The Oxford Handbook of Entertainment Theory

This handbook provides a strong collection of communication- and psychology-based theories and models on media entertainment, which can be used as a knowledge resource for any academic and applied purpose. Its 41 chapters offer explanations of entertainment that audiences find in any kind of ‘old’ and ‘new’ media, from classic novels to VR video games, from fictional stories to mediated sports. As becomes clear in this handbook, the history of entertainment research teaches us not to forget that even if a field is converging to a seemingly dominant perspective, paradigm, and methodology, there are more views, alternative approaches, and different yet equally illuminative ways of thinking about the field. Young scholars may find here innovative ways to reconcile empirical-theoretical approaches to the experience of entertainment with such alternative views. And there are numerous entertainment-related phenomena in contemporary societies that still fit the „bread and circuses-“ perspective of the initial Frankfurt School thinking. So while the mission of the present handbook is to compile and advance current theories about media entertainment, scholars active or interested in the topic are invited to also consider the historic roots of the field and the great diversity it has featured over the past nearly 100 years. Many lessons can be learned from this history, and future innovations in entertainment theory may just as likely emerge from refining those approaches compiled in the present handbook as from building on neglected, forgotten, or marginalized streams of scholarship.

Author(s):  
CHRISTOPH UEHLINGER

This chapter explores the potential use of visual sources, together with the methods employed for studying them, such as iconography or iconology, for the history of ‘ancient Israel’. It describes the theoretical and conceptual framework, particularly the notion of ‘eyewitnessing’, and considers the method, particularly iconography. The chapter also presents case examples chosen from monuments which are so well known to historians of ancient Israel that they are well suited to illustrate both the pitfalls of more conventional interpretations and the potential of alternative approaches. Before turning to the sources – namely visual evidence that may be related to the history of ancient Israel and Judah – the chapter discusses the state of the art among fellow historians in neighbouring disciplines, including those belonging to the so-called ‘humanities’ (or arts and letters). It also considers visual art and history, the metaphor of legal investigation, the balancing of testimony, and the particular status of an eyewitness.


Author(s):  
Nilüfer Pembecioğlu ◽  
Uğur Gündüz

The women issue is important not only in Western but also in Eastern cultures. Positioned in between the East and West, Turkey always provides an interesting collection of cases and data. Apart from the daily consumption of the women images and realities, the image of the women is also mobile when it comes to the press, and thus, this mobility is extended worldwide through the new media possibilities in the age of information. However, the contradictory images of the different cultures were displayed in the history of media as well. This chapter aims to put forward how the positioning of women in the past took place specifically in the case of Titanic news on the press of the time. The chapter questions the similarities and differences of handling women in news comparing and contrasting the Western journalism of the time and Ottoman press coverage.


1996 ◽  
Vol 5 (1) ◽  
pp. 51-68 ◽  
Author(s):  
Laura A. Wackwitz

This essay chronicles the practice of sex testing in international women’s athletics as it has been portrayed in the print new media from 1966 through 1995. As a medical test officially sanctioned by the International Olympic Committee, sex testing involves examination of a woman’s physical and/or genetic characteristics in order to determine her eligibility for competition. Although sex testing has recently come under scrutiny, the IOC historically has shrouded this practice in a veil of silence. My purpose here is to help lift that veil by drawing into one forum the arguments for and against sex testing, as they have developed in the past thirty years.


The relationship between humans and dogs has garnered considerable attention within archaeological research around the world. Investigations into the lived experiences of domestic dogs have proven to be an intellectually productive avenue for better understanding humanity in the past. This book examines the human-canine connection by moving beyond asking when, why, or how the dog was domesticated. While these questions are fundamental, beyond them lies a rich and textured history of humans maintaining a bond with another species through cooperation and companionship over thousands of years. Diverse techniques and theoretical approaches are used by authors in this volume to investigate the many ways dogs were conceptualized by their human counterparts in terms of both their value and social standing within a variety of human cultures across space and time. In this way, this book contributes a better understanding of the human-canine bond while also participating in broader anthropological discussions about how human interactions with domesticated animals shape their practices and worldviews.


Author(s):  
James K. Ho

Much academic research on information technology (IT), systems (IS), and management (IM) has been branded by practitioners in business as unusable, irrelevant, and unreadable. Consequently, it is highly unlikely that conventional outlets for such work, e.g., scholarly journals and conference proceedings, can receive significant real-world exposure. By reversing the push-pull dynamics of information dissemination and retrieval in the new media, alternative approaches are emerging. This article presents the history of a case in point with data recorded over a period of 15 months. It is shown that the Internet in general and the World Wide Web in particular will be significant resources in bridging the gap between practice and relevant research.


Author(s):  
Konrad Knoch

This chapter attempts to define the concepts of myth and of mediatization in the context of building great historical narratives. Modern historical museums and narrative exhibitions are treated in the publication as new media whose main task is to communicate narratives about the past to mass audiences, using digital methods of recording, saving, storing data, as well as of creating and transmitting messages. The chapter describes a short history of the creation of the European Solidarity Centre in Gdańsk and the permanent exhibition. In the main part, the text also describes how the ECS (and the permanent exhibition located within) attempt to both present the myth of solidarity and to mediatize it.


