Intimate consumptions

2021 ◽  
Author(s):  
Sofia Rüdiger

Abstract In this paper, I investigate how the structure of and discursive performance on North American YouTube eating shows contribute to the creation of intimacy and informality. In a typical eating show, the performer eats copious amounts of food while talking to their non-copresent audience, making use of interactional registers to ‘break’ from the solitary setting and to build rapport with their viewers. The material for this study is based on two case studies drawn from a corpus of YouTube eating shows. At the heart of the eating show performances lies the persona of a ‘friend’ of the viewer, diverting from their highly structured and technologically-mediated communicative nature. While the language used on eating shows may thus seem spontaneous and unprompted, the videos are not only planned but also edited. The simultaneous presence of selected unedited moments (i.e., slips of the tongue and other mishaps), however, is evidence of a conscious blending of front- and backstage performance (Goffman 1959; Shulman 2017).

2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Andre Zida ◽  
John N. Lavis ◽  
Nelson K. Sewankambo ◽  
Bocar Kouyate ◽  
Kaelan Moat ◽  
...  

2021 ◽  

The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as <i>Grand Theft Auto</i>, <i>Tomb Raider</i> and <i>Alone in the Dark</i> were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.


2020 ◽  
pp. 1-13
Author(s):  
Stefano Baschiera

This article will offer an overview of the ever-changing relationship between the crime genre – understood as a global, transnational phenomenon – and European art cinema, with its national specificities. After a historical contextualization, this contribution focuses on the mode of production and circulation of contemporary European crime cinema by looking at two case studies of the contemporary national productions of Spain and Northern Ireland. The goal is to grasp the shifts occurring in this relationship, so understanding both the role played by the ‘auteur’ label in the distribution, commercialization, and appreciation of European crime cinema and how easily-marketable crime storylines promote the creation of new modes of authorship.


Author(s):  
Jennifer Shutek

This paper argues that images, and specifically agricultural images, play a significant role in the imaginings of the Israeli and Palestinian communities. Agriculture has symbolic and material value among Palestinians and Israelis, and contributes to identities and land claims made by Zionist and Palestinian organizations. Anderson’s discussion of nation building emphasizes the primacy of print in the imagination of a community; this paper highlights non-textual elements of nation building via case studies of the creation and dissemination of propaganda posters by the Jewish National Fund and the Popular Front for the Liberation of Palestine. A survey of propagandistic agricultural images reveals the shared symbols used by Palestinians and Israelis in forging identities and exclusive claims to land. Despite being common symbols from a shared past, agricultural images are crucial in creating and perpetuating a divide between Israelis and Palestinians, and in arguing for organic links between each group and the land of Palestine-Israel.


Author(s):  
Laura Smith

This chapter explores Virginia Woolf’s catalysing role for artists working in non-verbal media, including the visual arts, music, dance, and design. An analysis of Woolf’s impact beyond the medium of her writing allows for a trans-historic and international study of her legacy, charting her influence from, for example, landscape painting in Cornwall to Japanese Butoh; and from North American opera to the Ballet Russes. The chapter will trace many of the vital and fluid connections between Woolf, her contemporaries, and those whose work she has inspired. In the visual arts, case studies include: Sara Barker, Vanessa Bell, Dora Carrington, Judy Chicago, Aleana Egan, Rebecca Horn, Laura Owens, and Patti Smith. The music of Edith Sitwell, Ethel Smyth, Dominick Argento, Indigo Girls, The Smiths, and Patrick Wolf is discussed alongside dance by Lydia Lopokova, Wayne McGregor, and Setsuko Yamada.


Reputation ◽  
2019 ◽  
pp. 216-240
Author(s):  
Gloria Origgi

This chapter presents case studies of the way reputations are built at the university. If there is an institution that feeds on reputation, it is the academy. Prestige, notoriety, standing, and reputation reign supreme within its halls. Professors and scholars are not only more motivated by symbolic rewards than by economic interest. They also spend a great deal of time designing institutions whose primary purpose is the creation, maintenance, and evaluation of each other's reputation and eminence. Such rankings are sometimes even treated as if they were the most dependable hallmarks of the truth itself. The chapter shows how the very idea of an academic reputation changed radically after new systems for calibrating reputations came into their own.


Author(s):  
Lesley S. J. Farmer

This chapter explains how case studies can be used successfully in higher education to provide an authentic, interactive way to teach ethical behavior through critical analysis and decision making while addressing ethical standards and theories. The creation and choice of case studies is key for optimum learning, and can reflect both the instructor's and learners' knowledge base. The process for using this approach is explained, and examples are provided. As a result of such practice, learners support each other as they come to a deeper, co-constructed understanding of ethical behavior, and they make more links between coursework and professional lives. The instructor reviews the students' work to determine the degree of understanding and internalization of ethical concepts/applications, and to identify areas that need further instruction.


2012 ◽  
pp. 1467-1487
Author(s):  
Kristian J. Sund ◽  
Ajay Kumar Reddy Adala

The concept of industrial clusters has received much attention in the literature over the past few decades and many examples of clusters exist today in a variety of industries, from manufacturing to services. Within such clusters, competitive cost and innovation advantages are generated through co-location. Very recently several examples of e-government clusters have emerged. This chapter offers a conceptualization of what an e-government cluster is, and how it may be different from other industrial clusters. This chapter is an attempt to formulate a framework for e-government clusters and bring out the necessary conditions for policy decisions to support the creation of such a cluster. An attempt has also been made to validate the proposed framework on the basis of case studies and to derive some recommendations to sustain the operation of e-government clusters.


2011 ◽  
pp. 1434-1459
Author(s):  
Karen Schrier ◽  
Charles K. Kinzer

Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged citizenship. But how do we develop teachers who are reflective and critical thinkers of ethics? One potential solution is to incorporate digital games and simulations into teacher education curricula. Game worlds might be suitable playgrounds for ethical thinking because they can encourage experimentation with alternative identities, possibilities, and perspectives, and can support a learning sciences framework where: 1) cognition is situated, 2) cognition is social, and 3) cognition is distributed. In fact, games themselves, like all media, reflect designed values systems that should be considered and analyzed. Using case studies of current commercial and more explicitly educational digital games, we create a set of recommendations for creating future games and simulations that teach ethics to educators.


Author(s):  
Alan Collier ◽  
Fang Zhao

This chapter reports on case studies of four North American universities engaged in technology transfer and commercialization. The literature and case studies permitted an understanding of the characteristics possessed by universities and university technology transfer offices that appear to be successful in technology transfer and commercialization. Fourteen characteristics, or institutional enablers, are identified and analyzed in order to determine which among these characteristics have greater influence in the success of technology transfer offices. The chapter concludes that universities with superior-performing technology transfer offices possess two factors in common. First, the university President and other executives concerned in commercialization have to believe in it and make a genuine commitment to its success. Second, the technology transfer office has to be led by an individual who possesses several attributes: the ability and willingness to work within the university structure; the ability to be both an entrepreneur and a manager; the ability to see what is happening in technology transfer and commercialization as it evolves and matures; and to be a leader of people and business.


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