Open Access. Powered by Scholars. Published by Universities.®

Digital Commons Network

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 5 of 5

Full-Text Articles in Entire DC Network

Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette Jul 2010

Veni, Vidi, Wiki: Expertise As Knowledge And A Technocratic Generation, Marc A. Ouellette

English Faculty Publications

This project stems from two intersecting strands. The statement, "I can always find out," neatly summarizes the intersection. Not surprisingly, it has two distinct but simultaneous meanings. The first, in which "always" means "every time," considers the ways in which the ability to find knowledge has become synonymous with expertise and examines the elements that have fostered this situation. In this regard, factors such as the range of software and hardware-from Wikipedia and FAQs to cellphones and Ipods-which anticipate or "think" for the user but also require constant updating are both rationale and outcome for their youthful consumers. When combined …


About The (W)Hoopla: A Few Pedagogical Thoughts About The Super Bowl Ritual, Tim Anderson Feb 2010

About The (W)Hoopla: A Few Pedagogical Thoughts About The Super Bowl Ritual, Tim Anderson

Communication & Theatre Arts Faculty Publications

In an era of fragmentation it's the only media program left that has any kind of mass ritual component. Which, of course, is not only why so many debate its contents but why and how we, as scholars, should approach the program.


Commodifying Scarcity: Society, Struggle, And Spectacle In World Of Warcraft, Kevin Moberly Jan 2010

Commodifying Scarcity: Society, Struggle, And Spectacle In World Of Warcraft, Kevin Moberly

English Faculty Publications

Overrun by monsters and tyrants, and ravaged by fanaticism, excess, and greed, World of Warcraft offers players a chance to struggle metaphorically against that which oppresses them: the excesses of late capitalism as they are represented by the game’s spectacular antagonisms. In order to take advantage of this opportunity, however, players must employ the very thing through which their oppression is manifested. Interpellated into the game as fetishized images, players must construct themselves and function in accordance with the limitations imposed upon them by the race and class of their characters. Players, as such, are incorporated into World of Warcraft’s …


John Cleave's Weekly Police Gazette (1834-6), Francis Place, And The Pragmatics Of The Unstamped Press, Edward Jacobs Jan 2010

John Cleave's Weekly Police Gazette (1834-6), Francis Place, And The Pragmatics Of The Unstamped Press, Edward Jacobs

English Faculty Publications

John Cleave (c.1790-c.1847) was the editor and publisher of, among other works, Cleaves Weekly Police Gazette (1834-6; hereafter WPG), which was by most accounts the best-selling unstamped newspaper of the so-called "War of the Unstamped Press" in the 1830s, one of the first unstamped papers to adopt a broadsheet format like stamped papers, and one of the first to mix political news with coverage of non-political events like sensational crimes and strange occurrences. As Joel Wiener and Patricia Hollis note, less is known about Cleave than about most of the other major figures in the unstamped movement, like William Carpenter, …


Removing The Checks And Balances That Hamper Democracy: Play And The Counter-Hegemonic Contradictions Of Grand Theft Auto Iv, Marc A. Ouellette Jan 2010

Removing The Checks And Balances That Hamper Democracy: Play And The Counter-Hegemonic Contradictions Of Grand Theft Auto Iv, Marc A. Ouellette

English Faculty Publications

Grand Theft Auto IV provides an unparalleled opportunity to consider the outcomes when textual play and game play not only intersect, but operate in concert. Indeed, the two are inextricably linked to each other and to the social commentary which contributes to the game's story, humor, and thematic unity. This article considers the modes of textual play in Grand Theft Auto IV, as well as the locations and situations when players encounter them while playing the game. It also explores the subversive of potential of textual play as it relies on and departs from game play, and attempts to …