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Articles 541 - 570 of 733
Full-Text Articles in Communication
Lagu And Belu: The Semiotics Of Bottled Water Packaging, Daniel Fusch
Lagu And Belu: The Semiotics Of Bottled Water Packaging, Daniel Fusch
Reconstruction: Studies in Contemporary Culture
There has been considerable recent criticism of the bottled water industry from professional and popular as well as scholarly sources. This criticism disputes the veracity of a brand's claim to a pure and natural source, as well as the standards for regulation. This paper adds another factor to the criticism of bottled "natural springs" water, emphasizing the magical operation implicit in the rhetoric for the packaging of bottled water. The paper examines the natural and supernatural semiotics of the commercial packaging for bottled "natural springs" water, and identifies a correlation between the semiotic function of the ancient Germanic rune lagu …
Dams, Plants, Pipes And Flows: From Big Water To Everyday Water, Fiona Allon
Dams, Plants, Pipes And Flows: From Big Water To Everyday Water, Fiona Allon
Reconstruction: Studies in Contemporary Culture
This paper focuses on patterns of domestic water consumption. It develops an approach that emphasises the importance of seeing water use as part of a broader set of consumption practices associated with the space of the home, the garden and suburban living. Water consumption is considered as a practice that is embodied and embedded in daily life. The paper also presents the project Everyday Water as a case study of recent cultural studies research on domestic water use. The cultural approach adopted in the project represents a significant departure from much conventional resource and environmental management-based work. The Everyday Water …
Perceptions Of Art Therapy As Portrayed Through The Media, Heidi Torres
Perceptions Of Art Therapy As Portrayed Through The Media, Heidi Torres
EVMS School of Health Professions Theses & Dissertations
The purpose of this study was to understand the perception of art therapy as portrayed through the media. Two studies were conducted with two facilitated via online surveys and one focus group. All participants were college students from Eastern Virginia Medical School and Old Dominion University. A sample of 14 volunteers participated. It was hypothesized that adolescents from both groups would use art as an effective and desirable means of personal communication and expression.
Results are based on qualitative analysis of data from two questionnaires, pre and post, which included perceptions toward art therapy prior to viewing media sources and …
Editorial: Essential Kentucky, Justin Scott-Coe
Editorial: Essential Kentucky, Justin Scott-Coe
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Several weeks ago, I accompanied my wife from our home in Southern California to Lexington, Kentucky so she could attend the Kentucky Women Writers Conference. As it happens, Lexington is the home of Reconstruction's senior Reviews Editor, Michael Benton, a native of San Diego, who just landed a tenure-track teaching gig. We met a couple of times, he introduced me to a non-Starbucks coffeehouse where I started writing this editorial, and to the local bourbon for inspiration.
On Chris Lehmann's Revolt Of The Masscult, George Ciccariello Maher
On Chris Lehmann's Revolt Of The Masscult, George Ciccariello Maher
Reconstruction: Studies in Contemporary Culture
[First paragraph]
The good folks at Prickly Paradigm are certainly doing their job. Their stated objective is “publishing challenging and sometimes outrageous pamphlets,” and Lehmann's short piece fulfills this claim brilliantly, evoking intellectual mood swings that span from shouting for joy at a particularly lucid formulation to shouting angrily at the deftness with which Lehmann transforms his lucidity into suspiciously wrongheaded and reactionary assessments. The clinical bipolarity of this work, as we will see, is no coincidence: it is precisely the political entanglement of the subject of mass culture (“masscult”) that leads to both respect for one's opponents and suspicion …
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Reconstruction: Studies in Contemporary Culture
[First two paragraphs]
At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …
Film And Television After 9/11 [Book Review], Marc Ouellette
Film And Television After 9/11 [Book Review], Marc Ouellette
English Faculty Publications
One of the necessary compromises a book such as Film and TV After 9/11 must make is the amount and variety of examples it can provide. In order to be the first book to cover the subject, the book sacrifices the types of materials covered and the variety of themes they depict. Although the editor, Wheeler Winston Dixon, does not do so, the book’s twelve essays slot into four basic categories: analogies, productions altered to suit the "post-9/11" mindset, post-9/11 productions with metaphorical rather than literal linkages to the event and pre-9/11 productions whose viewing must now take that day …
Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette
Screenplay: Cinema/Videogames/Interfaces [Book Review], Marc Ouellette
English Faculty Publications
Recognizing the growing importance (at least for consumers) of video games as a popular form of narrative fiction, Geoff King and Tanya Krzywinska situate their collection, ScreenPlay: cinema/videogames/interfaces as a text which is corrective, informative and explorative. In the first case, the editors sought essays which would move the critical discourse on video games away from the more familiar but reductive debates surrounding the "effects" of video games (especially on children) and their modes of representation (especially of the female form and violence). Indeed, these have become the sine qua non of video game criticism and one feeds the other …
Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin
Constructing A New Game: J.K. Rowling’S Quidditch And Global Kid Culture, Terri Toles Patkin
Reconstruction: Studies in Contemporary Culture
As part of her wildly popular Harry Potter fantasy series, author J.K. Rowling created a setting of magical characters to populate magical towns, perform magical jobs, purchase magical products -- and play a magical game called Quidditch. This fast-paced team sport played on broomsticks is both a participant and a spectator sport, and forms a nucleus of leisure activity and discourse in the Harry Potter books. From preschoolers to professionals, wizards in Rowling's world incorporate this virtual sport into their everyday lives. Rowling's development of Quidditch -– some have suggested that Rowling's intense dislike of school hockey practices sparked the …
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
Reconstruction: Studies in Contemporary Culture
From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …
Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams
Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams
Reconstruction: Studies in Contemporary Culture
Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …
The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova
The Everyday Life Of Playing Cards, Ruralism, And The Case Of Russian Peasantry, Anna N. Kushkova
Reconstruction: Studies in Contemporary Culture
This chapter addresses the issue of card playing in the Russian village of the second half of the nineteenth century. The author challenges a widely spread stereotype that Russian peasants did not play in any other way that merely for fun or for entertainment, but rather shows that this view is inconsistent with historical reality, which places card play at the center of daily social life. Social changes of village life after peasants' emancipation (1861) brought about systematic contacts of rural and urban population in many provinces of the country. As a result, a number of city habits and practices …
The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin
The Playing Card’S Progress: A Brief History Of Cards And Card Games, Joyce Goggin
Reconstruction: Studies in Contemporary Culture
This article takes as its point of departure the fact that playing and tarot cards have generally been ignored as a topic for scholarly research, and suggests a number of reasons as to why this might be the case. While on the one hand cards are perceived as a trivial object, their long association with the occult and gambling further exacerbates the lack of serious interest taken in them. Moreover, because playing cards were imported into Europe from the East, they have been both directly and indirectly conceptualized as signifiers of oriental otherness and treated as a threat to the …
More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle
More Than Girlfriends, Geekettes, And Gladiatixes: Women, Feminism, And Fantasy Role-Playing Games, Rebecca Borah, Inez Schaechterle
Reconstruction: Studies in Contemporary Culture
[First paragraph]
The only function women have in D&D is to serve cookies. Gary Gygax, the most well known of the creators of Dungeons & Dragons, claims he did not make this remark (Gel214th). That he did or not is perhaps, some thirty years after the introduction of the first fantasy role-playing game, of concern only to him. The problematic position of women players is a secure feature of the RPG zeitgeist. While few male gamers may openly challenge the assumption that women can or should play fantasy role games such as Dungeons & Dragons, the function of …
The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy
Reconstruction: Studies in Contemporary Culture
The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …
