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Howard Fisher

Biographic Data

ID3750853
NAMEHoward Fisher
GIVEN NAMESHoward
FAMILY NAMEFisher
SIGNATUREFISHER H
AFFILIATIONSUniversity of Scranton
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS1
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2010
LATEST PUBLICATION YEAR2020
H-INDEX1
  • Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies

    Howard D Fisher, Howard Fisher et al.•ARTICLE•Journal of Media Ethics•2020

    Video games are a $20-billion-a-year industry, but it is still treated as a niche market. The video game corporations hold considerable power over the articles that journalists write. Through in-depth interviews with video game journalists and by using the theoretical perspectives of Herman and Chomsky, Shoemaker and Reese, Shoemaker and Vos, and Goss, the researchers concluded that video game journalists adhere to an “ideology of anxiety” in whi…

  • Sexy, Dangerous-and Ignored: An In-depth Review of the Representation of Women in Select Video game Magazines

    Open Access•Howard D Fisher, Howard Fisher•ARTICLE•Games and Culture•2015•Cited by: 1•References: 8

    Although evidence has shown that video games portray women as hypersexualized objects, video game magazines have received little study. Using the theory of Hegemonic Masculinity, an in-depth review of six video game magazines (three print and three online) revealed that the magazines consistently treat digital women as vacant pinups to be ogled or irrelevant sidekicks to be tolerated, and real women as annoying interlopers to be bullied

  • Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs

    Open Access•M Consalvo, Timothy Dodd Alley et al.•ARTICLE•Games and Culture•2010•References: 16

    Every massively multiplayer online game (MMOG) begins new players at Level 1. The player must grind his or her way through many early levels to reach any kind of decent reward for the hours invested. Compared to films going back to Rocky and television shows such as Crime Scene Investigation (CSI), there is no montage to fast-forward through the work involved in reaching the game's reward. What is it about online games or the player that makes su…

  • Sexy, Dangerous-and Ignored: An In-depth Review of the Representation of Women in Select Video game Magazines

    Open Access•Howard D Fisher, Howard Fisher•ARTICLE•Games and Culture•2015•Cited by: 1•References: 8

    Although evidence has shown that video games portray women as hypersexualized objects, video game magazines have received little study. Using the theory of Hegemonic Masculinity, an in-depth review of six video game magazines (three print and three online) revealed that the magazines consistently treat digital women as vacant pinups to be ogled or irrelevant sidekicks to be tolerated, and real women as annoying interlopers to be bullied

  • Where's My Montage? The Performance of Hard Work and Its Reward in Film, Television, and MMOGs

    Open Access•M Consalvo, Timothy Dodd Alley et al.•ARTICLE•Games and Culture•2010•References: 16

    Every massively multiplayer online game (MMOG) begins new players at Level 1. The player must grind his or her way through many early levels to reach any kind of decent reward for the hours invested. Compared to films going back to Rocky and television shows such as Crime Scene Investigation (CSI), there is no montage to fast-forward through the work involved in reaching the game's reward. What is it about online games or the player that makes su…

  • Sexy, Dangerous-and Ignored: An In-depth Review of the Representation of Women in Select Video game Magazines

    Open Access•Howard D Fisher, Howard Fisher•ARTICLE•Games and Culture•2015•Cited by: 1•References: 8

    Although evidence has shown that video games portray women as hypersexualized objects, video game magazines have received little study. Using the theory of Hegemonic Masculinity, an in-depth review of six video game magazines (three print and three online) revealed that the magazines consistently treat digital women as vacant pinups to be ogled or irrelevant sidekicks to be tolerated, and real women as annoying interlopers to be bullied

  • Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies

    Howard D Fisher, Howard Fisher et al.•ARTICLE•Journal of Media Ethics•2020

    Video games are a $20-billion-a-year industry, but it is still treated as a niche market. The video game corporations hold considerable power over the articles that journalists write. Through in-depth interviews with video game journalists and by using the theoretical perspectives of Herman and Chomsky, Shoemaker and Reese, Shoemaker and Vos, and Goss, the researchers concluded that video game journalists adhere to an “ideology of anxiety” in whi…

Computer Science (3 works) · Digital Games and Media (3 works) · Multimedia (3 works) · Advertising (2 works) · Gender, Feminism, and Media (2 works) · Media studies (2 works) · Political science (2 works) · Politics (2 works) · Psychology (2 works) · Sociology (2 works)

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