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    Podcast, Heather Hendershot: "Before Fox News: Right-Wing Broadcasting, Cold War America, and the Conservative Movement"

    In the Cold War years, there was a tremendous surge ...

    In the Cold War years, there was a tremendous surge in right-wing broadcasting in America. Hendershot explains how radio and TV extremists feigned a "balanced" presentation of their ideas in the 1950s; in the 60s, those same broadcasters switched to an overtly right-wing line. Ultraconservative broadcasting was eventually shut down by the IRS, citizen activists, and the FCC. The Fairness Doctrine was the most powerful tool used against the extremists, and, thus, right-wing broadcasting was reborn when Reagan suspended the doctrine in 1987, enabling the rise of Rush Limbaugh, and Fox News shortly thereafter. Hendershot's work thus provides useful context for understanding not only the history of the conservative movement but also the contemporary landscape. Heather Hendershot's research centers on regulation, censorship, FCC policy, and conservative media and political movements. She is the editor of Nickelodeon Nation: The History, Politics and Economics of America's Only TV Channel for Kids and the author of Saturday Morning Censors: Television Regulation before the V-Chip, Shaking the World for Jesus: Media and Conservative Evangelical Culture, and What's Fair on the Air? Cold War Right-Wing Broadcasting and the Public Interest. She is also editor of Cinema Journal, the official publication of the Society for Cinema and Media Studies. Download!

    Jan 12, 2012 Read more
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    Podcast, John Hartley: "Creative Industries, Micro-productivity and Social Learning: A Cultural Science Approach to Cultural and Media Studies"

    Download! "To have great poets, there must be great audiences ...

    Download! "To have great poets, there must be great audiences too." (Walt Whitman) This paper outlines recent developments in the field of cultural and media studies, including an account of changes in the economy, culture and technology, and consequent initiatives in educational provision for the creative industries. It goes on to outline the case for a new approach to the media and culture, based on evolutionary and complexity studies, in which the comparative media environment is recast in terms of 'micro-productivity' (user-created content) and 'social learning' (networked knowledge). John Hartley is an educator, author, researcher and commentator on the history and cultural impact of television, journalism, popular media and creative industries.

    Jan 3, 2012 Read more
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    Podcast, Philip Napoli: "Social Media, Television, and the Evolution of the 'Institutionally Effective' Audience"

    Download! The relationship between the media industries and their audiences ...

    Download! The relationship between the media industries and their audiences is in the midst of a period of profound change. A key aspect of this transition is that traditional exposure-based conceptualizations of the audience are being challenged by conceptualizations that rely primarily on social media data and that are oriented around constructs such as appreciation, engagement, and emotional involvement. This presentation presents ongoing research that examines the institutional factors that are enabling and inhibiting this transition in the television industry, as well as the implications of this transition for audience representation and cultural production. Philip Napoli is Professor and the Area Chair in the Communication and Media Management area of Fordham University's Schools of Business. His research focuses on media institutions and media policy.

    Jan 3, 2012 Read more
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    Podcast, Ian Bogost: "The Cartoonist and the Whaler: Notes on the Future of Journalism and Other Media"

    Download a recording of this event. A "newsgame" is a ...

    Download a recording of this event. A "newsgame" is a videogame that does journalism. Drawing from five years of commercial development and academic research on this new approach, this talk summarizes the principles of newsgames and then offers two related but conflicting perspectives on its role in the future of newsmaking, framed by general thoughts on the challenges of designing and understanding contemporary media. Ian Bogost, Professor of Digital Media at Georgia Tech, is a designer, philosopher, critic, and researcher who focuses on computational media--videogames in particular. He is also an author and an entrepreneur. He is also a Founding Partner at Persuasive Games and a Board Member at Open Texture (an educational publisher).

    Dec 16, 2011 Read more
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    Video: Frank Lantz, "The Aesthetics of Games"

    Download the video of this event or view below. This ...

    Download the video of this event or view below. This talk explores what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form, or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk will examine these and other related questions. Frank Lantz is the Interim Director of the NYU Game Center. For over 12 years, Frank has taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts, and Parsons School of Design. His writings on games, technology and culture have appeared in a variety of publications. In 2005 Frank co-Founded Area/Code, a New York based developer that created cross-media, location-based, and social network games. In 2011 Area/Code was acquired by Zynga and is now Zynga New York. Frank has worked in the field of game development for the past 20 years. Before starting Area/Code, Frank worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive. Over the past 10 years, Frank helped pioneer the genre of large-scale realworld games, working on projects such as the Big Urban Game, which turned the cities of Minneapolis and Saint Paul into the world's largest boardgame; ConQwest, which featured the first major application of semacodes in the United States, PacManhattan, a life-size version of the arcade classic created by the students in his Big Games class at NYU, and many other experiments in pervasive and urban gaming. Thanks to Generoso Fierro for producing the videos and James Barrille for editing.

    Dec 16, 2011 Read more
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    Podcast, Fred Turner: "The Family of Man and the Politics of Attention in Cold War America"

    Download or watch below. In 1955, the Museum of Modern ...