The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar
The Game's Afoot: Images Of Infinite Games In Samuel Delany's Trouble On Triton, Marc R. Zaldivar
Reconstruction: Studies in Contemporary Culture
Games are frequently used in speculative literature as a metaphor for real-world activities. In Trouble on Triton, Samuel Delany uses several sorts of games in order to explore complex systems of modeling and interrelationships between fiction and reality, extending a tradition in science fiction of placing games at the very center of social reality. Zaldivar's essay seeks to define some of the concepts of game theory that can be used to understand this complex novel and its representation of human social life. In particular, Zaldivar explores finite and infinite games and their uses within a deconstructive theoretical framework. A …
Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell
Multi-Player Computer Gaming: Better Than Playing (Pc Games) With Yourself, Melanie Swalwell
Reconstruction: Studies in Contemporary Culture
Based on research conducted with a multiplayer gaming group, this article introduces and critically outlines the phenomenon of lanning, the practice where computer game players get together to play each other over a local area network or LAN. The author argues that lanning presents a significant challenge to a number of ingrained assumptions about computer gaming. Primary amongst these is that lanning entails players meeting, not just in the virtual world of a game, but also face to face, dealing a blow to theories that gamers are anti-social. The author argues that the sociality of this form of gameplay also …
Role Playing Games As Interactive Fiction, John Miller
Role Playing Games As Interactive Fiction, John Miller
Reconstruction: Studies in Contemporary Culture
This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Reconstruction: Studies in Contemporary Culture
Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …
Cold War Games And Postwar Art, Claudia Mesch
Cold War Games And Postwar Art, Claudia Mesch
Reconstruction: Studies in Contemporary Culture
During the Cold War both “superpowers” used games, particularly chess, in order to construct an ideology of complete conflict and irreconcilable division between East and West. This essay focuses on the broad cultural challenge to divisive Cold War zero-sum mentality issued by a number of artists—André Breton, Marcel Duchamp and Öyvind Fahlström, and Fluxus artists George Maciunas, George Brecht, Robert Watts, Takako Saito and Yoko Ono. These artists, in a second wave of game-focused art, returned to the concerns of surrealist art practice and to earlier cultural game theory. Even conceptual art production was impacted by the predetermined structure of …
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
Reconstruction: Studies in Contemporary Culture
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …
Radar - A Novel Admission Control And Handoff Management Scheme For Multimedia Leo Satellite Networks, Syed Rashidali Rizvi
Radar - A Novel Admission Control And Handoff Management Scheme For Multimedia Leo Satellite Networks, Syed Rashidali Rizvi
Computer Science Theses & Dissertations
Low Earth Orbit (LEO) satellite networks are deployed as an enhancement to terrestrial wireless networks in order to provide broadband services to users regardless of their location. In addition to global coverage, these satellite systems support communications with hand-held devices and offer low cost-per-minute access cost, making them promising platforms for Personal Communication Services (PCS). LEO satellites are expected to support multimedia traffic and to provide their users with some form of Quality of Service (QoS) guarantees. However, the limited bandwidth of the satellite channel, satellite rotation around the Earth and mobility of end-users makes QoS provisioning and mobility management …
Oy Science Fiction: On Genre, Criticism, And Alien Love: An Interview With Marleen S. Barr, Marlene S. Barr, Ximena Gallardo C., C. Jason Smith
Oy Science Fiction: On Genre, Criticism, And Alien Love: An Interview With Marleen S. Barr, Marlene S. Barr, Ximena Gallardo C., C. Jason Smith
Reconstruction: Studies in Contemporary Culture
[First paragraph of Abstract]
Marleen S. Barr is a pioneer of feminist science fiction criticism and a leader in the fight against the ghettoizing influences of genre-labeling in literary criticism. While the noteworthy Feminist Fabulation: Space/Postmodern Fiction (University of Iowa Press, 1992) has been praised as Barr's seminal work in feminist science fiction criticism and theory, it is in Genre Fission: A New Discourse Practice for Cultural Studies (U of Iowa P, 2000) where she takes on literary critics' discriminatory practices against genre fiction in general and fantasy and science fiction in particular.
