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Invisible, aesthetic, and enrolled listeners across storytelling modalities: Immersive preference as situated player type 看不见的、审美的和注册的听众通过讲故事的方式:沉浸式偏好作为定位的玩家类型
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-21 DOI: 10.1177/13548565231206505
Judith Pintar
Immersive storytelling includes narrative experiences that take place in the public spaces of theaters, theme parks, museums, and historical reenactment sites; on tabletops, where role-playing games are collaboratively played; in fictional spaces superimposed on the real world during a live-action role-playing (larping) event; and in hybrid, asynchronous, and transmediated spaces that blend the digital, the virtual, and the real. Understood as a kind of boundary object, a player typology can incorporate multiple perspectives and heterogeneous sources of information, producing ‘ideal types’, which provide a framework for observation and discussion across immersive modalities. This paper offers a typology of situated immersive preference, in which narrative immersion and embodied immersion are understood to vary independently of one another. Along the vertical axis listener-players of immersive storytelling experiences are classified as narratively attached, narratively detached, or narratively opposed. Across the horizontal axis of embodied engagement, listener-players are classified as invisible, aesthetic, or enrolled. Nine ideal types emerge at the intersection of these narrative and embodied preferences. Why someone might fit into one category rather than another reflects comfort rather than personality. Situated immersive types are understood to be fluid and temporary configurations. The degree to which players are willing to engage and are comfortable with what they are being asked to do may differ dramatically from experience to experience and from day to day, and even during a single session, reflecting how they feel at a given moment, which is affected by who they are with and how they are perceived and treated by others. This framework for understanding immersive preferences calls for the design of more widely inclusive story worlds.
沉浸式叙事包括发生在剧院、主题公园、博物馆和历史重演场所等公共空间的叙事体验;在桌面游戏中,角色扮演游戏是协作式的;在真人角色扮演(larping)活动期间,在与现实世界叠加的虚构空间中;在混合的、异步的、跨媒介的空间里,融合了数字、虚拟和现实。作为一种边界对象,玩家类型可以结合多种视角和不同的信息来源,产生“理想类型”,这为沉浸式模式的观察和讨论提供了框架。本文提供了一种情境沉浸偏好的类型,其中叙述沉浸和体现沉浸被理解为彼此独立的变化。在垂直轴上,沉浸式故事叙述体验的听众玩家被分为依附叙事、分离叙事和对立叙事。在嵌入用户粘性的横轴上,听众玩家被分为隐形玩家、审美玩家和注册玩家。九种理想类型出现在这些叙事和具体化偏好的交汇处。为什么有些人可能属于一个类别而不是另一个类别,反映的是舒适而不是个性。位于沉浸式类型被理解为流动和临时配置。玩家愿意参与游戏的程度,以及他们对自己被要求做的事情的适应程度,可能会因不同的体验、不同的日子、甚至是同一回合而有很大的不同,这反映了他们在特定时刻的感受,这受到他们与谁在一起以及其他人如何看待和对待他们的影响。这种理解沉浸式偏好的框架要求设计更具包容性的故事世界。
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引用次数: 0
Infinite media: The contemporary infinite paradigm in media 无限媒体:当代媒体的无限范式
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-20 DOI: 10.1177/13548565231208135
Guillermo Echauri
This essay argues that the contemporary media paradigm is defined by an infinite character and scale that emerge from the confluence of infinite-prone economic, technological, and cultural logics. Thus, it discusses the emergence, consolidation, and expansion of a state in which the media landscape and experience are assumed as practically infinite in its different dimensions, from the institutional to the cultural perspective. The argument of this article is based on the analysis of two cases: the deployment of an infinite production model in the media industry, particularly Hollywood; and the implementation of an infinite experience of approaching digital media, especially social media and streaming platforms. The essay maintains that the development of this clearly observable paradigm in media has granted the current possibility of having effectively infinite media and suggests that this propensity towards infinity in media could increase through the implementation of resources such as those offered by generative AI.
