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We watch TV on computers, phones, and other mobile devices; television is now online as much as it is "on air." Television and New Media introduces readers to the ways that new media technologies have transformed contemporary broadcast television production, scheduling, distribution, and reception practices. Drawing upon recent examples including Lost, 24, and Heroes, this book examines the ways that television programming has changed—transforming nearly every TV series into a franchise, whose on-air, online, and on-mobile elements are created simultaneously and held together through a combination of transmedia marketing and storytelling. Television studios strive to keep their audiences in constant interaction with elements of the show franchise in between airings not only to boost ratings, but also to move viewers through the different divisions of a media conglomerate. Organized around key industrial terms—platforming, networking, tracking, timeshifting, placeshifting, schedule-shifting, micro-segmenting, and channel branding this book is essential for understanding how creative and industrial forces have worked together to transform the way we watch TV.
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.
Examining the four main single player games in the franchise and its related spinoff games, this book explores the world of the popular role-playing video game, Fallout. Kenton Taylor Howard examines the maps of the games, the design of their worlds, and how the franchise has been expanded through fan-created video game modifications and tabletop games. This book highlights the importance of worldbuilding in the Fallout franchise, examining the extensive alternate history the game creates – diverging from real-world history in the early 1900s and resulting in a world that is destroyed by nuclear apocalypse in 2077 – and exploring how the series builds this detailed world over the course of many games. The book also examines how the franchise has served as an extended commentary on American militarism and expansionism. The series is closely examined through the lens of critical media studies, as well as relying on theoretical frameworks relating to video game design and world design. This book will be of interest to students, scholars, and enthusiasts of video game studies, video game design, media fandom and fan studies, transmedia studies, and imaginary worlds.
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
A Companion to New Media Dynamics presents a state-of-the-art collection of multidisciplinary readings that examine the origins, evolution, and cultural underpinnings of the media of the digital age in terms of dynamic change Presents a state-of-the-art collection of original readings relating to new media in terms of dynamic change Features interdisciplinary contributions encompassing the sciences, social sciences, humanities and creative arts Addresses a wide range of issues from the ownership and regulation of new media to their form and cultural uses Provides readers with a glimpse of new media dynamics at three levels of scale: the 'macro' or system level; the 'meso' or institutional level; and 'micro' or agency level
Examines social and cultural phenomena through the lens of different television shows We all have opinions about the television shows we watch, but television criticism is about much more than simply evaluating the merits of a particular show and deeming it ‘good’ or ‘bad.’ Rather, criticism uses the close examination of a television program to explore that program’s cultural significance, creative strategies, and its place in a broader social context. How to Watch Television brings together forty original essays from today’s leading scholars on television culture, writing about the programs they care (and think) the most about. Each essay focuses on a particular television show,...
The Routledge Companion to Media and Gender offers a comprehensive examination of media and gender studies, charting its histories, investigating ongoing controversies, and assessing future trends. The 59 chapters in this volume, written by leading researchers from around the world, provide scholars and students with an engaging and authoritative survey of current thinking in media and gender research. The Companion includes the following features: With each chapter addressing a distinct, concrete set of issues, the volume includes research from around the world to engage readers in a broad array of global and transnational issues and intersectional perspectives. Authors address a series of ...
This essay collection explores the phenomenon of "teen TV" in the United States, analyzing the meanings and manifestations of this category of programming from a variety of perspectives. Part One views teen television through an industrial perspective, examining how networks such as WB, UPN, The CW, and The N have created a unique economic framework based on demographic niches and teen-focused narrowcasting. Part Two focuses on popular teen programs from a cultural context, evaluating how such programs reflect and at times stretch the envelope of the cultural contexts in which they are created. Finally, Part Three explores the cultures of reception (including the realms of teen consumerism, fan discourse, and unofficial production) through which teens and consumers of teen media have become authors of the teenage experience in their own right.
17 Structural Crises of Meaning and New Technologies: Reframing the Public and the Private in the News Media through the Expansion of Voices by Social Networks -- 18 A Starting Path for a Great Future -- List of Contributors -- Index
A new edition that brings the ways we watch and think about television up to the present We all have opinions about the television shows we watch, but television criticism is about much more than simply evaluating the merits of a particular show and deeming it “good” or “bad.” Rather, criticism uses the close examination of a television program to explore that program’s cultural significance, creative strategies, and its place in a broader social context. How to Watch Television, Second Edition brings together forty original essays—more than half of which are new to this edition—from today’s leading scholars on television culture, who write about the programs they care (and t...