To The Max: Embodying Intersections In Dark Angel, Lorna Jowett
To The Max: Embodying Intersections In Dark Angel, Lorna Jowett
Reconstruction: Studies in Contemporary Culture
Dark Angel is often classed with other television shows featuring female action heroes (such as Buffy the Vampire Slayer and Alias) but I argue that it exhibits a more than usual emphasis on the body of its female protagonist and that this is integral to its use of science fiction and other genres to mediate a politicised postfeminist representation of gender. The science fiction genre, it is often argued, arises directly out of Gothic fictions such as Frankenstein, and in Dark Angel the protagonist, Max, is a post-modern Frankenstein's monster, blurring boundaries between human and monster, subject and …
On Lillian Robinson’S Wonder Women: Feminisms And Superheroes, Carlos Hernandez
On Lillian Robinson’S Wonder Women: Feminisms And Superheroes, Carlos Hernandez
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Sure, we all know that one of the primary functions of comic books is to titillate the proto-patriarchal penises of 12-year-old boys. But might this all-American art form have more to offer women than wedgie-prone bikini bottoms and cleavage from the Planet of the Fembots? According to Lillian Robinson’s Wonder Women, the answer is “Yes, but ....” The “Yes” part comes primarily, and foundationally, through the original Wonder Woman comics of the 40s, which told a story that to this day remains almost unheard-of in comic books: the story of a fully-realized female protagonist. For Robinson, the …
Whistler’S Fog And The Aesthetics Of Place, Bruce Janz
Whistler’S Fog And The Aesthetics Of Place, Bruce Janz
Reconstruction: Studies in Contemporary Culture
The concept of place has usually been understood as either a phenomenological, epistemological, or ethical category. An understanding of place as aesthetic or rhetorical, on the other hand, tends to focus on the widely varied uses of the concept. First, I sketch out the wide range of uses of place, that have been drawn from writings on the concept. These uses are not definitions of place, but rather functions that the term performs. Place stands in for other ideas, and allows access to different aspects of human experience. Second, I will draw from this range of uses some ideas about …
Rhetorics Of Place: The Importance Of Public Spaces And Public Spheres, Michael Benton
Rhetorics Of Place: The Importance Of Public Spaces And Public Spheres, Michael Benton
Reconstruction: Studies in Contemporary Culture
[First paragraph]
This special issue's emphasis on the rhetorics of place is a claim that our physical places are shaped and understood through the public sphere by the various communities of meaning competing for attention, and, in which public opinion is formed and policy decisions are made (Sanchez-Casal and Macdonald, 10-14; Strickland,165; also see Arendt; Borradori; Calhoun; Escobar; Fraser; Glissant; Habermas).
On Ethan Watter's Urban Tribes: A Generation Redefines Friendship, Family And Commitment, Danny Mayer
On Ethan Watter's Urban Tribes: A Generation Redefines Friendship, Family And Commitment, Danny Mayer
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Outside of the 60s generation, there are few if any generational groupings as well known and discussed as Generation X, the term coined by Douglas Copeland to describe the generation approaching adulthood in the post-Reagan boom-years of the 1990s. As the subject of books (Generation X), movies (Reality Bites, Clerks, Slacker), TV dramas and sitcoms (Seinfeld, Friends, Ally McBeal, Sex and the City), and Prime Time news specials, there is seemingly little new to say about Gen X. It has long since been tagged as a generation …
Discovering Your Cinematic Cultural Identity, John Shelton Lawrence, Marty S. Knepper
Discovering Your Cinematic Cultural Identity, John Shelton Lawrence, Marty S. Knepper
Reconstruction: Studies in Contemporary Culture
This paired set explores the experience of cultural identities constructed by and experienced through popular film. The essay “Discovering Your Cinematic Cultural Identity” reflects the authors’ decades of residence in the state of Iowa and their personal irritation with the stereotypes that Hollywood regularly calls upon in evoking the American rural. We gained a new perspective on this sort of imagery when it surfaced again in Field of Dreams (1989) and The Bridges of Madison County novel (1992) and film (1995). Each of these films triggered unprecedented film tourism for the state. Through an exploration of these films and others …