本文认为,当代媒体范式是由无限倾向的经济、技术和文化逻辑汇合而产生的无限特征和规模所定义的。因此,它讨论了一个国家的出现、巩固和扩张,在这个国家中,从制度到文化的角度来看,媒体景观和经验在不同的维度上实际上是无限的。本文的论点是基于两个案例的分析:在传媒业,特别是好莱坞,无限生产模式的部署;以及实现接近数字媒体的无限体验,尤其是社交媒体和流媒体平台。本文认为,媒体中这种清晰可见的范式的发展,赋予了目前拥有有效无限媒体的可能性,并表明,通过实施诸如生成式人工智能所提供的资源,媒体中这种走向无限的倾向可能会增加。
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引用次数: 0
Catering to the impatient digital listener: Accelerated composition patterns in popular music, 1986–2020 迎合不耐烦的数字听众:流行音乐中的加速作曲模式,1986-2020
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-20 DOI: 10.1177/13548565231208918
Christoph Klimmt, Mareike Sperzel, Jasmin Straßburger, Viviane Winkler, Yannick Schneeweiß, Hubert Léveillé Gauvin
The present study explored trends of compositional acceleration in top hit songs as a potential consequence of streaming platforms and digital habits of music consumption. Many media users have been shifting towards ‘Permanently online, permanently connected’ ( Vorderer et al., 2018 ) behaviors and are thus likely to face choice overload in many episodes of music consumption. In turn, the creative audio industries seem to adjust strategically to altered audience demands that platforms can identify in their mass data traces. Extending a study by Léveillé Gauvin (2018) , we investigate five compositorial features (main tempo, time before voice enters, time before title is mentioned, number of words in song title, and song duration) for Billboard top 10 songs (1986 to 2020) and ‘Spotify’ top 10 songs (2016 to 2020). Across features, long-term trends of accelerated composition have mostly continued in recent years, but only weak evidence was secured for a particular booster effect of the competitive ‘Spotify’ ecology on compositorial acceleration.
目前的研究探讨了热门歌曲的作曲加速趋势,这是流媒体平台和音乐消费的数字习惯的潜在后果。许多媒体用户已经转向“永久在线,永久连接”(Vorderer等人,2018)的行为,因此在许多音乐消费事件中可能面临选择过载。反过来,创意音频产业似乎也在进行战略性调整,以适应受众需求的变化,平台可以从海量数据中识别这些需求。我们扩展了l ·高文(2018)的研究,研究了Billboard前10首歌曲(1986年至2020年)和Spotify前10首歌曲(2016年至2020年)的五个作曲特征(主节奏、声音进入前的时间、提到标题前的时间、歌曲标题中的单词数和歌曲持续时间)。纵观特征,近年来加速作曲的长期趋势基本持续,但只有微弱的证据证明竞争性的“Spotify”生态对作曲加速的特殊促进作用。
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引用次数: 0
The narrativization of ludic elements in videogame fanfiction 电子游戏同人小说中搞笑元素的叙述
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-19 DOI: 10.1177/13548565231208925
Yuhua Hanna Wu, Paul Martin
Existing scholarship on videogame fanfiction focuses on how these fictions transform game characters and narrative settings. However, this misses out on an important trope in videogame fanfictions, where authors transplant game procedures, systems, mechanics, and play styles into their stories. We term this trope the narrativization of ludic elements. This article examines how three popular fanfictions based on the Chinese MMO Jian 3 narrativize ludic elements in a way that reinforces hegemonic masculinity. The article contributes to a fuller understanding of the rhetorical strategies of fanfiction writers and explores the ideological implications of the intermedial relation between fanfictions and their source texts.
关于电子游戏同人小说的现有学术研究主要集中在这些小说如何改变游戏角色和叙事设置。然而,这忽略了电子游戏虚构中的一个重要比喻,即作者将游戏程序、系统、机制和游戏风格移植到他们的故事中。我们把这种比喻称为“搞笑元素的叙事”。本文将探讨基于中国MMO《剑3》的三款流行小说是如何以一种强化男性霸权的方式叙述搞笑元素的。本文有助于更全面地理解同人小说作家的修辞策略,并探讨小说与其源文本之间的中间关系的意识形态含义。
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引用次数: 0
Book Review: To Know is to Compare: Studying Social Media across Nations, Media and Platform 书评:了解就是比较:跨国家、媒体和平台的社交媒体研究
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-18 DOI: 10.1177/13548565231208150
Blake Hallinan
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引用次数: 0
‘Every adventure begins with a cup of coffee’: Black rifle coffee company, reactionary fandom, and the tactical body “每一次冒险都是从一杯咖啡开始的”:黑步枪咖啡公司、反动的粉丝圈和战术体
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-13 DOI: 10.1177/13548565231205868
Anthony Dannar
This article examines the Black Rifle Coffee Company brand, its fans, and its connection to right-wing violence. By incorporating the literature on brand culture and the concepts and tools from fan studies, I show how Black Rifle merchandise develops into wearable symbols of white supremacy and reactionary politics celebrated by a fan culture and integrated into a tactical ensemble. While both Black Rifle’s promotional content and fans’ actions point to how capitalism provides a permission structure for white masculine supremacy, only by combining these approaches do we reveal the tactical body. I argue that the tactical body is a fannish embodiment of white supremacist conspiracy theories and a playful form of political engagement designed to actualize a revenge fantasy of insurrection. While I focus primarily on how Black Rifle fans play out their tactical canon in online and physical spaces, this case study points to a larger trend of tactical brands profiting from white male grievances and political tribalism.
