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2008 •
This paper examines the intersections between musical subcultures and the culture of hardcore videogames, both in terms of the ways in which games are marketed, and in the content of the games themselves. I begin by looking at how games and their promotional material frequently use aggressive forms of music to identify themselves as appealing to a hardcore audience who are attracted to both difficult gameplay mechanics and darker subject matter. In this case, subcultural style/music is used to signify extremity, and becomes part of an aesthetic taste judgment which determines who is inside and outside of the culture of hardcore gaming. Games can be seen as a medium in which representations of punks and related subcultures have moved away from a view of the socially marginalized as the enemy Other. In contrast to the social conservatism inherent in the more mainstream gaming staples of "real-world" war-games and alien shooters there now exists a subset of games which use stylistic elements of existing subcultures to create anti-authority hero figures in fictional dystopian worlds. These games may be seen in terms of what Nakamura (2002) terms “identity tourism”; in that they allow those not affiliated with a given subculture to "try it on" and temporarily assume an oppositional stance with little real-world commitment. In contrast, they can be seen as appealing to and reinforcing existing oppositional attitudes among audience members who may, at times, view these dystopian gameworlds as analogous to the ones in which they study and work. Games therefore share similarities with popular music, in that both media frequently contain an inherent tension between corporate interests and anti-capitalist messages (Shank, 1994) which may be authentically rebellious at times and manufactured at others (Hebdige, 1979) or both at the same time (Redhead, 1990). I address issues of subcultural style verses substance by contrasting these big-budget games with the cultures surrounding the “indie” game development scene and the DIY ethic present there – which is more reminiscent of punk in spirit (see Clark, 2003).
The following chapter provides an overview of the dominant approaches to understanding the impact of mediation on media consumers. Before approaching the topic regarding video games however, it is important to plot the trajectory of how we have historically understood moral panics from the media. To this end, the chapter will cover six main areas of thought: a definition of moral panic, early accounts of media fears, the rise of moral panics as a result of mass communication, the refinement of media effects as individual processing, interactivity as a key igniter of the moral panic debate, and a contemporary view of media effects as the interaction of messages and the idiosyncratic ways they are processed. Moral Panic, Defined As a social science, the study of media psychology aims to untangle the " complex relationship between humans and the evolving digital environment. " 1 If we were to remove the term " digital " from this definition, we can broadly explain that the goal of media psychology is to better understand how individuals use and are affected by mediated messages. By effects, we are referring to how media might impact people at the cognitive (thoughts), affective (feelings), and behavioral (actions) levels. While not by definition, most scholarly and public interest tends to focus on the potential for negative media effects – that is, as a whole we are driven to
The following chapter provides an overview of the dominant approaches to understanding the impact of mediation on media consumers. Before approaching the topic regarding video games however, it is important to plot the trajectory of how we have historically understood moral panics from the media. To this end, the chapter will cover six main areas of thought: a definition of moral panic, early accounts of media fears, the rise of moral panics as a result of mass communication, the refinement of media effects as individual processing, interactivity as a key igniter of the moral panic debate, and a contemporary view of media effects as the interaction of messages and the idiosyncratic ways they are processed.
2007 •
Abstract This paper provides a critical overview of debates about the role of media in globalisation, with specific reference to the position of children. The paper begins with a broad-ranging discussion of relevant literature in the field. It argues that, while the economic 'logic'of globalisation may lead to a homogenisation of cultural products, it has also led to the emergence of a 'modernist'discourse about childhood that has paradoxical consequences in terms of children's rights.
This dissertation uses a political economic analysis (Bettig & Hall, 2003; Bagdikian, 2004; McChesney, 2000; 2004; 2008; Mosco, 2009; Wasko, 2005) combined with a cultural studies lens to study the website associated with the government-produced video game America's Army . America's Army is a first-person shooter video game available for free online that has military recruitment as its core mission. The U.S. Army launched America's Army on July 4, 2002, and since that time the game has been recognized by the Guinness Book of World Records for its popularity. The game has been downloaded more than 42 million times, has more than 8 million registered users, and a virtual Army comprised of 519,472 "soldiers." This dissertation examines the online website of the video game America's Army --its last version was updated in July 2010--and the consequences of government-created media through a three-part analysis (Kellner, 1995) that focuses on its production, the text itself, and audience's ideological engagement with the text through an analysis of comments posted to the official gaming website. Such a three-pronged approach analyzing America's Army allows for the criticism of the political-economic environment that has cultivated the game's expansion; provides further understanding of key game features and narratives presented on the game's website by the government; and simultaneously helps to develop an understanding of how users are ideologically responding to the text as an arm of government propaganda. The game simultaneously whitewashes the real problems of violence just as it sanitizes the horrors of war. Its primary purpose is military recruitment although in recent years the game has also sought to commodify its adolescent audience. As the volume of qualitative data available on the game's website, its related social media sites, and the game itself is extensive, this dissertation proposes to unite this three-part analysis by further limiting the data that will be the subject of study. This analysis studies the production, the text, and the audience of the video game and its corresponding website with one overarching theme. The theme that both unites and narrows this analysis is looking at adolescents as the targets of the government-created media messages. By sufficiently narrowing the subject of data collection and analysis to fully explore how and why adolescents are the targets of the media message, the dissertation can better add to the existing literature on militarized entertainment, state-created video games, youth identity in digital spaces, and the political economy of video games. The dissertation's major contribution is the development of the government-gaming nexus--an extension of militainment (Stahl, 2006; 2010) and the military-entertainment complex (Andersen, 2006; Lenoir, 2003; Lenoir & Lowood, 2003; Leonard, 2004)--that specifically focuses on adolescents as the target of militarized entertainment. Praxis strategies to fight these messages inherent in the government-gaming nexus focus on existing ratings systems, media literacy, and advertising regulation.
