57 research outputs found
Public Engagement & Cultures of Expertise Scoping Report
This scoping project investigated public, civic and cultural engagement using Leeds as a case study for a wider snapshot of British culture and practices. The scope is broken into three sections. The first looks at formal modes of engagement such as consultation and the power relations of institutions and their publics. The second investigates data itself and the claims made on behalf of digital content in the name of engagement. The third investigates everyday practices of engagement from the perspective of community groups. What is engagement in a digital environment and what does it look like? What new modes and practices of engagement are emerging, and what kinds of cultural products result? What are the implications of these new forms of engagement and new cultural products for communities and cultures
Capability in the digital: institutional media management and its dis/contents
This paper explores how social media spaces are occupied, utilized and negotiated by the British Military in relation to the Ministry of Defence’s concerns and conceptualizations of risk. It draws on data from the DUN Project to investigate the content and form of social media about defence through the lens of ‘capability’, a term that captures and describes the meaning behind multiple representations of the military institution. But ‘capability’ is also a term that we hijack and extend here, not only in relation to the dominant presence of ‘capability’ as a representational trope and the extent to which it is revealing of a particular management of social media spaces, but also in relation to what our research reveals for the wider digital media landscape and ‘capable’ digital methods. What emerges from our analysis is the existence of powerful, successful and critically long-standing media and reputation management strategies occurring within the techno-economic online structures where the exercising of ‘control’ over the individual – as opposed to the technology – is highly effective. These findings raise critical questions regarding the extent to which ‘control’ and management of social media – both within and beyond the defence sector – may be determined as much by cultural, social, institutional and political influence and infrastructure as the technological economies. At a key moment in social media analysis, then, when attention is turning to the affordances, criticisms and possibilities of data, our research is a pertinent reminder that we should not forget the active management of content that is being similarly, if not equally, effective
Understanding the Underlying Principles of the Short Film
This chapter explores the types of story possible within short films, and how often there can be confusion and uncertainty, particularly amongst student filmmakers, about what a short film really is. In order to better understand this, this chapter outlines a series of underlying principles about short film story design that, we argue, are integral to the initial stages of conceiving such films. Before script development takes place, we argue that realistic thinking about what the short film can deliver in terms of story, characters, scope and dramatic question, will result in a screen work that is not only feasible for student filmmakers to produce, but is also more likely to increase an audience’s emotional engagement with the film. Drawing on a range of multi-award-winning contemporary short films to illustrate these principles, we discuss the relationship between content and form in this genre, leading to a better understanding of the parameters within which a student filmmaker might work. While not presenting these parameters as strict and unbreakable, we argue that knowing what has worked well for others, and what audiences expect from the short film form, provides a solid basis from which to begin conceptualising a short film
The digital mundane, social media and the military
This article draws on empirical data with British military personnel in order to investigate what we call the digital mundane in military life. We argue that social media and smartphone technologies within the military offer a unique environment in which to investigate the ways individual’s position themselves within certain axes of institutional and cultural identities. At the same time, the convolutions, mediatory practices, and mundane social media rituals that service personnel employ through their smartphones resonates widely with, for example, youth culture, digital mobile cultures. Together they suggest complex mediations with social and mobile media, that draws on, and extends non-military practice into new (and increasingly normative) terrains
‘Video Replay: Families, films and fantasy’ as a transformational text: Commentary on Valerie Walkerdine's ‘Video Replay’.
In this commentary I explore the significance of Valerie Walkerdine's paper ‘Video Replay: Families, Films and Fantasy’. I review its impact in 1986 and then discuss how some of its ideas about subjectivity and popular culture – specifically film - can be developed in the contemporary context. A recurring fantasy of Rocky II and its reception is that of social and psychological transformation. I address this theme by drawing on the work of Christopher Bollas to argue that Walkerdine's psychosocial analysis continues to facilitate, across a range of contexts, some of the transformational processes described in her article
Nigellissima: A Study of Glamour, Performativity and Embodiment
This is a study of glamour, its complexities and its relationship with and role within celebrity culture. We explore glamour in the context of Nigella, the London-born TV cook, food writer and self-proclaimed ‘domestic goddess’ of British culinary culture. In our study we consider the interconnections between glamour, specifically Italian-style retro-glamour, and performativity in Nigella’s career. We also address the role of embodiment and authenticity in the masquerade of femininity. Our analysis focuses on Nigella’s glamour over time, considering its creation, enactment and reaffirmation following scandal. We conclude by speculating on glamour’s complex and ambivalent relationship with celebrity culture, and the role of vulnerability in creating authentic and enduring glamour in contemporary consumer society
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Adult videogame consumption as individualised, episodic progress
Drawing from phenomenological interviews with 24 adult videogamers, we explore videogame consumption as a source of individualised, episodic progress. We first consider the relationship between play, progress, technology and the market. We then document adults' accounts of progress through the acquisition of new consoles and software, in the accumulation of in-game resources, and in creative achievements within videogames. Alongside an understanding of technological improvements as representing both technological and personal progress, we see how individuals may also turn to videogames in search of quick and easy episodes of achievement; here, progress is not some grand plan, but a series of small events helpfully structured by the latest game releases. Thus, in a society which aspires to a life where things ‘get better’ and time is usefully spent, adults who fail to actualise progress elsewhere may use videogames and related hardware to perform the idea of achievement as individualised episodes of play. In integrating the accepted cultural idea of progress, perceptions of adult play as ‘frivolous’ can be overcome and such practices may be normalised as a legitimate adult activity. However, play emerges from its frivolousness as legitimate only in compensating for working practices that remain alienated through technology-driven productivity, and through the latest technological commodities. The enjoyable nature of games as a leisure pursuit can become overshadowed by an obligation to achieve at the same time as distancing players from areas of their lives where progress is not experienced
Rhythms of moving in and between digital media: a study on video diaries of young people with physical disabilities
This article develops a new framework for analysing digital media use and access by drawing on the concepts of ‘rhythm’ and ‘wayfaring.’ It unravels how young people with physical disabilities move in and between digital media devices, online sites and activities in an embodied and rhythmic way that happens at a fast or slow pace. The framework is used to analyse the video diaries of three male secondary school students with physical disabilities on their use of digital media at home. We propose methodological advances in studying digital media use as dynamic movement and provide alternative insights on digital inequalities
Video games and agency in contemporary society
In recent years, the idea of player control, or agency, has become central and explicit in certain video games and genres, affecting many debates concerning the study or definitions of video games. In spite of this, the notion of agency in video games has been rarely explicitly explored or defined in relation to its sociological and political dimensions. Hence, drawing on actor-network theory, (neo-)Foucauldian governmentality studies, and empirical data gathered over a three-year period, this paper expands to our understanding of video game player agency and moreover, argues that video games provide an important example and perspective to consider the contemporary nature and political basis of agency
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