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Category: 5.15 – Special Issue: Video Games

Pink Slips for Booth Babes?: No Way! Re-train and Re-skill!

February 9, 2007 Nina Huntemann / Suffolk University 9 comments

by: Nina B. Huntemann / Suffolk University
The enduring question of women and gaming finds one possible answer in the booth babe.

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Game Studies and Web 2.0: Finding an Audience Online

February 9, 2007 Zach Whalen / University of Florida 4 comments

by: Zach Whalen / University of Florida
Given gamers’ tech-enabled nature, how is gameology literature received online?

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Beyond the Steady State

February 9, 2007 Judd Ethan Ruggill and Ken S. McAllister / University of Arizona 4 comments

by: Judd Ethan Ruggill and Ken S. McAllister / University of Arizona
Meditations on the need for and the logistical constraints impeding the creation of computer game archives.

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Getting Girls to Play: The Broadening of the Video Game Market

February 9, 2007 Suzanne Freyjadis-Chuberka / Independent Scholar 3 comments

by: Suzanne Freyjadis-Chuberka / Independent Scholar
Guitar Hero’s innovative gameplay appeals to casual and hardcore gamers alike–including the Frag Dolls!

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Who Are Wii? The Study of Console Fandom

February 9, 2007 Elliot Panek / Emerson College 3 comments

by: Elliot Panek / Emerson College
How does gaming fandom in general and the new console fandom in particular compare to other forms of media fandom?

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The Wii-volution will not be Televised:
The XNA-cution of a Business Model

February 9, 2007 Casey O'Donnell / Rensselaer Polytechnic Institute 5 comments

by: Casey O’Donnell / Rensselaer Polytechnic Institute
While Nintendo’s Wii has been causing a stir among gamers and the general public alike, Microsoft is fundamentally changing the way video games are created.

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Online Game Talk and the Articulation of Maleness

February 9, 2007 Avery Alix / University of Washington 8 comments

by: Avery Alix / University of Washington
How is masculinity constructed and policed in gamers’ online communications?

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Kings, Queens, and Jackasses: Playing With Gender in Online Poker

February 9, 2007 Joanna Slimmer / University of Texas at Austin 10 comments

by: Joanna Slimmer / University of Texas
In online poker rooms, players are bluffing about more than their cards.

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Flow is a critical forum on media and culture published by the Department of Radio-Television-Film at the University of Texas at Austin. Flow’s mission is to provide a space where scholars and the public can discuss media histories, media studies, and the changing landscape of contemporary media.

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Over*Flow: Responses to Breaking TV & Media News

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Over*Flow: “Effort is Overrated: The Dissonance of AI Integrations with the 2024 Olympics”
Kathryn Hartzell / University of Texas at Austin

Martha Stewart holding a credit card
Over*Flow: “Martha Stewart’s Star Persona and the 21st-Century Influencer”
Emma Ginsberg / Georgetown University

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flowtv FLOW @flowtv ·
30 Jan

New Over*Flow! Kathryn Hartzell examines AI Olympic Ads from Summer '24, identifying a dissonance in the ads' narratives that highlight tensions around AI's relationship to creativity, concerns over increased precarity in media industries & more. Read at http://tinyurl.com/mr2rzzeh

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flowtv FLOW @flowtv ·
28 Dec

Michael Z. Newman explores the convergence of TV & TikTok, arguing that the platform embodies television’s fragmentary logic & attention-driven economy, transforming late night shows like After Midnight into viral, internet-native content.

Read it here: http://tinyurl.com/2mnwk4my

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flowtv FLOW @flowtv ·
26 Dec

Andrew Stubbs-Lacy's column examines Alfonso Cuarón’s Disclaimer on AppleTV+, exploring how its production and promotion as a “cinematic” auteur-driven series reflect broader industry strategies. Read it here: http://tinyurl.com/yc6cckya

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flowtv FLOW @flowtv ·
23 Dec

Roderik Smits explores how AI is shaping the landscape of film programming and distribution.

Read it here: http://tinyurl.com/2nm2mp36

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