scholarly journals Social Media and the New Commons of TV Criticism

2017 ◽  
Vol 19 (3) ◽  
pp. 208-224 ◽  
Author(s):  
Jan Teurlings

This article investigates the way that social media have given a renewed impetus to TV criticism. Websites like Entertainment Weekly or TVline.com not only offer TV criticism by TV critics but also offer ample opportunity for fans to debate their favorite TV shows, part of what Graeme Turner has called “the demotic turn” in contemporary media. Whereas academic scrutiny of this demotic turn has tended to focus on the issue of democratization and the valorization of subjugated knowledges, relatively little attention has been given to how this has created a “commonification” of TV criticism. An analysis of audience reactions to The Walking Dead shows a protoprofessionalization of TV criticism, with audience members offering increasingly sophisticated analyses of TV shows, informed by standards set by the culture industry. The paper ends with a discussion on what type of cultural knowledge these new televisual commons produce and circulate.

2019 ◽  
Vol 5 (2) ◽  
pp. 287-304
Author(s):  
Matthew Freeman

AbstractThe dominant turn towards transmediality across the contemporary media industries has brought a range of emerging digital innovations and new possibilities for telling stories, be it in interactive television experiences, apps, social media, and so on. Despite such rich possibilities, the transmedia phenomenon has also arguably led to a kind of indirect flattening out of how we now understand different media forms, platforms, stories, and even characters. This article will explore the character-building practices that have been employed in augmenting the televisual experience of The walking dead (2010–present) across platforms. It looks at The walking dead: Red machete (2017–2018), a six-part webisode series available on AMC’s website, the AMC Story Sync facility (2012–present), a double-screen application designed to enable audiences to post live comments about the episodes, respond to surveys, and talk to other audiences via a chat platform, and finally AMC’s Talking dead (2011–present), a 30-minute accompanying talk show. I demonstrate how these three examples of what I call augmented television draw on sociological and anthropological notions of communication, modern social life, and environment in ways that present chances for what I call sociological character-building.


Author(s):  
Tim Lanzendörfer

This chapter reads The Walking Dead through its creator Robert Kirkman’s contention that it is the “zombie movie that never ends.” Drawing on Eran Dorfman’s notion of the everyday in modern life and Frank Kermode’s parsing of the need for literary endings, it argues that The Walking Dead’s narrative endlessness and questing for the restitution of the everyday is best understood as symptomatic of a contemporary moment in which there is room for doubt what the everyday actually is. The chapter suggests that The Walking Dead reflects the way life is lived in the absence of a sense of narrative endings.


2021 ◽  
Author(s):  
◽  
Victoria Skye

<p>The zombie is a significant cultural figure which is represented and produced as being symptomatic of and relevant to contemporary concerns about death and dehumanization. This thesis will focus on the ways that death and dehumanization are changing and being negotiated within popular cultural representations and discourses regarding zombies, particularly in Frank Darabont’s television series The Walking Dead. The thesis will consider the way in which the figure of the zombie is representative of issues and discourses that are indicative of a problematization of the category of the human, and the notion of the transcendental. This will involve an examination of the changing narratives of the body, with particular regard to consumerism and the insistence of the body as a major site of the truth and value of the self, in contrast to the horrifying bodily form of the zombie. The thesis will also examine the way that dehumanization is problematized in The Walking Dead, where the human/non-human distinction is shown to be increasingly precarious and difficult to sustain. Further, the thesis will examine how the zombie is represented as manifesting the collapse of identity, as agents become alienated from the social discourses, narratives and values which constitute and categorize the subject.</p>


