analyzed together by scholars and addressed together by game producers. By unpacking how representation comes to matter to audiences, Playing at the Edge offers a new understanding of the stakes in politics of representation debates. It offers a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis. It asks: what new things can we learn about media consumption when we start at the edges?Less
New and heated debates abound over how women, people of color, LGBT people, and other marginalized groups are represented in video games. Debate stakeholders almost always assume the homogeneity of the video games industry and its audience. Most research on the current debates starts from the assumption that representation matters. In contrast, Playing at the Edge directly interrogates how and why the representation of marginalized groups matters in games. By starting with members of marginalized groups who play games (particularly LGBT players), this book offers an audience-centered analysis of the politics of representation. Playing at the Edge builds upon feminist, queer, and postcolonial theories of identity and draws upon ethnographic audience research methods in order to make sense of how representation comes to matter. It argues that video game players experience race, gender, and sexuality together, and as such they must be analyzed together by scholars and addressed together by game producers. By unpacking how representation comes to matter to audiences, Playing at the Edge offers a new understanding of the stakes in politics of representation debates. It offers a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis. It asks: what new things can we learn about media consumption when we start at the edges?
Adrienne Shaw
- Published in print:
- 2015
- Published Online:
- August 2015
- ISBN:
- 9780816693153
- eISBN:
- 9781452949666
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816693153.003.0004
- Subject:
- Society and Culture, Media Studies
Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video ...
More
Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video games, researchers must also consider that different types of relationships between players and characters/avatars are made available in different types of game texts.Less
Studies of identification in video games often conflate interactivity with identification. In this chapter I argue that in addition to the ludic, narrative, embodied, and social aspects of video games, researchers must also consider that different types of relationships between players and characters/avatars are made available in different types of game texts.