Skip to content

Flow

A Critical Forum on Media and Culture

Flow logo (gif)

A Critical Forum on Media and Culture

  • Home
  • ABOUT FLOW
  • CONTRIBUTE
    • HOW TO CONTRIBUTE
    • CURRENT CALLS
  • CREDITS
    • AUTHORS
    • EDITORIAL TEAM
    • TECHNICAL CREDITS
    • FORMER EDITORS
  • OVER*FLOW

Carly Kocurek / Illinois Institute of Technology

Carly A. Kocurek is Assistant Professor of Digital Humanities and Media Studies at the Illinois Institute of Technology in Chicago. Her research focuses on the culture and history of video gaming. Her book, a cultural history of the video game arcade in the United States, is forthcoming from the University of Minnesota Press. Previous work has appeared in Game Studies, The Journal of Gaming and Virtual Worlds, Flow, In Media Res, and The New Everyday and the anthologiesBefore the Crash: An Anthology of Early Video Game History (Wayne State University Press, 2012), Gaming Globally: Production, Play, and Practice (Palgrave Macmillan, 2012), andComputer Games and Technical Communication: Critical Methods and Applications at the Intersection (Ashgate, 2013).

We Resign from Sexism and Games Effective Immediately: Positive Steps Toward Gender Equality in Gaming Cultures Jennifer deWinter / Worcester Polytechnic Institute Carly Kocurek / Illinois Institute of Technology

April 13, 2013 Carly Kocurek / Illinois Institute of Technology 2 comments

What needs to happen to gain gender equality in the production side of the gaming community.

Read more

#1reasonwhy Women in the Gaming Industry Matters
Jennifer deWinter / Worcester Polytechnic Institute
Carly Kocurek / Illinois Institute of Technology

February 20, 2013 Carly Kocurek / Illinois Institute of Technology 11 comments

Lady gamers, #1reasonwhy, and the continuation of sexism in the gaming community.

Read more

Rescuing Anita: Games, Gamers, and the Battle of the Sexes
Jennifer deWinter / Worcester Polytechnic Institute
Carly Kocurek / Illinois Institute of Technology

December 3, 2012 Carly Kocurek / Illinois Institute of Technology 2 comments

Violence in the online gaming community.

Read more

The Right to Play: Youth, Video Gaming, and the Law
Carly A. Kocurek / University of Texas – Austin

April 2, 2009 Carly Kocurek / Illinois Institute of Technology 6 comments

Can some video games be too violent for minors? Not according to a recent California court ruling.

Read more

Gaming for the Gal on the Go: Advertising the Nintendo DS Carly A. Kocurek / FLOW Staff

July 11, 2008 Carly Kocurek / Illinois Institute of Technology 6 comments

The Nintendo DS is being sold to the Sex and the City generation.

Read more
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.

Search Flow:

Archives

Over*Flow: Responses to Breaking TV & Media News

image description
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

@FlowTV Conversations…

FLOW Follow

A critical forum on media and culture brought to you by the graduate students of @UTRTF.

FlowTV
flowtv FLOW @flowtv ·
20h

Anna Lovatt traces how artists from Mimi Smith to Letícia Parente used television and video to redraw the boundaries between art, media, and everyday life. The column reveals how the “screen age” has transformed drawing

Read it here: http://tinyurl.com/3knva3wp

Reply on Twitter 1986138451927048203 Retweet on Twitter 1986138451927048203 Like on Twitter 1986138451927048203 Twitter 1986138451927048203
flowtv FLOW @flowtv ·
4 Nov

In his analysis of K-Pop Demon Hunters, Dal Yong Jin challenges theories of “odorless” hybridity, arguing for a politicized model of cultural mixing that keeps local specificity visible while negotiating unequal global media power.

Read it here: http://tinyurl.com/2xft2667

Reply on Twitter 1985831190905978886 Retweet on Twitter 1985831190905978886 Like on Twitter 1985831190905978886 1 Twitter 1985831190905978886
flowtv FLOW @flowtv ·
3 Nov

From Squid Game pop-ups to Netflix House installations, Hyun-Jung Stephany Noh traces how dystopian K-dramas become immersive, branded experiences. Her essay shows how Netflix turns speculative fiction into a global marketing spectacle
Read it here: http://tinyurl.com/h7epx33m

Reply on Twitter 1985390289679159659 Retweet on Twitter 1985390289679159659 Like on Twitter 1985390289679159659 Twitter 1985390289679159659
flowtv FLOW @flowtv ·
29 Oct

Helen Piper examines the show The Assembly and compares the UK & Australian versions. In doing so, she reveals how format and post-production choices shape risk, reciprocity, and the politics of inclusion.

Read it here: http://tinyurl.com/5y7y4cax

Reply on Twitter 1983623071455203427 Retweet on Twitter 1983623071455203427 Like on Twitter 1983623071455203427 Twitter 1983623071455203427
Load More

Popular Posts

  • Pass the Remote: Online News

    June 10, 2005 179 comments
  • Why Do I Love Television So Very Much?

    March 9, 2007 95 comments
  • Watching Everybody Hates Chris in Brazil
    Reighan Gillam / University of Michigan
    March 5, 2013 91 comments
  • Awkward Conversations About Uncomfortable Laughter

    November 4, 2005 67 comments
  • Why Don’t I Like Breaking Bad?
    Kate Warner / University of Queensland
    February 11, 2014 60 comments

Tags

Advertising American Politics Branding Comedy Commercial Interests Communication Technology COVID-19 Criticism Family Fandom Femininity Feminism Gender Global Media Global Politics Industry Media Influence Music Netflix New Media News Over*Flow Pedagogy Pop Culture Public Media Race/Ethnicity Radio Reality TV Representation social media Sports Media streaming Technology Television Viewing Volume 23 Volume 24 Volume 25 volume 26 Volume 27 Volume 28 Volume 29 Volume 30 Volume 31 Youth Culture