这篇文章考察了黑步枪咖啡公司的品牌,它的粉丝,以及它与右翼暴力的联系。通过结合品牌文化的文献和粉丝研究的概念和工具,我展示了黑步枪的商品是如何发展成可穿戴的白人至上主义和反动政治的象征,被粉丝文化所庆祝,并融入到战术组合中。虽然Black Rifle的宣传内容和粉丝的行动都表明资本主义是如何为白人男性至上主义提供许可结构的,但只有将这些方法结合起来,我们才能揭示其战术主体。我认为,战术身体是白人至上主义阴谋论的范尼化体现,是一种政治参与的有趣形式,旨在实现叛乱的复仇幻想。虽然我主要关注的是Black Rifle的粉丝如何在网络和实体空间中发挥他们的战术经典,但这个案例研究指出了一个更大的趋势,即战术品牌从白人男性的不满和政治部落主义中获利。
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引用次数: 0
Restricted but satisfied: Google Maps and agency in the mundane life 受限但满足:谷歌地图和日常生活中的代理
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-11 DOI: 10.1177/13548565231205869
Peter Gentzel, Jeffrey Wimmer
The study grasps the transformation of agency in the context of mundane production and use of mapping apps. It is asked theoretically and empirically, who produces and maintains Google Maps as cartographic infrastructure and how is this kind of agency being reflected and acted upon from a lifeworld perspective. Firstly, findings are compiled from various interdisciplinary studies on digital cartography, platform capitalism and digital infrastructures. Since these studies focus on agency almost exclusively from a structural perspective, a qualitative study is conducted to explore the use of Google Maps in everyday life. 20 interviews with German users show that digitalization and datafication profoundly change the dynamics of how agency is perceived and reflected. It can be understood as a form of extension of agency because it is deeply rooted in the entanglement of Google Maps’ infrastructure and city dwellers everyday practices.
该研究掌握了在日常生产和使用地图应用程序的背景下代理的转变。从理论上和经验上问,谁生产和维护谷歌地图作为地图基础设施,这种机构是如何从生活世界的角度反映和行动的。首先,研究结果汇编自各种关于数字制图、平台资本主义和数字基础设施的跨学科研究。由于这些研究几乎完全从结构角度关注代理,因此进行了定性研究以探索日常生活中谷歌地图的使用。对德国用户的20次访谈表明,数字化和数据化深刻地改变了机构的感知和反映方式。它可以被理解为一种代理的延伸,因为它深深植根于谷歌地图的基础设施和城市居民的日常实践之间的纠缠。
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引用次数: 0
It’s not her fault: Trust through anthropomorphism among young adult Amazon Alexa users 这不是她的错:亚马逊Alexa的年轻成年用户通过拟人化获得了信任
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-09 DOI: 10.1177/13548565231200337
Elizabeth Fetterolf, Ekaterina Hertog
Voice assistants (VAs) like Alexa have been integrated into hundreds of millions of homes, despite persistent public distrust of Amazon. The current literature explains this trend by examining users’ limited knowledge of, concern about, or even resignation to surveillance. Through in-depth, semi-structured interviews ( n = 16), we explore how young adult Alexa users make sense of continuing to use the VA while generally distrusting Amazon. We identify three strategies that participants use to manage distrust: separating the VA from the company through anthropomorphism, expressing digital resignation, and occasionally taking action, like moving Alexa or even unplugging it. We argue that these individual-level strategies allow users to manage their concerns about Alexa and integrate the VA into domestic life. We conclude by discussing the implications these individual choices have for personal privacy and the rapid expansion of surveillance technologies into intimate life.
像Alexa这样的语音助手(VAs)已经融入了数亿个家庭,尽管公众一直对亚马逊不信任。目前的文献通过检查用户对监控的有限知识、关注甚至是顺从来解释这一趋势。通过深入的半结构化访谈(n = 16),我们探讨了年轻的成年Alexa用户在普遍不信任亚马逊的情况下如何继续使用VA。我们确定了参与者用来管理不信任的三种策略:通过拟人化将VA与公司分离,表达数字辞职,偶尔采取行动,比如移动Alexa,甚至拔掉它的插头。我们认为,这些个人层面的策略允许用户管理他们对Alexa的担忧,并将VA融入家庭生活。最后,我们讨论了这些个人选择对个人隐私的影响,以及监控技术迅速扩展到亲密生活的影响。
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引用次数: 0
Ride-hailing while female: Negotiating China’s digital public sphere 女性叫车:中国数字公共领域的谈判
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-05 DOI: 10.1177/13548565231205976
Yanjun Cai, JieLan Xu, Scott Drinkall
This research reveals how social media advances gender responsiveness in the context of China’s digital transformation by exploring ride-hailing services, a fast-growing though often under-regulated sector. Specifically, the rise of ride-hailing has been accompanied by incidents of sexual harassment and gender-based violence, leading to social media outrage. Building on Habermas’s concept of the public sphere, this study – perhaps the first to explore the gender dynamics of ride-hailing policymaking in China – centers on the notion of digital public sphere. This study investigates how citizens, corporations, and government agencies have markedly differed in their discourses on gender and safety. Results exhibit that as corporations and government agencies seek technological and legislative solutions to improve safety, Chinese citizen-based activism efforts have amplified gendered perspectives, addressing gender-responsive policymaking. These actors generate discourses that echo various strands of feminism and further cultivate the policy trajectory, including pressuring government agencies to enforce the social accountability of private corporations. This research addresses a pragmatic perspective to demonstrate how liberal, socialist, and cultural feminisms coexist and negotiate in China’s digital public sphere. It aims to enhance one’s understanding of online civic engagement and resulting policy change in contemporary China, enriching the public sphere theory with emerging technology under a contentious political context.