Author(s):  
Alberto Venegas Ramos

Las representaciones de la Prehistoria en la cultura popular siempre han sido parciales, deformadas por los propios creadores para fijar una “marca prehistórica” que fuera fácilmente reconocible para los consumidores. En este trabajo intentaremos trazar un recorrido por la historia de las representaciones del videojuego ambientados en la Prehistoria para establecer una tipología y una serie de rasgos generales. Como conclusión ligaremos esta tipología, las diferentes representaciones y rasgos generales con las nociones de consumo, el pasado y el uso de la Historia en la cultura popular expresadas en los trabajos de Barthes Samuel (2012), David Lowenthal (2015) y Jerome de Groot (2016).The representation of the Prehistory in popular culture have been always partial, deformed by the creators of contents to create a “prehistoric brand” that be easily recognoscible for the consumer. In this paper we will try to trace a history of the prehistoric representations in the video games and stablish a typology for the different manifestations. In the last place, we will question himself the reasons for this representations in relation with the works of Barthes Samuel (2012), David Lowenthal (2015) and Jerome de Groot (2016) and their notions of the relation between the consuming, the past and the use of History in the popular culture.


10.29007/zcxp ◽  
2018 ◽  
Author(s):  
Ivan Garrido-Marquez ◽  
Laurent Audibert ◽  
Jorge García-Flores ◽  
François Lévy ◽  
Adeline Nazarenko

The rapid evolution and informational growth of blogs requires enhanced functionality for searching, navigating and linking content. This paper presents the French Blog Annotation Corpus \textsc{FLOG}, intended to provide a research testbed for the study of annotation practices, and specifically tagging and categorizing blog posts. The corpus covers a ten year time span of blog posts on cooking, law, video games and technology. Statistical analysis of the corpus suggests that tag annotation of posts is more frequent than category attribution, but on the other hand categories provide a richer semantic structure for post classification and search. The review of the state of the art on automatic tag suggestion shows that tag suggestion tools are not of widespread use yet between bloggers, which might be a consequence of methods that do not take into account the past tagging history of the blog, the context of the post within the blog and the tagging pattern of each blog author.


Author(s):  
Elena Caoduro

As digital media have become more pervasive and entrenched in our daily routines, a nostalgic countertrend has increasingly valued the physical and tactile nature of the analogue image. In the past few years, technologically obsolete devices, such as lo-fi cameras and vinyl records, have not faded out of sight completely but are instead experiencing a comeback. At the same time, digital media capitalise on the nostalgia for the analogue and fetishise the retro aesthetics of old technologies. This article explores the emergence of photo filter and effect applications which allow users to modify digital photos, adding signifiers of age such as washed-out colours, scratches and torn borders. It is argued that these new technologies, with programs such as Instagram, Hipstamatic and Camera 360, bring back the illusory physicality of picture-taking through digital skeuomorphism. Drawing on media archaeology practice, this article interrogates the limits of the retro sensibility and the fetishisation of the past in the context of digital media, in particular by focusing on the case study of the start-up Instagram. This photo filter application neither merely stresses the twilight nature of photography nor represents the straightforward digital evolution of previous analogue features. Rather, it responds to the necessity to feel connected to the past by clear and valued signs of age, mimicking a perceived sense of loss. Faced with the persistent hipster culture and the newness of digital media, photo filter apps create comfortable memories, ageing pictures and adding personal value. As such, it will be argued that this phenomenon of nostalgia for analogue photography can be linked to the concepts of ritual and totem. By providing a critical history of Instagram as a photo-sharing social network, this article aims to explain new directions in the rapidly changing system of connective media.


2013 ◽  
Vol 2 (2) ◽  
pp. 157
Author(s):  
MARCELO CARREIRO

<p><strong>Resumo:</strong> A historiografia contemporânea vem se utilizando, de forma cada vez mais segura, das novas mídias mistas como uma rica fonte histórica – é o caso do cinema e dos quadrinhos. Contudo, essa abertura metodológica a fontes não-textuais ganha nova dimensão com a consolidação da indústria de videogames como uma mídia audiovisual interativa, com elementos das mídias anteriores, mas resultando num caráter próprio. A recente maturidade da mídia, seu alcance demográfico e de mercado, assim como sua condição de arte de massa, colocam os videogames como fonte indispensável para a historiografia do tempo presente.</p><p><strong>Palavras-chave:</strong> Videogame – Fontes – Metodologia – História do tempo presente.</p><p> </p><p><strong>Abstract:</strong> Contemporary historiography has been using, in an increasingly confident way, new mixed media as a rich historical source – such is the case concerning movies and comics. However, this methodological opening to nontextual sources gains a new dimension with the setting of the video game industry as an interactive audiovisual medium, containing elements of previous media but resulting in a distinctive character. The recent maturity of this medium, its demographics and market reach – as well as its character of mass art – makes video games an indispensable source for the historiography of the present time.</p><p><strong>Keywords:</strong> Video game – Historical sources – Methodology – History of the Present Time.</p><strong></strong>


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