Between Two Funerals: Zombie Temporality and Media Ecology in Japan

2021 ◽  
Vol 29 (2) ◽  
pp. 291-317
Author(s):  
Alexander Zahlten

Abstract This article explores the popular shift to a media-ecological understanding in post-1960s Japan. Bookending its investigation with two actual funerals held for fictional characters in 1970 and 2007, it tracks the trope of death to map the increased interlocking of media temporality and everyday temporality in intensified media capitalism. As characters attain the ability to die, they are increasingly reanimated (to die again) in other media. Death and reanimation thereby become an expression of transformations at the intersection of media-systemic, economic, and aesthetic levels. The article concludes that death and reanimation across media channels point to a new rhythmic temporal regime. Characters are now mortal but cannot die, doomed to become eternally wandering media-mix zombies. The article relates this media economy linked to themes of death and animation to recent discussions of capitalist animism by figures such as Michael Taussig, Achille Mbembe, and Steven Shaviro. The article then offers a brief outlook on the most recent expressions of this zombie economy in narrative tropes of time loops and alternative realities.

Author(s):  
Michael Goddard

This chapter argues that in relation to dominant communication media such as newspapers, radio, and television, punk rock operated as a form of noise—less in the literal sense, since noisy forms of rock music were already well established, but in the sense of communicational noise, as an excess of the standard requirements for rock music communication. More than just “ineptness” in relation to professional recordings and instrumental prowess, punk was a short-circuiting of mainstream media channels operating both by an alternative production of media and the production of events unassimilable by the mass media, especially radio and television. The author argues that the first-generation punk band the Clash was as much a form of alternative world service radio, informing listeners about both local and global struggles for freedom and survival, as it was a musical band.


2019 ◽  
Vol 44 (2) ◽  
pp. 178-197 ◽  
Author(s):  
Brant Burkey

Although the preponderance of collective memory research focuses on particular cultural repository sites, memorials, traumatic events, media channels, texts, or commemorative rituals as objects of study, this article fills a gap in literature by arguing that it is time to refresh established media-memory studies to now also consider how multimodal practices promise insight into the process of shared remembering in the new media ecology. The specific focus here is to propose a conceptual approach for how collective remembering can be observed, experienced, and researched in the digital ecosystem. In addition to a survey of collective memory and media memory studies, this article identifies specific ways to examine this issue by introducing the concepts of multimodal memory practices and platformed communities of memory, and by arguing that metadata analysis of digital practices should be considered a contemporary form of studying collective memory.


Author(s):  
Nökkvi Jarl Bjarnason

Employing the Final Fantasy XV Universe as a case study, this article examines how the changing climate of game development, in tandem with established media mix strategies, contributes to the emergence of the ludo mix as media ecology. Through a comparative analysis of the climate of modern game development and the adoption of media mix strategies, the case is made that these two distinct phenomena intersect to create novel challenges and incentives for a particular kind of game development. This has resulted in the strategic outsourcing of Final Fantasy XV’s in-game narrative to outside the ludic sphere, and negatively affected the game’s critical reception. These findings posit challenges and opportunities for the future of the ludo mix, noting that the evolving technological, aesthetic, and economic climate of game development continues further down the same path, while simultaneously advocating for the ludo mix as a framework for better understanding the disproportionate load imposed on media via transmedia collaborations.


Author(s):  
Arkadiusz Zaremba ◽  

Marketers are currently focused on proper budget allocation to maximize ROI from online advertising. They use conversion attribution models assessing the impact of specifi c media channels (display, search engine ads, social media, etc.). Marketers use the data gathered from paid, owned, and earned media and do not take into consideration customer activities in category media, which are covered by the OPEC (owned, paid, earned, category) media model that the author of this paper proposes. The aim of this article is to provide a comprehensive review of the scientifi c literature related to the topic of conversion attribution for the period of 2010–2019 and to present the theoretical implications of not including the data from category media in marketers’ analyses of conversion attribution. The results of the review and the analysis provide information about the development of the subject, the popularity of particular conversion attribution models, the ideas of how to overcome obstacles that result from data being absent from analyses. Also, a direction for further research on online customer behavior is presented.


2010 ◽  
Vol 4 (2) ◽  
pp. 150-167
Author(s):  
Jim McDonnell

This paper is a first attempt to explore how a theology of communication might best integrate and develop reflection on the Internet and the problematic area of the so-called “information society.” It examines the way in which official Church documents on communications have attempted to deal with these issues and proposes elements for a broader framework including “media ecology,” information ethics and more active engagement with the broader social and policy debates.


Neuróptica ◽  
2020 ◽  
pp. 249-252
Author(s):  
Julia Rigual Mur
Keyword(s):  

Reseña del libro: HERNÁNDEZ PÉREZ, M., Manga, anime y videojuegos. Narrativa cross-media japonesa, Zaragoza, Prensas Universitarias de Zaragoza, 2017.


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