Anastasia Salter
Biographic Data
| ID | 3799300 |
|---|---|
| NAME | Anastasia Salter |
| GIVEN NAMES | Anastasia |
| FAMILY NAME | Salter |
| SIGNATURE | SALTER A |
| AFFILIATIONS | University of Central Florida |
| VERIFIED | No |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 5 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Stand with the Banned
Recent efforts at book banning in the United States’ schools and libraries have produced a number of material iterations of anti-banning sentiment in online retail spaces like Etsy. Most scholarship on banned books comes from an education or library science perspective, with little book or media studies scholarship focused on how banned books are represented in online spaces. In this paper, we examine the top 50 results from searching “banned boo…
Knitting the in_visible
Feminist scholars are drawing attention to how conventional forms of data representation fail to make visible the experiences of women and marginalized communities. While the problem of reinscribing the in_visibility of already under-visualized communities (and crises) is being acknowledged from a data science perspective, little attention is being paid to how craft redresses these issues of visibility. ‘Craftivism’, or the move towards activist …
Games and Public Anthropology
Multimodal anthropologists are using games and game design as a method for producing ethnographic knowledge collaboratively with research participants and as a genre for communicating anthropological knowledge with varied publics. As a methodological approach and a rhetorical genre, games offer unique affordances in that they highlight the dynamic interplay of structures, systems, rules, and norms on the one hand, and contingency, interaction, an…
Craftivism in the time of Covid
This study focuses on the social media discourse of craftivism between March 2020 and December 2020, coinciding the COVID-19 lockdowns across the United States and the US Presidential Election. The timeframe under examination also includes some of the most extensively covered Black Lives Matter protests to date in the United States, thus requiring an intersectional lens and attention to whose crafts are circulated and lauded. These three deeply i…
Not Your Robin Hood
In January 2021, GameStop and AMC, stocks with no discernable reason for an increase in value, rose abruptly in price. This was soon understood as the result of manipulation by members of the r/WallStreetBets subreddit. While individualized stock trading is often framed as equalizing the playing field, everyday people remain second-class participants in the stock market, which quickly became clear as trading was suspended on stocks the Redditors …
Stitching the Curve
Feminist scholars are increasingly drawing attention to the ways “big data” and data representations reinscribe gender and racial inequality, an issue made even more pressing by the role data has taken in our daily lives since the start of the COVID-19 pandemic. "Stitching the Curve," a knitted pandemic data visualization project by librarians at the University of Alberta, offers an intersection between digital activism and craftivism, enabling a…
Communities of making
Studies of social media frequently focus on the most popular platforms (Facebook, Twitter, Instagram, etc.) and fail to consider more unconventional platforms and communities that nevertheless fit the criteria of social media. A comparison of fan communities emphasizing different content structures (Archive of Our Own, DeviantArt, and Fanfiction.net) to open source community platform GitHub can provide insight into the practices of communities of…
A Portrait of the Auteur as Fanboy
The past decade or so of media promotion has seen a recurring trope of Fanboy to the Rescue—have no fear, it says, this revered franchise is being taken over by a writer, director, or producer who is a “fanboy.” In this trope—which, following Suzanne Scott, the book discusses in terms of the “fanboy auteur”—the fan credentials of writers, directors, and producers are presented as a guarantee of quality media-making. This is a strategy of marketin…
Plundered Hearts
The game genres that typically dominate the discourse of game studies, from role-playing games with their questing heroes to simulation games with their emphasis on settler and/or military aggression, are associated with masculinity. Romance, when it exists at all, is a footnote that follows the same rules of conquest and victory as other models of masculine play: princesses are rescued, lovers are “won.” This article argues that the very decisio…
"Every Word You Just Said Is Wrong"
The months leading up to the release of Disney franchise films The Last Jedi (December 2017) and Black Panther (February 2018) were marked by speculation, concern, and fervor in equal measures from the established fan communities of Star Wars and Marvel. Both franchises have been associated with toxic geek masculinity, a performed, communal hypermasculinity marked by exclusionary practices and rhetoric (Salter & Blodgett, 2017). By centering eith…
Adventure Games
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games…
Ghostbusters is For Boys
In 2014, Paul Feig announced he was rebooting Ghostbusters, recasting the team as four women. The news was met with an outpouring of hate directed at the studio, media, and the stars. This had real consequences to the movie’s success: an extreme gender bias in reviews prior to the release date. We examine pivotal moments in this two-year incident through a data set collected from YouTube videos and comments, blog posts, reviews, forums, and artic…
Toxic Geek Masculinity in Media
Flash
How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling the development and distribution of a world of creative content. Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto stand…
Hypermasculinity & Dickwolves
As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts the wider world of online culture and warrants more detailed study. Using the case of the Dickwolves incident from Penny Arcade.com, the authors address issues of hypermasculinity and sexism within the gaming community and how this lens brings to light issues with a host…
Virtually Yours
Ghostbusters is For Boys
In 2014, Paul Feig announced he was rebooting Ghostbusters, recasting the team as four women. The news was met with an outpouring of hate directed at the studio, media, and the stars. This had real consequences to the movie’s success: an extreme gender bias in reviews prior to the release date. We examine pivotal moments in this two-year incident through a data set collected from YouTube videos and comments, blog posts, reviews, forums, and artic…
