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Binge-Watching and Contemporary Television Studies

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 ... More


From Custer’s Revenge and Mario to Fable and Fallout: Race, Gender, and Sexuality in Digital Games

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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. ... More


When and Why Representation Matters to Players: Realism versus Escapism

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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 ... More


Ears

Alejandra Bronfman

in Isles of Noise: Sonic Media in the Caribbean

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 ... More


Does Anyone Really Identify with Lara Croft?: Unpacking Identification in Video Games

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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 ... More


Clichés versus Women: Moving beyond Sexy Sidekicks and Damsels in Distress

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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.


Conclusion: A Future Free of Dickwolves

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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 ... More


Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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 ... More


He Could Be a Bunny Rabbit for All I Care!: How We Connect with Characters and Avatars

Adrienne Shaw

in Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture

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


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