Press C→ to Play the Ocarina

Author(s):  
Dan W. Lawrence

The purpose of this chapter is to investigate the intersection where digital media studies meet rhetoric and rhetoric is re-introduced to musicology. In the recent academic excitement surrounding game studies, the music of games has been overshadowed. The author would like to call attention to the significance of game music and to consider a rhetorical method to approaching it that calls upon a rekindling of the history of coupling rhetoric with music. The author builds on this history by suggesting the foundation of a rhetorical framework for understanding the argumentative power of video game songs. He then moves to offer an approach for evaluating the ethos of game music that consists of assessing worlds and how they are carried through, and by, music. While 17th century baroque composers thought music to be fundamentally an issue of affections—and especially played off of emotional binaries such as joy/sadness as a rhetorical approach—the author hope to here revive this lost art of applying rhetoric to music through broadening the discussion beyond the matter of human emotion. This rhetorical approach allows the individual a framework with which to evaluate the ethos of game music as it now appears through numerous mobile operating systems, online environments, and as remediated forms manifesting in/as cultural artifacts. As games become ubiquitous, so do their songs.

Author(s):  
Heather M. Schulz ◽  
Matthew S. Eastin

It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games.


Author(s):  
Bonnie ‘Bo’ Ruberg ◽  
Daniel Lark

This article looks at the appearance of domestic spaces on the popular livestreaming platform Twitch.tv, with a focus on livestreams that appear to be shot in streamers’ bedrooms. Many Twitch streamers broadcast from their homes, making domestic space central to questions of placemaking for this rapidly growing digital media form. Within the home, bedrooms merit particular attention because they carry particular cultural connotations; they are associated with intimacy, embodiment, and erotics. Drawing from observations of gaming and nongaming streams, we map where bedrooms do and do not appear on Twitch. We locate the majority of bedrooms in categories that foreground connections between streamers and viewers, like Just Chatting, Music & Performing Arts, and autonomous sensory meridian response (ASMR). By contrast, across a wide range of video game genres, bedrooms remain largely absent from gaming streams. The presence of bedrooms on Twitch also breaks down along gender lines, with women streaming being far more likely to broadcast from their bedrooms than men. Here, we build from existing research on both livestreaming and digital placemaking to argue for an understanding of place on Twitch as fundamentally performative. This performance is inherently gendered and bound up with the affective labor of streaming. In addition, we demonstrate how the bedroom, even when it does not appear on screen, can be understood as a ‘structuring logic’ of placemaking on Twitch. Given the history of livestreaming, which grows out of women’s experiments with online ‘lifecasting’, the bedroom sets expectations for the type of spatial and emotional access a stream is imagined to offer viewers. In this sense, the absence of bedrooms in gaming streams can be understood as a disavowal of intimate domestic space: an attempt by predominantly male streamers to distance themselves from the implicit parallels between livestreaming and practices like webcam modeling.


2018 ◽  
Vol 15 (1) ◽  
Author(s):  
Jimi Narotama Mahameruaji ◽  
Lilis Puspitasari ◽  
Evi Rosfiantika ◽  
Detta Rahmawan

This study explores the phenomenon of Vlogger as a new business in the digital media industry in Indonesia. Vlogger refer to social media users who regularly upload a variety of video content with various themes. We used case study to describe and analyze Youtube’s significant role in managing Vlogger communities, and also design support systems to make the communities growth and sustainable. We also explore Vlogger role as Online Influencer. This study is expected to be one of the references related to Vlogger phenomenon in the context of digital media studies in Indonesia.


2019 ◽  
Vol 53 (2) ◽  
pp. 200-220
Author(s):  
Jocelyn Sage Mitchell

AbstractThe online public sphere, and the ways in which its digital media platforms influence discourse, is a crucial but understudied area of research in the six Arab monarchies of the Persian Gulf. Through a case study of the ongoing Gulf diplomatic crisis, which began in June 2017, this essay draws on the disciplines of political science, communication, and digital media studies to analyze qualitative examples of digital discourse: the role of women, territorial boundaries, and the FIFA World Cup 2022. Linking these flash points to historical struggles between the countries, this essay suggests that the politicization of the online public sphere in the region does not represent a fundamental change in the diplomacy of the region but rather a new battleground for old regional rivalries.


