19 research outputs found
Celebrity advocacy and public engagement: the divergent uses of celebrity
This article sounds a cautionary note about the instrumental use of celebrity advocacy to (re)engage audiences in public life. It begins by setting out the steps necessary to achieve public recognition of a social problem requiring a response. It then presents empirical evidence which suggests that those most interested in celebrity, while also paying attention to the main stories of the day, are also least likely to participate in any form of politics. However, this does not rule out the possibility of forging a link between celebrity and public engagement, raising questions about what would potentially sustain such an articulation. After discussing the broader cultural context of celebrity advocacy in which perceived authenticity functions valorised form of symbolic capital, the article outlines a phenomenological approach to understanding the uses audiences make of celebrity advocacy, using the example of a Ewan McGregor UNICEF appeal for illustration. It concludes that while media encounters with celebrities can underpin a viewerâs sense of self, this is as likely to lead to the rationalisation of inaction as a positive response to a charity appeal
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Coextensive space: virtual reality and the developing relationship between the body, the digital and physical space
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space has been established, users are alerted if they come close to breaching this boundary by the visual inclusion of a grid. Should this threshold be breached, the headset display shifts to an image of the surrounding concrete environment. We contend that physical space is increasingly being incorporated into the digital space of VR in a manner that meaningfully differs from older systems. We build our argument in the following way. First, the article explores how theories surrounding VR have implicated only a limited relationship with physical space. Second, the article introduces the concept of coextensive space as a way of understanding the developing relationship between the physical, digital and concrete reality enacted by current VR systems