Howard Fisher
Biographic Data
| ID | 3750853 |
|---|---|
| NAME | Howard Fisher |
| GIVEN NAMES | Howard |
| FAMILY NAME | Fisher |
| SIGNATURE | FISHER H |
| AFFILIATIONS | University of Scranton |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 1 |
Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies
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
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
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
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
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
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
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)