2010 •
"This thesis is the first in-depth, historical study of Hollywood’s relationship with the ‘family audience’ and ‘family film’. Since the 1970s, Hollywood family films have been the most lucrative screen entertainments in the world, and despite their relativelyunexplored status in academic film criticism and history, I will argue that the format is centrally important in understanding mainstream Hollywood cinema. How have ‘family films’ become so globally dominant? One answer is that Hollywood’s international power facilitates the global proliferation of its products, but this explanation, in isolation, is insufficient. I will argue that Hollywood family films are designed to transcend normative barriers of age, gender, race, culture and even taste; they target the widest possible audiences to maximise commercial returns, trying to please as many people, and offend as few, as possible. This they achieve through a combination of ideological populism, emotional stimulation, impressive spectacle, and the calculated minimisation of potentially objectionable elements, such as sex, violence, and excessive socio-cultural specificity. Initially, the audience for family films was predominantly domestic, but with the increasing spending power of international audiences, family films are now formulated on the belief that no market is inaccessible. For this reason, they are inextricably linked with Hollywood – the only film industry in the world with the resources and distribution capacity to address a truly global mass audience. The ‘family film’ originated in early-1930s Hollywood as a mixture of propaganda and commercial idealism. Hollywood cinema was already an international cultural phenomenon, but was founded upon a claim to universality that was undermined by the predominance of adult-orientated films. The family film was the result both of external pressures to make films more morally-suitable for children, and the desire to engage a more middle-class mass audience. Films targeting the so-called ‘family audience’ were excellent propaganda for Hollywood, suggesting superior production, inoffensiveness and broad appeal. Although such movies have not always commanded the mass (‘family’) audiences for which they are intended, they have flourished in the domestic and international media marketplace since the 1970s, and their commercial and cultural dominance appears likely to extend further in the years to come. Whilst the idea of a universally-appealing film remains an impossible dream, mainstream Hollywood has pursued it relentlessly. It is the Holy Grail for mainstream producers, and has attained considerable importance in U.S. – and increasingly international – culture, as audiences flock to see films which appear to transcend run-of-the-mill screen entertainment by providing universally-intelligible aesthetic and/or emotional satisfaction. This thesis maps the history of the Hollywood family film, documenting the motivations and strategies involved in its emergence and development, analysing the form creatively and ideologically, evaluating its place within global mass entertainment, and underlining its considerable importance."
2008 IEEE International Symposium on Industrial Electronics
Grid requirements, monitoring, synchronization and control of wind turbines under grid faults2008 •
Sociedad y religión
EL GUSTO POR LAS COSAS RELIGIOSAS. APROXIMACIONES CUANTITATIVAS AL CONSUMO DE BIENES CULTURALES Y OBJETOS ESPIRITUALMENTE MARCADOS EN LA ARGENTINA2020 •
Agroforestry Systems
Modelling molecular and inorganic data of Amanita ponderosa mushrooms using artificial neural networks2013 •
2016 •
Anamika Publishres and Distributors, New Delhi.
NAM and INDIA: Challenges, Relevance and Prospects2012 •
Internationales Jahrbuch für Medienphilosophie
Zur Kosmologie des Posthumanismus2016 •
2016 •
2014 •
The Qualitative Report
Hermeneutic Phenomenological Interviewing: Going Beyond Semi-Structured Formats to Help Participants Revisit Experience2018 •
2017 •
Ghana Mining Journal
An Economic Evaluation of the Loye Quarry of Atiwa Quarries Limited2017 •
Bulletin of the Society for Near Eastern Studies in Japan
After the Reign of Osorkon III in Upper Egypt1995 •
American Journal of Hematology
Blood tests may predict early primary myelofibrosis in patients presenting with essential thrombocythemia2012 •
Journal of Intelligent Material Systems and Structures
A Free Energy Model for Hysteresis in Ferroelectric Materials2003 •
The American Journal of Cardiology
Oral amiodarone loading for the rapid treatment of frequent, refractory, sustained ventricular arrhythmias associated with coronary artery disease1993 •
2013 •
The Annals of Thoracic Surgery
Lung Resection for Treatment of Idiopathic Thrombocytopenic Purpura Associated With a Pulmonary Lymphoma2009 •
Gondwana Research
Rift-related volcanism predating the birth of the Rheic Ocean (Ossa-Morena zone, SW Iberia)2010 •
Revista Española de Cardiología
Tratamiento quirúrgico del embolismo pulmonar masivo tras doble parada cardiaca2007 •
Migraciones internacionales
Believe, Migrate, Circulate: A Methodological Proposal for Analyzing Migratory Experience and Religious Change from Localities of Origin2015 •
2019 •
International Journal on Integrated Education
Factors Affecting the Reading Comprehension Level of Grade VI Learners of Selected Elementary School in the District of Tanza, Cavite2019 •
Journal of Pharmacognosy and Phytochemistry
Pharmacognostic study of some important hepatoprotective plants2016 •
Zenodo (CERN European Organization for Nuclear Research)
An Artificial Immune System for Humancomputer Interaction Through Speech2020 •
Journal of Learning for Development
Critical Reflection by Mature Students as Co-Developers of an Open Educational Resource in Foregrounding Their LearningAmerican Journal of Mathematics and Statistics
Calculation of Gravitational Potential of an Ellipsoidal Mass of Prolate Shape at Any Point outside the Prolate2012 •
International Journal of Approximate Reasoning
On implicative closure operators in approximate reasoning2003 •