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Articles 241 - 270 of 308
Full-Text Articles in Critical and Cultural Studies
Confirmation Of Prophecy By Proxy: Audience Anticipation And Reception Of The 2014 Movie Left Behind And Its Relevance To The Dispensational Premillennialist Worldview, Andrew R. Burns
LSU New Orleans Theses and Dissertations
Media has the potential to legitimize or spread a belief system to the general public. The 2014 movie Left Behind is an example of a deliberate attempt at promoting the belief system referred to as dispensational premillennialism (DPM), or belief in the imminent rapture of Christians. Producers of Left Behind (2014) sought to promote DPM to the general public, hoping for a mass conversion. Online discussion and interviews were gathered and interpreted qualitatively. Content analysis of audience anticipation and reception show believers were as concerned with the conversion of the general public via this movie than the movie itself. Differences …
Buddhism (The Conversion Of Captain American: Buddhism And Postwar Us Popular Culture), James Mark Shields
Buddhism (The Conversion Of Captain American: Buddhism And Postwar Us Popular Culture), James Mark Shields
Faculty Contributions to Books
No abstract provided.
Where We Have Been And Where We Can Go From Here: Looking To The Future In Research On Media, Race And Ethnicity, Riva Tukachinsky
Where We Have Been And Where We Can Go From Here: Looking To The Future In Research On Media, Race And Ethnicity, Riva Tukachinsky
Communication Faculty Articles and Research
This special issue illuminates the ways in which media portrayals and practices, together, create barriers to inclusion for diverse groups and normalize existing patterns of relegation on and off the screen. Media representations of race and ethnicity have critical consequences for intergroup relationships and for marginalized group members’ self-concept. A synthesis of the research included in this volume demonstrates the significance of these questions across media outlets, their relevancy despite the rise of new technologies, and their application to social contexts outside the U.S.. Finally, this concluding article suggests directions for future research and offers implications for policies that can …
Scribblescholar Was Here: Confessional Notes Of A Vandal Academic, Clay Shields
Scribblescholar Was Here: Confessional Notes Of A Vandal Academic, Clay Shields
Theses and Dissertations--English
As a (former) vandal-punk in the academy, I often fear succumbing to Ivory Tower Stockholm syndrome. The identities I perform, vandal-punk and scholar, ideologically clash to the point that they often feel irreconcilable. By codemeshing the high-low discourses associated with these adopted cultures, I attempt to disrupt any hierarchal privileging of either, instead searching for a way to live with and harness both.
The Meaning And Relevance Of Video Game Literacy, Jeroen Bourgonjon
The Meaning And Relevance Of Video Game Literacy, Jeroen Bourgonjon
CLCWeb: Comparative Literature and Culture
In his article "The Meaning and Relevance of Video Game Literacy" Jeroen Bourgonjon argues that video gaming deserves scholarly attention as a social practice and a site for meaning-making and learning. Based on an overview of contemporary trends in literacy and cultural studies, he argues that video games cannot be approached like traditional text forms. He contends that video games serve as an important frame of reference for young people and call for informed decision making in the context of culture, education, and policy. Bourgonjon provides an integrated perspective on video game literacy by employing theoretical insights about their distinctive …
"The Falling Man" As Viewed In The Lens Of The "Public Sphere", Laura Reinacher
"The Falling Man" As Viewed In The Lens Of The "Public Sphere", Laura Reinacher
Communication Studies
No abstract provided.
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
The Lifestyle Of The "Urban Tribe", Nichelle D. Mcnabb, Rachel Friedman
The Lifestyle Of The "Urban Tribe", Nichelle D. Mcnabb, Rachel Friedman
Communications Faculty Scholarship
It was once the norm for people to get married in their early twenties,
perhaps right after college or maybe during college. Once married, there was
the need to start a family as soon as possible. However, nowadays, people
appear to be substituting (at least for this period of time after college) the
traditional family structure with a new one – the “urban tribe.” This paper
takes a critical approach to examining portrayals of rituals in “urban tribes”
in two television shows – Will & Grace and Friends in which we argue that
the progressive elements of these shows counter …
Rave Culture- A Tale Of Two Scenes, Christopher Mohr
Rave Culture- A Tale Of Two Scenes, Christopher Mohr
Faculty Curated Undergraduate Works
This article compares two iterations of rave culture through the perspective on scenes as outlined by Geoff Stahl in his essay "'It's Like Canada Reduced': Setting the Scene in Montreal." By applying both communication and sociopolitical theory to the comparison of the original rave scene to that of today's, a vivid understanding of how scenes and subcultures construct themselves- both within and around the cultural environments from which they are born- will become apparent.