    Download or watch below. In 1955, the Museum of Modern Art mounted one of the most widely seen - and widely excoriated - photography exhibitions of all time, The Family of Man. For the last forty years, critics have decried the show as a model of the psychological and political repression of cold war America. This talk challenges that view. It shows how the immersive, multi-image aesthetics of the exhibition emerged not from the cold war, but from the World War II fight against fascism. It then demonstrates that The Family of Man aimed to liberate the senses of visitors and especially, to enable them to embrace racial, sexual and cultural diversity - even as it enlisted their perceptual faculties in new modes of collective self-management. For these reasons, the talk concludes, the exhibition became an influential prototype of the immersive, multi-media environments of the 1960s - and of our own multiply mediated social world today. Fred Turner is Associate Professor of Communication and Director of the Program in Science, Technology and Society at Stanford University. He is the author most recently of From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism. His essays have tackled topics ranging from the rise of reality television to the culture of engineering at Google. He is currently drafting a history of immersive media environments in the decades after World War II.

    Dec 15, 2011 Read more
  • HD

    Podcast: Frank Lantz, "The Aesthetics of Games"

    This talk explores what it means to consider games an ...

    This talk explores what it means to consider games an aesthetic form -- something akin to literature, music, or film. That this is the most appropriate category within which to place games seems like an emerging consensus. But what does it actually mean? Are only video games an aesthetic form, or do non-digital games also deserve that status? Are the aesthetics of games a hybrid blend of other forms or a distinct form unto themselves? Do they express a new aesthetic fresh-born of the computer age or a primal, fundamental aesthetic that computers have amplified and brought into focus? The talk will examine these and other related questions. Frank Lantz is the Interim Director of the NYU Game Center. For over 12 years, Frank has taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts, and Parsons School of Design. His writings on games, technology and culture have appeared in a variety of publications. In 2005 Frank co-Founded Area/Code, a New York based developer that created cross-media, location-based, and social network games. In 2011 Area/Code was acquired by Zynga and is now Zynga New York. Frank has worked in the field of game development for the past 20 years. Before starting Area/Code, Frank worked on a wide variety of games as the Director of Game Design at Gamelab, Lead Game Designer at Pop & Co, and Creative Director at R/GA Interactive. Over the past 10 years, Frank helped pioneer the genre of large-scale realworld games, working on projects such as the Big Urban Game, which turned the cities of Minneapolis and Saint Paul into the world's largest boardgame; ConQwest, which featured the first major application of semacodes in the United States, PacManhattan, a life-size version of the arcade classic created by the students in his Big Games class at NYU, and many other experiments in pervasive and urban gaming. Download!

    Dec 8, 2011 Read more
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    Video: Mimi Ito, "Fandom Unbound: Otaku Culture in a Connected World"

    Download or watch below. In recent years, otaku culture has ...

    Download or watch below. In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. In this talk, Mimi Ito, a cultural anthropologist at UC Irvine, discusses how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as "geek"--an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. How did this once stigmatized Japanese youth culture create its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media? By exploring the rich variety of otaku culture from multiple perspectives, Prof. Ito will provide fascinating insights into the present and future of cultural production and distribution in the digital age.

    Nov 30, 2011 Read more
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    Video: "Communications Forum: Cities and the Future of Entertainment"

    As a prologue to the Futures of Entertainment conference, this ...

    As a prologue to the Futures of Entertainment conference, this Forum will focus on the emergence of powerful new production cultures in such cities as Mumbai, Shanghai, and Rio de Janeiro. What do these developments portend for the international flow of media content? How does the nature of these cities shape the entertainment industries they are fostering? At the same time, new means of media production and circulation now permit individuals to produce content from suburban or rural areas. How do these apparently opposed trends co-exist? What is their likely impact on audiences and on the international media landscape? Speakers include Sergio Sa Leitao, president of RioFilme; 2005 CMS graduate and author of Gay Bombay Parmesh Shahani, who now heads the Godrej India Culture Club and is Editor at Large for Verve magazine; and Ernest James Wilson III, dean of the Annenberg School for Communication & Journalism at the University of Southern California. Download the video of this event or view below.

    Nov 16, 2011 Read more
  • HD

    Podcast: "Communications Forum: Cities and the Future of Entertainment"

    Download a recording of this event. As a prologue to ...

    Download a recording of this event. As a prologue to the conference, this Forum will focus on the emergence of powerful new production cultures in such cities as Mumbai, Shanghai, and Rio de Janeiro. What do these developments portend for the international flow of media content? How does the nature of these cities shape the entertainment industries they are fostering? At the same time, new means of media production and circulation now permit individuals to produce content from suburban or rural areas. How do these apparently opposed trends co-exist? What is their likely impact on audiences and on the international media landscape? Speakers include Sérgio Sá Leitão, president of RioFilme; 2005 CMS graduate and author of Gay Bombay Parmesh Shahani, who now heads the Godrej India Culture Club and is Editor at Large for Verve magazine; and Ernest James Wilson III, dean of the Annenberg School for Communication & Journalism at the University of Southern California.

    Nov 14, 2011 Read more
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