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Funny Business: Women Comedians and the Political Economy of Hollywood SexismMartinez, Diana 27 September 2017 (has links)
In the last five years there has been great public interest in Hollywood’s “gender problem,” namely its unequal representation of women in key creative roles such as director, producer, and studio head. Yet, in the long history of women in film and television, comedians have had the greatest success and degree of agency over their work. From silent film comediennes like Mabel Normand to Lucille Ball, Carol Burnett, and more recently Tina Fey and Amy Schumer, women comedians have resoundingly had success behind-the-screen as well as in front of it. In order to comprehend the disjuncture between the data and the women comedians’ success, we must account for the women at the center of contemporary popular culture who seem to have successfully navigated highly gendered structures of media.
This dissertation offers an extension of the existing scholarship on the industrial practices of women mediamakers. This dissertation offers a historical production study of gender. This dissertation opens up ways of exploring the range and complexity of gendered practices in Hollywood. It shows how these actions operate within discursive frames and institutional frameworks that generally serve to perpetuate the exclusion of women. I suggest that cultural industries like film and television, when examined simultaneously as creative spaces and business enterprises using a political economy approach blended with cultural studies, offer revelatory sites for the study of gendered labor practices in Hollywood.
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Streaming media: audience and industry shifts in a networked societyBurroughs, Benjamin Edward 01 July 2015 (has links)
This dissertation examines streaming media both as a technological innovation and cultural practice that co-configures audience and industry. Strategies and tactics provide a theoretical framework for understanding streaming media. Streaming is theorized as a tactic; wherein audiences momentarily buck against the strategic logic of media conglomerates and copyright regimes. However, streaming, concomitantly, is an audience tactic and a strategic logic of an emergent streaming industry. This results in the blurring between first and third party and sanctioned and unsanctioned streaming. In this dissertation, I parse out what are the nascent streaming logics within this burgeoning industry and how they constitutively shape and re-shape audiences and traditional broadcasting logics.
Five typologies of streaming serve as conceptual tools for deepening our understanding of streaming media and technology. The first is streaming as a recent technological advancement, divided into software and hardware categories. The second conceptual framework is a typology of streaming that divides streaming into first and third party sanctioned and unsanctioned streaming. The third is streaming as an emergent industry. The fourth is streaming as a discourse, and the final typology divides streaming based on geography as transnational streaming, national streaming, and diasporic streaming. All of these classifications lay the groundwork for the further conceptualization of this important and emergent socio-technical practice.
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The Critical Eye: Re-Viewing 1970s TelevisionPetruska, Karen C, PhD 07 December 2012 (has links)
In my dissertation entitled “The Critical Eye: Re-Viewing 1970s Television,” I argue that TV scholars would benefit greatly by engaging in a more nuanced consideration of the television critic’s industrial position as a key figure of negotiation. As such, critical discourse has often been taken for granted in scholarship without attention to how this discourse may obscure contradictions implicit within the TV industry and the critic’s own identity as both an insider and an outsider to the television business. My dissertation brings the critic to the fore, employing the critic as a lens through which I view television aesthetics, media policy, and technology. This study is grounded in the disciplines of television studies, media industries studies, new media studies, and cultural studies. Yet because the critic’s writing reflects the totality of television as an entertainment and public service medium, the significance of this study expands beyond disciplinary concerns to a reconsideration of the impact of television upon American culture.
This project offers a history of the television critic during the 1970s, a decade in which the field of criticism professionalized and expanded dramatically. Methodologically, I am incorporating three approaches, including historical research of the 1970s television industry, textual analysis of critical writing, and interviews with critics working during that decade. I’ve identified the 1970s for a variety of reasons, including its parallels with today’s significant technological and industrial transformations. My central texts will be the industry trade publications, Variety and Broadcasting, and national daily newspapers including the New York Times, Los Angeles Times, Washington Post, and Chicago Tribune. Viewing TV criticism as a profession, a historical source, and a site of scholarly analysis, this project offers a series of interventions, including a consideration of how critical writing may serve as a primary source for historians and how television studies has overlooked the significance of the critic as an object of analysis in his/her own right.
