Kiri Miller
Datos Biográficos
| ID | 3630102 |
|---|---|
| NOMBRE | Kiri Miller |
| NOMBRES | Kiri |
| APELLIDO | Miller |
| FIRMA | MILLER K |
| AFILIACIONES | Brown University |
| VERIFICADO | No |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAS | 7 |
| TOTAL COMO AUTOR | 7 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2004 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 2 |
Switching Off with Sleepcasts
Meditation apps present mindful listening as sonic self-care: a pathway to managing anxiety, depression, insomnia, and the distractions of other digital media. This essay investigates the collection of audio “sleepcasts” produced by Headspace, a Silicon Valley digital wellness corporation that claims over seventy million users of its meditation app. Sleepcasts are designed to extend media engagement and the productive labor of self-care beyond wa…
Playable Bodies
Playable Bodies investigates what happens when machines teach humans to dance. Dance videogames work as engines of humor, shame, trust, and intimacy, urging players to dance like nobody’s watching—while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players’ experiences of popular music, invite experimentation with gendered and racialized movement st…
Gaming the system
This article investigates how the Dance Central game series (Harmonix Music Systems) invites and persuades players to experiment with gender performance. Dance Central uses the Xbox 360 Kinect, a motion-sensing interface, to teach players full-body dance routines set to popular club music. This study offers evidence that performative, constructivist gender theories informed the development process for these games, and explores what happens when d…
Playing AlongDigital Games, YouTube, and Virtual Performance
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by “playing along” with popular culture. Miller reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her a…
Grove Street Grimm
This article investigates the "Grand Theft Auto" videogame series in order to demonstrate the potential of a folkloristic, ethnographic approach for the analysis of digital games. I discuss "Grand Theft Auto: San Andreas" as a story collection, a frame for performance, a virtual museum of vernacular culture, and a widely circulated pop culture artifact whose double-voiced aesthetic has given rise to diverse interpretive communities. This case stu…
Jacking the Dial
Research Article| October 01 2007 Jacking the Dial: Radio, Race, and Place in Grand Theft Auto Kiri Miller Kiri Miller Search for other works by this author on: This Site Google Ethnomusicology (2007) 51 (3): 402–438. https://doi.org/10.2307/20174544 Cite Icon Cite Share Icon Share Facebook Twitter LinkedIn MailTo Permissions Search Site Citation Kiri Miller; Jacking the Dial: Radio, Race, and Place in Grand Theft Auto. Ethnomusicology 1 January …
"First Sing the Notes"
Every January the Chicago Sacred Harp singers hold an to celebrate their continuing existence as a musical community. It is a one-day singing, not a full weekend Sacred Harp convention, and visitors usually face terribly bitter weather. Therefore the Chicago Anniversary Singing mostly attracts singers from the Midwest, along with a scattering of former Chicago singers and well-wishers from Sacred Harp communities in Southern states.1 Roughly a hu…
Grove Street Grimm
This article investigates the "Grand Theft Auto" videogame series in order to demonstrate the potential of a folkloristic, ethnographic approach for the analysis of digital games. I discuss "Grand Theft Auto: San Andreas" as a story collection, a frame for performance, a virtual museum of vernacular culture, and a widely circulated pop culture artifact whose double-voiced aesthetic has given rise to diverse interpretive communities. This case stu…
Jacking the Dial
Research Article| October 01 2007 Jacking the Dial: Radio, Race, and Place in Grand Theft Auto Kiri Miller Kiri Miller Search for other works by this author on: This Site Google Ethnomusicology (2007) 51 (3): 402–438. https://doi.org/10.2307/20174544 Cite Icon Cite Share Icon Share Facebook Twitter LinkedIn MailTo Permissions Search Site Citation Kiri Miller; Jacking the Dial: Radio, Race, and Place in Grand Theft Auto. Ethnomusicology 1 January …
Gaming the system
This article investigates how the Dance Central game series (Harmonix Music Systems) invites and persuades players to experiment with gender performance. Dance Central uses the Xbox 360 Kinect, a motion-sensing interface, to teach players full-body dance routines set to popular club music. This study offers evidence that performative, constructivist gender theories informed the development process for these games, and explores what happens when d…
"First Sing the Notes"
Every January the Chicago Sacred Harp singers hold an to celebrate their continuing existence as a musical community. It is a one-day singing, not a full weekend Sacred Harp convention, and visitors usually face terribly bitter weather. Therefore the Chicago Anniversary Singing mostly attracts singers from the Midwest, along with a scattering of former Chicago singers and well-wishers from Sacred Harp communities in Southern states.1 Roughly a hu…
Jacking the Dial
Research Article| October 01 2007 Jacking the Dial: Radio, Race, and Place in Grand Theft Auto Kiri Miller Kiri Miller Search for other works by this author on: This Site Google Ethnomusicology (2007) 51 (3): 402–438. https://doi.org/10.2307/20174544 Cite Icon Cite Share Icon Share Facebook Twitter LinkedIn MailTo Permissions Search Site Citation Kiri Miller; Jacking the Dial: Radio, Race, and Place in Grand Theft Auto. Ethnomusicology 1 January …
Grove Street Grimm
This article investigates the "Grand Theft Auto" videogame series in order to demonstrate the potential of a folkloristic, ethnographic approach for the analysis of digital games. I discuss "Grand Theft Auto: San Andreas" as a story collection, a frame for performance, a virtual museum of vernacular culture, and a widely circulated pop culture artifact whose double-voiced aesthetic has given rise to diverse interpretive communities. This case stu…
Playing AlongDigital Games, YouTube, and Virtual Performance
This book is about play, performance, and participatory culture in the digital age. It shows how music, video games, and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by “playing along” with popular culture. Miller reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her a…
Gaming the system
This article investigates how the Dance Central game series (Harmonix Music Systems) invites and persuades players to experiment with gender performance. Dance Central uses the Xbox 360 Kinect, a motion-sensing interface, to teach players full-body dance routines set to popular club music. This study offers evidence that performative, constructivist gender theories informed the development process for these games, and explores what happens when d…
Playable Bodies
Playable Bodies investigates what happens when machines teach humans to dance. Dance videogames work as engines of humor, shame, trust, and intimacy, urging players to dance like nobody’s watching—while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players’ experiences of popular music, invite experimentation with gendered and racialized movement st…
Switching Off with Sleepcasts
Meditation apps present mindful listening as sonic self-care: a pathway to managing anxiety, depression, insomnia, and the distractions of other digital media. This essay investigates the collection of audio “sleepcasts” produced by Headspace, a Silicon Valley digital wellness corporation that claims over seventy million users of its meditation app. Sleepcasts are designed to extend media engagement and the productive labor of self-care beyond wa…
Sociology (7 obras) · Art (5 obras) · Computer Science (5 obras) · Visual arts (5 obras) · Aesthetics (4 obras) · Digital Games and Media (4 obras) · History (4 obras) · Ethnography (3 obras) · Media studies (3 obras) · Music History and Culture (3 obras)