Author(s):  
Adam Charles Hart

It makes us jump. It makes us scream. It haunts our nightmares. So why do we watch horror? Why do we play it? What could possibly be appealing about a genre that tries to terrify us? Why would we subject ourselves to shriek-inducing shocks, or spend dozens of hours watching a television show about grotesque flesh-eating monsters? Horror offers us a connection to fears that are otherwise unspeakable, even inconceivable, so why do we seek it out? Monstrous Forms offers a theory of horror that works through the genre across a broad range of contemporary moving-image media: film, television, videogames, YouTube, gifs, streaming, virtual reality. This book analyzes our experience of and engagement with horror by focusing on its form, paying special attention to the common ground, the styles, and forms that move between mediums. It looks at the ways that moving-image horror addresses its audiences; the ways that it elicits, or demands, responses from its viewers, players, browsers. Camera movement (or “camera” movement), jump scares, offscreen monsters—horror innovates and perfects styles that directly provoke and stimulate the bodies in front of the screen. Analyzing films including Paranormal Activity, It Follows, and Get Out; videogames including Amnesia: The Dark Descent, Layers of Fear, and Until Dawn; and TV shows including The Walking Dead and American Horror Story, Monstrous Forms argues for understanding horror through its sensational address and dissects the forms that make that address so effective.


2020 ◽  
pp. 102-120
Author(s):  
Melissa Ames

Shifting from a focus on fictional fathers to fictional mothers, Chapter Five, analyzes the ways in which AMC's hit show, The Walking Dead (2010-present), critiques contemporary gender roles. Through a study of one particular character, Carol Peletier (Melissa McBride), this essay argues that the violent landscape of the zombie narrative might be an ideal space in which to interrogate conceptions of femininity more broadly, and maternity more specifically. This essay attends to the ways in which this character was punished within the narrative of the show for deviating from gender norms, but was embraced by fans on social media for those very same actions.


2021 ◽  
Author(s):  
◽  
Victoria Skye

<p>The zombie is a significant cultural figure which is represented and produced as being symptomatic of and relevant to contemporary concerns about death and dehumanization. This thesis will focus on the ways that death and dehumanization are changing and being negotiated within popular cultural representations and discourses regarding zombies, particularly in Frank Darabont’s television series The Walking Dead. The thesis will consider the way in which the figure of the zombie is representative of issues and discourses that are indicative of a problematization of the category of the human, and the notion of the transcendental. This will involve an examination of the changing narratives of the body, with particular regard to consumerism and the insistence of the body as a major site of the truth and value of the self, in contrast to the horrifying bodily form of the zombie. The thesis will also examine the way that dehumanization is problematized in The Walking Dead, where the human/non-human distinction is shown to be increasingly precarious and difficult to sustain. Further, the thesis will examine how the zombie is represented as manifesting the collapse of identity, as agents become alienated from the social discourses, narratives and values which constitute and categorize the subject.</p>


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2019 ◽  
Vol 12 (20) ◽  
pp. 51-70
Author(s):  
Sarah Marie Stang

This article closely examines the representation of adoptive motherhood in Telltale Games’ The Walking Dead video game series. It builds off previous research which has examined The Walking Dead: Season One as an example of a ‘dadified’ game to explore the ways adoptive motherhood is represented throughout the series. More specifically, this article focuses on the series’ protagonist, Clementine, as she develops from a daughter-figure to a mother-figure. Overall, this article argues that although TWD has been discussed primarily as a dadified game and much of the extant literature on the series has focused on Lee as a father-figure, TWD series can also be read as a ‘momified’ narrative. While there are several problematic aspects in the way Clementine is portrayed, the series is notable in that it explores adoptive maternity, centralizes the experiences of non-white characters, and reinforces the message that family is not limited to blood relations. Because of its centralization of Clementine – a young, potentially queer, adoptive mother of colour – TWD series should be considered as a maternal narrative, rather than only categorized as another dadified series.


2019 ◽  
Author(s):  
Fiona Nicoll ◽  
Mark R Johnson

What are conflicts of interest in gambling, how do they differ from the equivalent in video gaming, and what does this show us about the emerging ecosystem of gambling social media influencers? By Fiona Nicoll and Mark R Johnson. 


Author(s):  
PHILIP ADEBO

The emergence of mobile connectivity is revolutionizing the way people live, work, interact, and socialize. Mobile social media is the heart of this social revolution. It is becoming a global phenomenon as it enables IP-connectivity for people on the move. Popular social media platforms such as Facebook, Twitter, and MySpace have made mobile apps for their users to have instant access from anywhere at any time. This paper provides a brief introduction into mobile social media, their benefits, and challenges.


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