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The Evolution of Cable Network Branding: Time Warner in the Post-Network Era, 2001-2011West, Darcey 11 August 2015 (has links)
From 2001 to 2011, there were a number of significant changes, such as increased audience fragmentation and new media technologies, which impacted the television industry and continue to threaten the financial strength and success of cable television networks. The cable television industry employed branding as a major combatant to manage such challenges. Branding is the most important tool in the post-network era, yet networks use it in ways that challenge previously held scholarly assumptions about the cable television industry. Cable television network branding functions in two main ways – one as a performance intended for competitors, distributors, and other key industry players; and two as a means of rationalization, essentially a tool that network executives can wield whenever they want or need to justify a decision, action or behavior.
Through interviews with television industry executives, attendance at major industry events and an analysis of trade publications, I examine the branding and promotional strategies of TBS, TNT and HBO. Industrial strategies in the post-network era are fragile and uncertain with regards to technology, partnerships, economics, programming and distribution. Thus, cable networks turn to branding as a mechanism to work through institutional, industrial, economic and technological issues that have been and continue to shift. In this analysis of how and why cable networks use branding, I explore the currently evolving post-network era and television’s future.
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The Mutant Database: Media Franchise Authorship, Creators' Rights, and Teenage Mutant Ninja TurtlesCardenas, Jen 05 1900 (has links)
Teenage Mutant Ninja Turtles (TMNT) is a massive ongoing franchise that began as a 1984 self-published comic book created by Kevin Eastman and Peter Laird. Its history is intertwined with the creators' rights movement and the Creator's Bill of Rights (CBR), which rejected work-for-hire contracts, wherein creative laborers—creative authors—cede authorial control of their labor. Because the production of comic books and their franchises is highly collaborative, intellectual property (IP) rights are often consolidated in a single rights holder—a corporate author—via work-for-hire contracts. Eastman and Laird, as both creative and corporate authors, initially maintained strict control of TMNT licensees, but allowed their employees to retain IP rights over creative contributions to TMNT. However, in 1992, Eastman and Laird sent retroactive work-for-hire contracts to all current and former employees. This TMNT case study illustrates how the CBR represented the conflicting interests of publishers and creative laborers and ultimately reinforced the individualistic view of authorship that undergirds work-for-hire doctrine. Additionally, because IP legal infrastructure uses individualistic discourse to consolidate control of media franchises in one entity that allows authorized individuals access to a shared database of creative expressions that workers can borrow from or add to, media franchises resemble folklore and are made via a database mode of production. The romantic vision of authorship (and authorial control) upon which the CBR was founded ultimately went on to serve publishers rather than creators working for media properties, repeating a pattern that has existed since the inception of copyright and authorship.
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<b>Playing With(out) Golden Hands: The Intersections of Video Game Controllers and Gamer Identity</b>Victoria L Braegger (18405969) 19 April 2024 (has links)
<p dir="ltr">Since the Electronic Software Association (ESA) began reporting data for the video game industry in 2002, women have represented nearly half of the game playing population. However, despite this stable statistic, the industry’s ideal “Gamer” is consistently depicted as a young, white, cisgender, heterosexual, able-bodied male, and the games industry frequently targets this idealized identity through advertising and game design. This has resulted in a culture that is notably toxic towards women and marginalized players, built on an assumption of meritocracy within games—or the expectation that every player begins each game with the same advantages, disadvantages, and skills as every other player. While the construction of gamer identity has received extensive scholarly attention, gaming peripherals—such as video game controllers—are either minimized or left entirely out of the conversation. This dissertation, informed by feminist methodologies in technical communication and game studies, uses a mixed-methods approach involving archival research, visual analysis, surveys, and interviews to understand the intersections of video game controllers and gamer identity. Using Microsoft’s Xbox as a case study, the findings demonstrate how a dominant narrative has controlled controller design decisions through iterative processes. This has resulted in controllers that are more uncomfortable, more unusable, and more frustrating for and viewed more negatively by women and marginalized players. For each controller iteration, women and marginalized participants rated controllers significantly lower. Though the total improvement score (TIS) from first iteration to current iteration were similar between women and marginalized participants and cismale participants, the lower starting point for women and marginalized participants resulted in a lower ending point. Design decisions across controller iterations privilege cismale experiences, reifying gamer identity through controller design and resulting in not just an ideal gamer identity, but an ideal gamer body. </p>
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