Department: Entertainment and Media Studies
EMST scholars are delving into the unanswered questions of communication and social networks; interactive media, video games and culture, and children and media; health and crisis communication; media law, policy, economics and management in a changing digital environment; media and culture; and the role of media in political and economic development.
Abstract: In their chapter, the authors look at the ways in which three different videogames create a link to former products, be they television, film or music. This intertextuality, as the process is known, tries to generate specific audiences for the game by drawing on their previous knowledge and culture. What becomes interesting is to […]Read More
In recent years, scholars have theorized about the narrative potential of video games. These conversations have helped to situate a complex new medium into the parameters of older forms of storytelling. This paper argues that these debates often privilege heteronormative formulations of narrative structure. Building on the work of Judith Roof (1996), I illustrate how traditional […]Read More
Abstract: Despite its seeming stability and obviousness, the term “media” deserves critical scrutiny. To critique “media,” this paper historicizes the use of “media” by focusing on the case of alternative/activist media, which presents the dilemmas of “media” in particularly high relief. As posed by “media,” the key criteria for distinguishing the alternative from the mainstream […]Read More
Abstract: Following DiGRA 2014, our Fishbowl was used by some members of the GamerGate movement as proof of the “nefarious” dealings within our academic community. Some have asked the question of whether our Fishbowl “The Playful is Political” should have been accepted, given the negative attention on DiGRA it engendered and ongoing ramifications of that attention […]Read More
Abstract: This essay analyzes the complicated role of motherhood in television commercials for video games, spanning several decades. Video game advertising, in particular, often features mother characters utilizing a kind of double-voicedness. On the one hand, they need to advertise in such a way that the primary target audience for the commercials – young males […]Read More
GamerGate began in August of 2014, resulting in several women game developers being attacked through harassment (both online and off), doxxing, and violent threats. This essay explores several aspects of GamerGate, paying specific attention to ways that it was affected by an emerging market of mobile, casual, and social games. Additionally, we consider how the […]Read More