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Localising Hollywood
  • Language: en

Localising Hollywood

Hollywood has a complex relationship with local markets around the world. This critical yet accessible overview of Hollywood’s local presence investigates the dynamic between the studios’ film entertainment divisions and individual media markets – exploring how their position, partnerships and practices function in an era characterised by globalisation, digitisation and convergence. Engaging with key scholarly and industrial debates, the book incorporates first-hand accounts gathered from extensive fieldwork and research. It addresses a wide range of international operations, from creative partnerships and production strategies to promotional and distribution processes. With a particular focus on Europe and Latin America, the text interrogates earlier notions of a ‘global Hollywood’ and globalisation, where media conglomerates were viewed as economically rational or all-powerful organisations. By exploring how decision-making processes and creative negotiations between Hollywood media executives and local forces operate, it reveals the complex picture of filmmaking and circulation in today’s supposedly globalised and digitised societies.

The Value Gap
  • Language: en
  • Pages: 344

The Value Gap

"In this project, Courtney Brannon Donoghue follows female-driven film projects ("starring, written, produced, and/or directed by women") and the women creating them from pitch to premiere, looking at all the unique challenges they face along the way. She focuses on the ways that industry lore (e.g., "female-led movies don't make money" or "female directors don't have the experience (or desire) to direct big-budget action blockbusters") and established business practices serve to limit women's options or co-opt their stories, using a wide range of research, from conducting extensive interviews and participant observation to engaging with marketing materials, trade publications, and industry ...

Mobile Hollywood
  • Language: en
  • Pages: 242

Mobile Hollywood

A free ebook version of this title is available through Luminos, University of California Press's Open Access publishing program. Visit www.luminosoa.org to learn more. Contemporary film and television production is extraordinarily mobile. Filming large-scale studio productions in Atlanta, Budapest, London, Prague, or Australia's Gold Coast makes Hollywood jobs available to people and places far removed from Southern California—but it also requires individuals to uproot their lives as they travel around the world in pursuit of work. Drawing on interviews with a global contingent of film and television workers, Kevin Sanson weaves an analysis of the sheer scale and complexity of mobile production into a compelling account of the impact that mobility has had on job functions, working conditions, and personal lives. Mobile Hollywood captures how an expanded geography of production not only intensifies the often invisible pressures that production workers now face but also stretches the parameters of screen-media labor far beyond craftwork and creativity.

Fandom Is Ugly
  • Language: en
  • Pages: 262

Fandom Is Ugly

  • Type: Book
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  • Published: 2024-08-27
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  • Publisher: NYU Press

"In theory, fans are people who love something, so why, across cases from comic books to TV shows to YouTube to politicians to fan fiction, do fans engage in large-scale social media harassment to express their anger, and what does it tell us about media and public culture?"--

Derivative Media
  • Language: en
  • Pages: 300

Derivative Media

A free ebook version of this title is available through Luminos, University of California Press's Open Access publishing program. Visit www.luminosoa.org to learn more. Sequels, reboots, franchises, and songs that remake old songs—does it feel like everything new in popular culture is just derivative of something old? Contrary to popular belief, the reason is not audiences or marketing, but Wall Street. In this book, Andrew deWaard shows how the financial sector is dismantling the creative capacity of cultural industries by upwardly redistributing wealth, consolidating corporate media, harming creative labor, and restricting our collective media culture. Moreover, financialization is trans...

Point of Sale
  • Language: en
  • Pages: 301

Point of Sale

Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.

Digital Unsettling
  • Language: en
  • Pages: 264

Digital Unsettling

  • Type: Book
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  • Published: 2023-04-11
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  • Publisher: NYU Press

How digital networks are positioned within the enduring structures of coloniality The revolutionary aspirations that fueled decolonization circulated on paper—as pamphlets, leaflets, handbills, and brochures. Now—as evidenced by movements from the Arab Spring to Black Lives Matter—revolutions, protests, and political dissidence are profoundly shaped by information circulating through digital networks. Digital Unsettling is a critical exploration of digitalization that puts contemporary “decolonizing” movements into conversation with theorizations of digital communication. Sahana Udupa and Ethiraj Gabriel Dattatreyan interrogate the forms, forces, and processes that have reinforced ...

Branding Brazil
  • Language: en
  • Pages: 220

Branding Brazil

Branding Brazil examines a panorama of contemporary cultural productions including film, television, photography, and alternative media to explore the transformation of citizenship in Brazil from 2003 to 2014. A utopian impulse drove the reproduction of Brazilian cultural identity for local and global consumption; cultural production sought social and economic profits, especially greater inclusion of previously marginalized people and places. Marsh asserts that three communicative strategies from branding–promising progress, cultivating buy-in, and resolving contradictions–are the most salient and recurrent practices of nation branding during this historic period. More recent political crises can be understood partly in terms of backlash against marked social and political changes introduced during the branding period. Branding Brazil takes a multi-faceted approach, weaving media studies with politics and cinema studies to reveal that more than a marketing term or project emanating from the state, branding was a cultural phenomenon.

Making Media Work
  • Language: en
  • Pages: 336

Making Media Work

  • Type: Book
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  • Published: 2014-08
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  • Publisher: NYU Press

The management and labor culture of the entertainment industry. In popular culture, management in the media industry is frequently understood as the work of network executives, studio developers, and market researchers—“the suits”—who oppose the more productive forces of creative talent and subject that labor to the inefficiencies and risk aversion of bureaucratic hierarchies. However, such portrayals belie the reality of how media management operates as a culture of shifting discourses, dispositions, and tactics that create meaning, generate value, and shape media work throughout each moment of production and consumption. Making Media Work aims to provide a deeper and more nuanced u...

Playing War
  • Language: en
  • Pages: 283

Playing War

  • Type: Book
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  • Published: 2016-04-05
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  • Publisher: NYU Press

Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War p...