Knitting the in_visible
Feminist scholars are drawing attention to how conventional forms of data representation fail to make visible the experiences of women and marginalized communities. While the problem of reinscribing the in_visibility of already under-visualized communities (and crises) is being acknowledged from a data science perspective, little attention is being paid to how craft redresses these issues of visibility. ‘Craftivism’, or the move towards activist …
Virtually Yours
Virtually Yours
Hypermasculinity & Dickwolves
As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts the wider world of online culture and warrants more detailed study. Using the case of the Dickwolves incident from Penny Arcade.com, the authors address issues of hypermasculinity and sexism within the gaming community and how this lens brings to light issues with a host…
Flash
How Flash rose and fell as the world's most ubiquitous yet divisive software platform, enabling the development and distribution of a world of creative content. Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto stand…
Toxic Geek Masculinity in Media
Ghostbusters is For Boys
In 2014, Paul Feig announced he was rebooting Ghostbusters, recasting the team as four women. The news was met with an outpouring of hate directed at the studio, media, and the stars. This had real consequences to the movie’s success: an extreme gender bias in reviews prior to the release date. We examine pivotal moments in this two-year incident through a data set collected from YouTube videos and comments, blog posts, reviews, forums, and artic…
Adventure Games
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games…
A Portrait of the Auteur as Fanboy
The past decade or so of media promotion has seen a recurring trope of Fanboy to the Rescue—have no fear, it says, this revered franchise is being taken over by a writer, director, or producer who is a “fanboy.” In this trope—which, following Suzanne Scott, the book discusses in terms of the “fanboy auteur”—the fan credentials of writers, directors, and producers are presented as a guarantee of quality media-making. This is a strategy of marketin…
Plundered Hearts
The game genres that typically dominate the discourse of game studies, from role-playing games with their questing heroes to simulation games with their emphasis on settler and/or military aggression, are associated with masculinity. Romance, when it exists at all, is a footnote that follows the same rules of conquest and victory as other models of masculine play: princesses are rescued, lovers are “won.” This article argues that the very decisio…
"Every Word You Just Said Is Wrong"
The months leading up to the release of Disney franchise films The Last Jedi (December 2017) and Black Panther (February 2018) were marked by speculation, concern, and fervor in equal measures from the established fan communities of Star Wars and Marvel. Both franchises have been associated with toxic geek masculinity, a performed, communal hypermasculinity marked by exclusionary practices and rhetoric (Salter & Blodgett, 2017). By centering eith…
Not Your Robin Hood
In January 2021, GameStop and AMC, stocks with no discernable reason for an increase in value, rose abruptly in price. This was soon understood as the result of manipulation by members of the r/WallStreetBets subreddit. While individualized stock trading is often framed as equalizing the playing field, everyday people remain second-class participants in the stock market, which quickly became clear as trading was suspended on stocks the Redditors …
Stitching the Curve
Feminist scholars are increasingly drawing attention to the ways “big data” and data representations reinscribe gender and racial inequality, an issue made even more pressing by the role data has taken in our daily lives since the start of the COVID-19 pandemic. "Stitching the Curve," a knitted pandemic data visualization project by librarians at the University of Alberta, offers an intersection between digital activism and craftivism, enabling a…
Communities of making
Studies of social media frequently focus on the most popular platforms (Facebook, Twitter, Instagram, etc.) and fail to consider more unconventional platforms and communities that nevertheless fit the criteria of social media. A comparison of fan communities emphasizing different content structures (Archive of Our Own, DeviantArt, and Fanfiction.net) to open source community platform GitHub can provide insight into the practices of communities of…
Games and Public Anthropology
Multimodal anthropologists are using games and game design as a method for producing ethnographic knowledge collaboratively with research participants and as a genre for communicating anthropological knowledge with varied publics. As a methodological approach and a rhetorical genre, games offer unique affordances in that they highlight the dynamic interplay of structures, systems, rules, and norms on the one hand, and contingency, interaction, an…
Craftivism in the time of Covid
This study focuses on the social media discourse of craftivism between March 2020 and December 2020, coinciding the COVID-19 lockdowns across the United States and the US Presidential Election. The timeframe under examination also includes some of the most extensively covered Black Lives Matter protests to date in the United States, thus requiring an intersectional lens and attention to whose crafts are circulated and lauded. These three deeply i…
Stand with the Banned
Recent efforts at book banning in the United States’ schools and libraries have produced a number of material iterations of anti-banning sentiment in online retail spaces like Etsy. Most scholarship on banned books comes from an education or library science perspective, with little book or media studies scholarship focused on how banned books are represented in online spaces. In this paper, we examine the top 50 results from searching “banned boo…
Knitting the in_visible
Feminist scholars are drawing attention to how conventional forms of data representation fail to make visible the experiences of women and marginalized communities. While the problem of reinscribing the in_visibility of already under-visualized communities (and crises) is being acknowledged from a data science perspective, little attention is being paid to how craft redresses these issues of visibility. ‘Craftivism’, or the move towards activist …
Sociology (12 works) · Digital Games and Media (10 works) · Political science (10 works) · Art (8 works) · Law (8 works) · Media studies (8 works) · Computer Science (6 works) · Masculinity (6 works) · Media, Gender, and Advertising (6 works) · Business (5 works)