2013 ◽  
Vol 35 (1) ◽  
pp. 9-12 ◽  
Author(s):  
Ben Aslinger ◽  
Nina B. Huntemann

Communication ◽  
2019 ◽  
Author(s):  
matthew heinz

Transgender media studies is a fairly recent area of scholarship emerging at the intersections of communication studies, cultural studies, digital media studies, film studies, gender studies, media studies, television studies, and transgender studies. The earliest scholarship in this field primarily consisted of analyses of portrayals of transsexual characters on the screen. With the gradual broadening of LGBTQ scholarship facilitating coverage of trans issues, the growing global visibility of trans, transgender, non-binary, and gender non-conforming people, and the intermittent expansion of trans legal and human rights, transgender media studies began to develop as a vibrant area of study of its own. Transgender media scholarship moved from pathologizing approaches to victimizing approaches to resilience-focused approaches while keeping the empirically documented and often legally enshrined marginalization and discrimination of transgender people in public consciousness. At this moment, transgender media scholarship continues to examine the portrayals of transgender characters on screen, but the methodological and epistemological approaches to transgender media have greatly expanded to include, for example, how transgender people use media to organize, how print and digital media influence transgender identity development, how media can be used to educate publics and provide support, how cisgender people respond to transgender portrayals in digital, print, and broadcast media; and how researchers can help challenge normativity, pay attention to intersectionality, and surface marginalization. Early dominant portrayals of transgender people consisted of white, middle-class, middle-aged heteronormative transgender women, and scholarship reflected these dominant portrayals. In the 21st century, transgender media discourse has mostly broadened to include transgender men and gender non-conforming people, people of color and Two-Spirit people, people of a range of sexual orientations and gender identities, young people and seniors. Arguably, much of the increased diversity in transgender media research is attributable to the fact that transgender and gender non-conforming researchers came out publicly and/or entered the academy and brought forth research agendas informed by lived experience. This bibliography is not exhaustive. It seeks to reflect the range of transgender media scholarship at this point in time, acknowledging that “transgender media” as a conceptual category captures a particular moment in time only. As social and biological understandings of “gender” and “sex” begin to shift and loosen, it is likely that media scholarship will present a more holistic approach to the complex relationships between (trans)gender and media.


Author(s):  
Christine H. Tran ◽  
Bonnie "Bo" Ruberg ◽  
Nicholas-Brie Guarriello ◽  
Daniel Lark

This panel explores the rise of ludic technologies as both figurative and computational “platforms” for American political participation. As COVID-19 forced many politicians to abandon massive rallies and other in-person engagement into 2020, American politicians turned to video games for alternative means of public outreach, from “Biden Island” in $2 to Twitch streams with Alexandria-Ocasio Cortez and Bernie Sanders. This panel contextualizes these and other “ludopolitical” phenomena from a variety of perspectives, ranging from digital media studies to queer studies and political economy. We attend to the mass re-politicization of games and question the politics of identity, content moderation, and labour that are downloaded onto policy when party communication becomes strategically playful.


Situated at the theoretical interface between the fields of media studies and religious studies, Believing in Bits advances the idea that religious beliefs and practices are inextricably linked to the functioning of digital media. Digital media—conceived as technologies and artifacts, as well as the systems of knowledge and values shaping our interaction with them—cannot be analyzed outside the system of beliefs and performative rituals that inform and prepare their use. How did we come to associate things such as mind reading and spirit communications with the functioning of digital technologies? Does the dignity accorded to the human and natural worlds within traditional religions translate to gadgets, avatars, or robots? How does the internet’s capacity to facilitate the proliferation of beliefs help blur the boundaries between what is considered fictional and factual? The chapters in this volume address these and similar questions, challenging and redefining established understandings of digital media and culture by employing the notions of belief, religion, and the supernatural. From a theoretical standpoint, this book relies on two different approaches that complement each other: a media archaeological approach that looks at the continuities and at the subtle relationships between earlier media histories and the contemporary landscape, and a perspective informed by digital media studies that takes into account the technical and social specificities of digital technologies.


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