这项研究揭示了社交媒体如何在中国数字化转型的背景下促进性别响应,通过探索网约车服务,这是一个快速增长但往往监管不足的行业。具体来说,网约车的兴起伴随着性骚扰和性别暴力事件,引发了社交媒体的愤怒。以哈贝马斯的公共领域概念为基础,本研究——也许是第一个探索中国网约车政策制定的性别动态——以数字公共领域的概念为中心。本研究调查了公民、公司和政府机构在性别和安全问题上的话语差异。结果表明,随着企业和政府机构寻求技术和立法解决方案来改善安全,中国以公民为基础的行动主义努力扩大了性别视角,解决了性别敏感的政策制定问题。这些行动者产生的话语与女权主义的各种流派相呼应,并进一步培养了政策轨迹,包括向政府机构施压,要求私营企业加强社会责任。本研究从实用主义的角度展示了自由主义、社会主义和文化女权主义如何在中国的数字公共领域共存和协商。它旨在提高人们对当代中国在线公民参与和由此产生的政策变化的理解,在有争议的政治背景下丰富新兴技术的公共领域理论。
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引用次数: 0
‘Huge fan of the drama’: Politics as an object of fandom “剧迷”:政治是粉丝关注的对象
2区 文学 Q1 COMMUNICATION Pub Date : 2023-09-27 DOI: 10.1177/13548565231203979
Peter Allen, David S Moon
On June 12 th 2019, in the middle of the UK Conservative party’s leadership contest, journalist Marie le Conte tweeted ‘so this is my first proper leadership contest as an actual Westminster person and honestly it’s such a hoot…huge fan of the drama’. This tweet is exemplary of a wider phenomenon. Politics is the activity through which power and resources are allocated across society – who gets what, when and how. Politics, and what it does to all of our lives, is consequential. Yet, despite this, many of those who pay the most attention to politics do so from the position of a fan, engaging with it in the way that others engage with entertainment forms like sport and television shows. Previous studies have paid attention to the fandoms and anti-fandoms that develop around individual politicians and movements – in other words, they maintain a focus on the behaviours and actions of these fans of politics. By contrast, in this paper we explore the construction of politics itself as an object of fandom, asking what happens to politics when it is treated in this way. The activity of politics can be socially constructed by humans to serve some purpose. Thus, who does the constructing and how they do this, affects what it becomes. Our claim is that constructing politics as an object of fandom (i.e. constructing it as ‘the drama’) affects politics itself.
2019年6月12日,在英国保守党领袖竞选进行到一半的时候,记者玛丽·勒·孔特在推特上写道:“这是我作为一个真正的威斯敏斯特人第一次真正的领袖竞选,老实说,这太好玩了,我是这部剧的忠实粉丝。”这条推文是一个更广泛现象的典范。政治是在整个社会中分配权力和资源的活动——谁得到什么、何时得到、如何得到。政治,以及它对我们所有人生活的影响,是重要的。然而,尽管如此,许多最关注政治的人还是站在粉丝的立场上,以其他人参与体育和电视节目等娱乐形式的方式参与政治。以前的研究关注的是围绕个别政治家和运动发展起来的迷团和反迷团——换句话说,他们关注的是这些政治迷团的行为和行动。相比之下,在本文中,我们探索政治本身作为一个狂热对象的构建,并询问当政治被这样对待时会发生什么。政治活动可以由人类社会建构,以服务于某些目的。因此,谁来构建以及他们如何构建,会影响它的结果。我们的主张是,将政治构建为一种狂热的对象(即将其构建为“戏剧”)会影响政治本身。
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引用次数: 0
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Convergence-The International Journal of Research Into New Media Technologies
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