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Mellanlitteratur på bibliotek och i recensioner / Middle literature at libraries and among critics. The reception of a popular contemporary novel.Sjögren, Linnéa January 2002 (has links)
This thesis investigates the reception of middle literature novels among critics in Swedish newspapers and at Swedish libraries. Works by three authors were chosen as representatives for middle literature: Helen Fielding, Nick Hornby and Tony Parsons. The investigation is based on interviews with librarians at the Gothenburg City Library, the total purchased number of books at public libraries in Sweden and analysis of Swedish newspaper reviews. The result is compared with theories by literary sociologists as Jofrid Karner Smidt, Janice Radway, Erland Munch-Petersen and Staffan Bergsten among others. It was found out that literary scientists and critics had a different way of looking at middle literature. Scientists regarded it as something positive and strengthening for female readers. Literary critics, on the other hand, looked upon middle literature as depraved and retrogressive. The very word middle literature first appears in Swedish newspapers in 1997 and it has been given several names. Middle literature novels were found to have some characteristic features: humour, identification, journalistic language and an urban environment. These novels were entertaining, well written, realistic and gave a picture of the present generation. The librarians had difficulties characterizing middle literature novels and to determine whether it was light literature or not. The reviews of the novels differed. Some were positive, some were negative but no one was unconcerned. Critics were more positive to middle literature than the librarians at the City Library in Gothenburg were. What made the literature so popular turned out to be facts that were its characteristics. Even if the librarians had a tendency to recommend other better novels, they thought it was better reading light novels than not reading at all. For them, middle literature fulfilled its purpose better in English, their original language, as an educational tool. They decided to buy this literature mainly for that purpose from that on. The chosen novels were all purchased in high numbers by Swedish libraries, in English as well as translated into Swedish. They regarded requests of books by the patrons but checked out reviews very carefully. The request for quality was high and was even more important. / Uppsatsnivå: D
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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
<p>This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.</p>
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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.
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