Unruly Girls, Unrepentant Mothers: Redefining Feminism On Screen By Kathleen Rowe Karlyn; African American Actresses: The Struggle For Visibility, 1900-1960 By Charlene Regester; Unsettling Sights: The Fourth World On Film By Corinn Columpar: A Review By Mantra Roy, Mantra Roy
Faculty and Staff Publications
No abstract provided.
A Prison For Others—A Burden To One's Self, Anne Collins Smith, Owen M. Smith
A Prison For Others—A Burden To One's Self, Anne Collins Smith, Owen M. Smith
Faculty Publications
Women have come a long way since the mid-1960's, both in the real world and in the world of philosophy. Given the advances in society and the developments within feminism that took place between that decade and the first decade of the 21st century, we might reasonably expect the new Prisonerseries to present a more contemporary perspective on women than the original. Such is most emphatically not the case. If we compare the original Village to the new one, it looks as if those pennyfarthing wheels are spinning backwards instead of forwards.
Feminine Purity And Masculine Revenge-Seeking In Taken (2008), Casey R. Kelly
Feminine Purity And Masculine Revenge-Seeking In Taken (2008), Casey R. Kelly
Scholarship and Professional Work - Communication
The 2008 film Taken depicts the murderous rampage of an ex-CIA agent seeking to recover his teenage daughter from foreign sex traffickers. I argue that Taken articulates a demand for a white male protector to serve as both guardian and avenger of white women's “purity” against the purportedly violent and sexual impulses of third world men. A neocolonial narrative retold through film, Taken infers that the protection of white feminine purity legitimates both male conquest abroad and overbearing protection of young women at home. I contend that popular films such as Taken are a part of the broader cultural system …
Veronica Mars Kickstarter And Crowd Funding, Bertha Chin, Bethan Jones, Myles Mcnutt, Luke Pebler
Veronica Mars Kickstarter And Crowd Funding, Bertha Chin, Bethan Jones, Myles Mcnutt, Luke Pebler
Communication & Theatre Arts Faculty Publications
This conversation among Bertha Chin, Bethan Jones, Myles McNutt, and Luke Pebler about the Veronica Mars (2004–7) Kickstarter campaign to fund a film assesses the implications of crowd sourcing and fan labor.
Financial Markets And Online Advertising: Reevaluating The Dotcom Investment Bubble, Matthew Crain
Financial Markets And Online Advertising: Reevaluating The Dotcom Investment Bubble, Matthew Crain
Publications and Research
While the dotcom period is often dismissed as a false start in the history of the web’s commercial development, it is better conceived of as highly generative of modern structures of online advertising. Soaring investment markets and the developing online advertising sector entered into a pattern of mutual reinforcement that began in 1995 and intensified until the bubble collapsed in 2000, transforming the character of the web in the process. This article sketches the contours of this generative capacity, focusing on the production of demand for online advertising services. Taking the approach of critical political economy, this narrative is contextualized …
Science-Fictional North Korea: A Defective History, Seo-Young J. Chu
Science-Fictional North Korea: A Defective History, Seo-Young J. Chu
Publications and Research
- Kafkaesque, Orwellian, eerie, surreal, bizarre, grotesque, alien, wacky, fascinating, dystopian, illusive, theatrical, antic, haunting, apocalyptic: these are just a few of the vaguely science-fictional adjectives that are now associated with North Korea. At the same time, North Korea has become an oddly convenient trope for a certain aesthetic – an uncanny opacity; an ominous mystique – that many writers and artists have exploited to generate striking science-fictional effects in texts with little or no connection to North Korean reality. (The 2002 Bond film Die another Day, for example, draws from North Korea’s science-fictional aura to animate North Korean super-villains who …
From Fandom To Franchise: Generational Discourse Among Fans And Producers, Nicholas C. Benson
From Fandom To Franchise: Generational Discourse Among Fans And Producers, Nicholas C. Benson
Communication & Theatre Arts Theses
Generational discourse surrounding fandom has been an understudied area of media studies. Using Disney's TRON franchise as a case study, this thesis looks at that discourse as it exists in two areas. The first chapter draws on interviews with several actual TRON fans and looks at how the concept of generation is imagined within the TRON fan community. The second chapter draws from promotional interviews done with TRON creator Steven Lisberger to analyze the way the concept of generation functions within the decision making practices and formation of career capital within Hollywood. Ultimately, this paper concludes that the concept of …
