scholarly journals Between text, paratext, and context: Queerbaiting and the contemporary media landscape

2017 ◽  
Vol 24 ◽  
Author(s):  
Eve Ng

I discuss the concept of queerbaiting as emergent from viewer readings of both textual and paratextual content at a particular juncture of LGBT media representation. While fan works as paratexts have attracted attention for their queered readings and narratives, there has been little scholarly consideration of how official paratexts that suggest or address queer readings, particularly promotional material and public commentary from producers, inform viewer engagement with media texts, and how they interact with contemporary conditions of media production and LGBT content. Examining F/F pairings from two television shows, Rizzoli & Isles (TNT, 2010–16) and The 100 (CW, 2014–), I propose a model that incorporates text, paratext, and the context of LGBT representation to account for how both noncanonical and canonically queer narratives can exemplify queerbaiting discourses, as well as where queer subtextual readings are positioned in this interpretative space. In addition, I highlight the historical contingency of queerbaiting in terms of shifts in producer/viewer interactions and the character of LGBT narratives in reshaping the contestation of media meaning making.

Cultura ◽  
2019 ◽  
Vol 16 (1) ◽  
pp. 145-163
Author(s):  
Soochul KIM ◽  
Kyung Han YOU

This study examines the dynamics of cultural politics in reality television shows featuring North Korean resettlers (NKR2) in South Korea. As existing studies focus on the role of media representation reproducing a dominant ideology for the resettlers, this paper focuses on the specific media rituals of NKR2 programs, which can be seen as a product of the neoliberalist localization process of the global media industry. In doing so, this paper demonstrates how NKR2 programs interrupt the current dynamics of emotions in regard to North Korean resettlers in South Korea. We argue that in shaping civic identity as an effect of the NKR2 show, cultural politics of citizenship in South Korea on North Korean resettlers serve the formation of relatively conservative and sexist civic identity.


Author(s):  
Sean Guynes

This chapter links the seemingly disparate but deeply interconnected discourses and practices of contemporary media production, genre, aesthetics, and comics. It offers these arguments through a case study of the popular fantasy comic book Rat Queens and in the process demonstrates the critical utility to comics studies of reading genre, aesthetics, and industry together. The chapter reads Rat Queens through Sianne Ngai’s conception of the zany, cute, and interesting, showing how each of these categories is part of the aesthetic logic of the series, while also showing how each performs or critiques the series’ (superficial) investment in gender politics and the fantasy genre.


2020 ◽  
pp. 194-224
Author(s):  
Kelly Kessler

This chapter focuses on the rise and digital marketing of a spate of musical series between 2009 and 2019. It explores the specific methods used to address audiences of Fox’s Glee, NBC’s Smash, ABC’s Galavant, and The CW’s Crazy Ex-Girlfriend and how the shows’ industry-driven online footprints project both the television industry’s embrace of Web 2.0 techniques and varying methods of hailing fans of the Broadway musical. In various ways, these series blend techniques of Broadway and television fandoms and parlay theatrical language and stars into marketing tools, while acknowledging the contemporary power of online stardom in the cultivation of contemporary media texts. Whether through network websites, YouTube, Facebook, Twitter, or Instagram, or via interactive gif-creators and contests, these four musical series hung their hopes on the promise of fan interactivity.


Author(s):  
Hanne Bruun

<p>How do we explain changes in media genres? Are they the result of economic, technological or other kinds of structural forces; or are they the result of the change-producing agency of the media producers? And how are changes in media texts connected to contextual conditions for media production on micro-, meso- or macro levels? This article suggests that a theoretical approach using a pragmatic and socio-cognitive understanding of genre will help us to address these questions. This approach can highlight the interplay between human agency and different kinds of structural forces involved in specific professional media production cultures. Furthermore, it has the potential to integrate media texts and especially the micro- and meso levels of production. Using lessons learned and findings from my recent production study of Danish television satire, the article will argue three major methodological as well as knowledge-producing advantages of a genre approach.</p>


2021 ◽  
Vol 123 (3) ◽  
pp. 1-23
Author(s):  
Summer J. Davis ◽  
Jill A. Scott ◽  
Karen E. Wohlwend ◽  
Casey M. Pennington

