Author: CarrieLynn D. Reinhard
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Minutia reception analysis
Methods for understanding the moment-by-moment reception of interactive media Oftentimes in media studies that focus on understanding media reception by the audience or the user, there is a focus on reception writ large and post-hoc. That is, there is a tendency to consider the reactions to a media product by the audience/user after the engagement…
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Raging Bull: Sounds of Obsession
The academic society calls cinema a visual art because it captures moving some slice of reality and from it creates a piece of art through manipulations of time and space. Rarely is cinema referred to as an auditory art because the main focus in experiencing a movie is commonly in watching how the film represents…
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So, Why Did the Media Fail You?
[This post comes from a 2005 research proposal studying how the media was perceived as hindering people. The entire proposal, with full citations and references, can be found here.] Broadcasting or traditional media have been studied by the uses and gratifications perspective (UGP) to uncover the reasons people use traditional media (television, radio, newspapers, even film),…
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Ugetsu, Intertextuality, and the Western Spectator
I want to start off by taking what may be a radical position on how I am conceptualizing film or really any media text. I’m going to take the position of stripping these texts of their accoutrements, designer labels like “entertainment” versus “new” or “high culture” versus “low culture,” and instead I am going to…
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Buffy and Public Discourse on Women’s Health
After Buffy the Vampire Slayer ended it’s television run, Joss Whedon inked a deal with Dark Horse Comics to continue the storyline in comic form. What started with “Season 8” in 2007 has since become “Season 9”. The current season finds Buffy in a world without magic, balancing living as a young, working gal in San Francisco…
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Women and Video Game Addiction: Experimenting with research narratives
This is an experimental research paper relaying women’s stories, gathered with Sense-Making Methodology interviews, of times they felt they were addicted to video games. My analysis, and thus the framing for this paper’s “narrative”, focuses on the dynamics of power in and around the women’s lives during this period of addiction. This representation of the…
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Virtual Ghost Hunting: Ghost Hunters and Content Interactivity
With Internet-based television on the rise, we are seeing various producers experimenting with at least three types of interactivity. The most common is access interactivity, which provides control to the television viewer over what to watch, when and where. Hulu, Netflix, YouTube and Facebook are examples of channels experimenting with this access interactivity. Another type…