Plight Of The Gameur : Inhibitors To Empathic Connection With Representation Of Suffering In Outreach Games, Kristopher John Purzycki
Plight Of The Gameur : Inhibitors To Empathic Connection With Representation Of Suffering In Outreach Games, Kristopher John Purzycki
English Theses & Dissertations
The field of serious game studies, while growing, is still working through the variables that create the conditions for a discernible effect towards real-world player behavior. One branch of serious games I refer to as outreach games aim at informing and prompting the player to take further real-world action. However, a significant impediment to this appeal is the relationship between the player and the game. Referring to the role of the flaneur in post-colonial literature, I describe how the relationship between whom I refer to as the gameur and the outreach game is similar to the urban wanderer, eavesdropping on …
Zombies As A Generational Metaphor: Connections Between George A. Romero, Zombies And Fandom -- A Critical Study, Alfredo Torres
Zombies As A Generational Metaphor: Connections Between George A. Romero, Zombies And Fandom -- A Critical Study, Alfredo Torres
Communication & Theatre Arts Theses
Since the creation of the modern day zombie by George A. Romero in his directorial debut with the genre altering film Night of the Living Dead in 1968, zombie have been associated with becoming a metaphoric representation of social and cultural issues surrounding the times these films were released, with Romero's films being at the forefront of this phenomenon. A review of Romero's career including his influences was examined as well as the film history of the zombie subgenre, the connections it has to its fans and how the fans influenced the development of the genre. A survey was connected …
Refresh. Create. Inspire. The Mission, Vision And Values Behind The Coca-Cola Company And The Digital Marketing Strategies Of The "Open Happiness" Campaign, Sara Svendsen
Masters Theses
Due to the influence of Coca-Cola on advertising, digital marketing, and marketing strategies, the present rhetorical analysis seeks to show the many aspects of digital media in the Company's present "Open Happiness" campaign. The study of the campaign seeks to show that the Company mission statement, Company values and the vision of The Coca-Cola Company are implemented into all of the different facets of the Open Happiness campaign, and in the context of Mood Management Theory, exude the overall theme of the campaign, happiness. The parts of the campaign that were analyzed were focused on the YouTube channels of The …
Damsels And Heroines: The Conundrum Of The Post-Feminist Disney Princess, Cassandra Stover
Damsels And Heroines: The Conundrum Of The Post-Feminist Disney Princess, Cassandra Stover
LUX: A Journal of Transdisciplinary Writing and Research from Claremont Graduate University
This research explores cultural shifts in the popularity of the Disney princess in American culture, especially its postmodern resurgence, as well as the complex relationship between Disney’s recent representations of women in the 1990’s and post-feminist ideology. My project begins by analyzing the historic appearance of the Disney female in relation to the women’s movements. I also examine lingering anti-feminist backlash in representations of what I call “New Wave” Disney heroines. Finally, I examine the implications of post-feminist discourse and advertising for young female viewers.
Decolonization And Community Media: Fostering A Decolonial Imaginary In El Alto, Bolivia, Rebecca Jackson
Decolonization And Community Media: Fostering A Decolonial Imaginary In El Alto, Bolivia, Rebecca Jackson
Media and Cultural Studies Honors Projects
Radio Trono, a community radio in Bolivia, uses grassroots critical theory and participatory media to illuminate the influence the colonial matrix of power has on participant's bodies, daily lives, and imaginations. Corporal decolonization, the theory of decolonization developed by the collective that manages Radio Trono, focuses on the body as a site of liberation at multiple scales of geography, and links new bodily configurations to new imaginaries and possibilities for resistance to coloniality of power. This theory infuses Radio Trono's production process and content while the radio's presence in El Alto works to decolonize and democratize the city's media system.
Productive Resistance, Nihilist Production, And The Fetish Of Negation, Hanna Backman
Productive Resistance, Nihilist Production, And The Fetish Of Negation, Hanna Backman
Media and Cultural Studies Honors Projects
No abstract provided.