Background For too many youths, school has become a place for students to withstand and kill time until they can leave and learn about things that matter to them. Instead, schools should be inviting and exciting places to learn but also nurturing spaces where all students feel they belong. Drawing upon expanded definition of literacies that include play and making, this study examines how the maker literacies—media production where multimodal, digital, and artifact-based literacies converge—creates opportunities for youth to critically engage their favorite toys and media in school. While the preponderance of research on media literacy has focused on critical consumption of multimedia, research on play-based literacies has focused largely on early childhood (K–2) spaces. This article examines student engagement in the intersection of critical media production and play-based literacies for older youth, specifically play, toymaking, and filmmaking in classroom makerspaces. Purpose The goal of the ongoing Literacy Playshop studies is to explore the meaning-making and participation that youth experience through production-oriented maker literacies (e.g., toy(re)making, filmmaking) in P–12 settings. Maker literacies enable students to critically respond to pervasive stereotypes in popular media by producing their own films by “toyhacking” or remaking physical features of toys that also enable revised character identities and alternative storylines. The research within this article aimed to understand how preservice and in-service teachers approach play-based media production as a participatory literacy for students in classroom makerspaces. Research Design Using mediated discourse analysis, toy remaking and filmmaking is examined to unpack the tangles of meanings, bodies, and toys in the action texts and imaginary contexts of play. Researchers looked across three sites, including a third-grade classroom, a literacy methods course for preservice elementary teachers, and a methods course for secondary English/Language Arts preservice teachers, all of which implemented a curricular framework for play-based makerspaces. Using ethnographic methods, multimodal video analysis, and mediated discourse analysis, researchers compared critical media literacy strategies in these three sites. Data sources included: video data of students’ toyhacking, hacked toys, student-created films centering toys, researcher fieldnotes, written reflections of preservice teachers, and interviews with the in-service teacher. Findings Findings suggest student engagement was significantly increased through the collaborative digital film process, which often gave preservice and inservice teachers the chance to expand their conception of literacy. Teaching children and preservice teachers to engage in play-based literacies allowed participants to more actively participate in their own education, assisting them in creating their own media, responding critically, productively, and multimodally to a world filled with popular animated films, television, video games, and digital media texts. Conclusions Overall, findings align with calls to reconceptualize and update literacy curricula across K–12 and teacher education programs to center student meaning-making, agency, and critical response. More research is needed to understand the intersections of participatory literacies, mass media, critical literacy, and social justice.


2021 ◽  
Vol 68 (PR) ◽  
pp. 102-111
Author(s):  
LARISA KISELЕVA KISELЕVA

The study focuses on the most productive patterns of semantic derivation, namely metaphorical and metonymic transfer, exemplified by contemporary Russian media texts. The metaphorical and metonymic patterns outlined in the study are based on the principle of anthropocentrism, which is realized in two interrelated directions highlighting the cognitive nature of semantic relations: 1) person → surrounding world (external personalization); 2) surrounding world → person (description in view of the extralinguistic reality). Specific micro patterns are based on the concrete → abstract macro pattern. It can be argued that semantic derivation functions as a means of linguistic ex-pression of ideas about intangible entities, thus creating the respective images in the mind of the addressee. The results of the study are of relevance to lexical semantics, cognitive linguistics, media linguistics, etc. Keywords: semantic derivation, metaphor, metonymy, Russian, media texts, anthropocentrism


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Tatiana Vladimirovna Chernyshova

The article is devoted to the study of means and ways of modeling the comic effect in contemporary ironic media texts as well as to characterizing the method of their linguistic description in the linguistic pragmatic aspect. Special attention is paid to the ways of linguistic analysis of the conflict in ironic media text, which is the object of a court case. Within the complex linguistic analysis, including the semantic analysis to reveal the “semantic aspects,” and on the material of the editions Kommersant and Moskovsky Komsomolets, the authors described the signals of irony as language play and as a socially marked way of communication, defining their stylistic variety. On the example of ironic media text which is the object of a court case, it is established that the basic way to model the comic (ironic) subtext in contemporary media texts is the contrast used both at textual and subtextual levels. The article draws the conclusion that the comic form of presentation of the ironic text content cannot be the object of a court case because it is connected with the evaluation and expression of the author’s own opinion.


Author(s):  
Mel Stanfill

The fans depicted in mainstream media representation are unrelentingly white in a way that constructs fandom—from Star Trek to baseball to Elvis—as the property of white bodies. Though whiteness is typically understood in contemporary American culture as a position of privilege, represented fans seem to contradict this conventional wisdom; they are conceptualized in television shows, fictional films, and documentaries as white people deviating from the constructed-as-white norm of heterosexuality and employment through a "childish" fixation on the object of their fandom. Dominant culture produces an idea of fandom as a sort of failed nonheteronormative whiteness that serves a regulatory function, positioning the supposed inadequacy of fans as the result of bad—but correctable—decisions, reinforcing rather than challenging privilege as a natural property of white, heterosexual masculinity as it produces fandom as a racialized construct.


2020 ◽  
Vol 10 (3) ◽  
pp. 248-263
Author(s):  
John Potter ◽  
Kate Cowan

This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic ‘meaning-makerspace’ where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric and site-specific imagination, transmitted game forms from the past, and their pleasure and affective response to contemporary media. The playground is, therefore, a dynamic site for making and re-making, reflecting the concept of ‘makerspace as mindset’, where creative, collaborative meaning-making occurs ceaselessly in a range of modes. To illustrate this position, we share findings from ‘Playing the Archive’, an ‘Engineering and Physical Sciences Research Council’ funded project exploring archives, spaces and technologies of play. Building upon the Iona and Peter Opie Archive of play from the 1950s–1960s, the project involved ethnographic research in two contemporary London primary school playgrounds, working with children aged 7–11 as co-researchers. A range of multimodal methods were used with the children to gain insights into their play, including iPads as filmmaking devices, chest-mounted GoPro cameras, voice recorders, drawings and mapping of playspaces. The research highlights that contemporary play exists not only in physical playgrounds, but increasingly in globalised ‘virtual playgrounds’ such as video games and social media. While these playworlds may at first appear separate, we identified ways in which virtual play intersects and inflects activity in the physical playground. We argue that play should therefore be seen as a series of ‘laminates’ drawing variously on media culture, folklore and the children’s everyday lived experiences, re-mixed and re-mediated inventively in the playground.


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