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Push, pull, rerun: Television reruns and streaming media. Anne Gilbert

Abstract: In scholarly and industry analyses of television’s expansion into online distribution, few have accounted for the specific negotiations required when old television content streams on new media. This article considers the economic consequences, viewer utility, and cultural position of television reruns as they expand from the pushed flows of legacy television to the pull […]

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The end of casual; long live casual. Shira Chess

Abstract: When we discuss games, as a culture, the games under discussion are often presumed almost always a “core” (or “hardcore”) games. However, video games are change rapidly. The market has been shifting for years with increased revenue and game play occurring in casual and mobile gaming. Revenue streams have are now flowing from digital […]

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Technology and digital journalism: Uses and effects in storytelling. Ivanka (Radovic) Pjesivac

Abstract: This panel will provide a discussion on benefits and challenges of teaching journalism innovation and will offer tips on how to include technology innovation in journalism classes. It will offer perspectives from both academia and industry, including the experience of one professor who has adopted digital and hackathon culture to produce award-winning, innovative journalism […]

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This is What a Feminist (Game) Looks Like. Shira Chess

As video games become an increasingly mass medium — not intended for niche audiences but deployed with different genres, styles, and platforms — it is an apt time to rethink the role of feminism in gaming. Feminism, as it is deployed in this paper, considers feminism as discursive, exceeding “women” as its subject, per Judith […]

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Dark Play in Paradise: Stardew Valley and the Negotiation of Abuse. Shira Chess

Stardew Valley, on its surface, appears to be yet another invest-express farming game; players grow crops, tend to animals, mine, fish, and do other idyllic tasks that make it almost feel mundane at first. Yet, as time passes in the game, the player has opportunities to engage in relationships with non-player characters that reveal dark […]

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Boundary Production in Practice: Amateurs, Professionals, and Amateur Journalism in the 19th-Century United States. Jay Hamilton

Abstract: This paper investigates boundaries between professional from the amateur by investigating amateur journalism of the late 19th-Century United States. Amateur journalists wrote, typeset and printed journals of essays, commentary, word puzzles and stories, which were circulated primarily among themselves in subcultural networks of reciprocity. A broad cultural analysis characterizes how debates about social changes […]

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Book Chapter: Not So Straight Shooters: Queering the Cyborg Body in Masculinized Gaming Shira Chess

Abstract: This chapter offers a “diffractive” consideration (Barad 2003) of posthumanist and cyberfeminist theory, masculinity studies, and research on gender and gaming, that views digital play between straight white men as a form of homosexual contact via cyborg bodies, one that is mediated by the material and semiotic apparatuses of gaming, but no less real […]

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Book Chapter: Neko Atsume: Affective Play and Mobile Casual Gaming Shira Chess

Abstract: In this article, I consider the role of affect in the popular app game Neko Atsume. Neko Atsume is a “cat collector” game where players leave food and toys out for cats. The game’s success is strongly linked to its ability to deploy a kind of affect on players – it relies entirely on […]

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The end of casual; long live casual Shira Chess

Abstract: When we discuss games, as a culture, the games under discussion are often presumed almost always a “core” (or “hardcore”) games. However, video games are change rapidly. The market has been shifting for years with increased revenue and game play occurring in casual and mobile gaming. Revenue streams have are now flowing from digital […]

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Narcissism in Postmodern Society Liyue (Annie) Hou

Abstract: Christopher Lasch considered that American narcissistic individualism was shaped by the changes in the structure of late capitalism, and the author considered late capitalism as a postmodern society in which individuals might lose their self-identity due to hyperreality. This paper primarily illustrates Baudrillard’s and Simmel’s perspectives to elucidate narcissism in postmodern society. Additionally, the […]

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