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
English Faculty Publications
In the epigraph to this collection, we return to a foundational text of the western literary canon, Homer’s Odyssey, and see in Penelope’s “bow contest” an illustrative moment in the history of game culture. Having fought in the Trojan War and having survived his ten-year trek home, the weary Odysseus cannot simply show up—the returning hero must rout the odious suitors whom Penelope has forestalled. In order to buy more time for vengeance, Odysseus disguises himself as an old beggar; in order to buy more time for deferral, Penelope creates an unwinnable game: she will marry the suitor able …
Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette
Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette
English Faculty Publications
Despite, and perhaps because of, popular press reactions to stereotypical depictions of beefy boys and busty babes in video games, the realm of gender, sex, and sexuality remains a lacuna in the emerging field of game studies. Of particular interest is the notion of performance and the ways this impacts both on gender and on game play. The combination might be expected to offer a very interesting way of approaching LGBTQ characters in digital games, especially given the recent inclusion of such characters in some popular and well-studied game franchises, including Grand Theft Auto (Rockstar 1997-present), Jade Empire (BioWare 2005-08) …
'Land Of Kami, Land Of The Dead': Paligenesis And The Aesthetics Of Religious Revisionism In Kobayashi Yoshinori's 'On Yasukuni', James Mark Shields
'Land Of Kami, Land Of The Dead': Paligenesis And The Aesthetics Of Religious Revisionism In Kobayashi Yoshinori's 'On Yasukuni', James Mark Shields
Faculty Contributions to Books
In 2005, Japanese manga artist and conservative provocateur Kobayashi Yoshinori published a graphic work entitled Shin gōmanizumu sengen special: Yasukuniron (Neo-Gōmanism Manifesto Special: On Yasukuni), which tackles the much-debated ‘problem’ of Yasukuni Shrine, the militaristic religious complex that has become a lightning-rod for debates regarding Japanese historical memory – especially with regard to the military expansionism in East Asia that led to the Asia-Pacific War (1931–45). Frequently overlooked in discussions of Yasukuni, however, are a number of complex issues related to its religious doctrines – in particular, the interpretation of Shinto presented at Yasukuni and the dominant ideology of Japan’s …
Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette
Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette
English Faculty Publications
The singular—maybe more aptly put as the pre-eminent—image that occurs when reading Gaming Matters is that of duelling dualisms. While this is a tried-and-true method of covering a topic, from the dissoi logoi to “The Owl and the Nightingale” and beyond, it is the site and the subject of these apposites that makes for an intriguing if (intentionally) unsettling read. The very title of the book makes the exercise of reading (and likely of writing) a part of and apart from this process. Gaming Matters stands as both call and catalogue. Gaming matters, most certainly, in terms of its audience, …
Busting A Gut: Portrayals Of Obesity In Popular Culture, Carly Babel
Busting A Gut: Portrayals Of Obesity In Popular Culture, Carly Babel
Annual Undergraduate Conference on Health and Society
Obesity is America’s number one leading health epidemic, affecting more than 93 million Americans today (OAC). From 1985 to 2010, obesity has gone from affecting an average of 10% of individuals in just about every state to today affecting 33.8% of people within each state. Children and adults alike all over the U.S. are being diagnosed with obesity and encouraged to change their lifestyles. Doctors are prescribing patients to lose weight, exercise, eat healthy, and in extreme cases, go under the knife, but none of these recommendations are making a dent in lowering the rate of obesity. Rather, the number …
Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson
Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson
English Faculty Publications
This edition is as much about Game Studies as it about the games being studied. At its heart there are really two impulses behind the collection of critical thought we have been fortunate enough to gather for this issue of Reconstruction. First, there is the sense that games can’t do anything. Second, there is the sense that games don’t do anything. Their origin (and the underlying biases) makes these sentiments particularly intriguing. In the simplest terms, these premises delineate competing camps, as well. Roger Ebert notoriously asserts that video games will never be art (Ebert). Similarly, and yet quite differently, …
“All Girls Are Barbies”: A Feminist Critique Of Nicki Minaj’S Barbie Persona, Camellia Sarmadi
“All Girls Are Barbies”: A Feminist Critique Of Nicki Minaj’S Barbie Persona, Camellia Sarmadi
Communication Studies
No abstract provided.
Television In Ireland Before Irish Television: Nationalist Rhetoric And International Programming, Edward Brennan
Television In Ireland Before Irish Television: Nationalist Rhetoric And International Programming, Edward Brennan
Conference Papers
Typical of an international tendency, the history of television in Ireland has been framed by national boundaries. This paper argues that viewing the history of television solely through institutional sources and a nation state-bound perspective obscures transnational influences and homogenises diverse audience experiences. Moreover, such histories may serve to reproduce a limited range of types of nationalist rhetoric. The research presented here explores the history of television in Ireland through life story interviews. This reveals views of the nation, its global context and processes of social change quite different to those discussed in orthodox histories. Arguably, this shift in historical …