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Gregory Steirer

Biographic Data

ID4368383
NAMEGregory Steirer
GIVEN NAMESGregory
FAMILY NAMESteirer
SIGNATURESTEIRER G
AFFILIATIONSDickinson College
ORCID0000-0001-9540-8372
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS8
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2002
LATEST PUBLICATION YEAR2021
H-INDEX2
  • The American Comic Book Industry and Hollywood

    Alisa Perren, Gregory Steirer•BOOK•The American Comic Book Industry…•2021

    The American Comic Book Industry and Hollywood traces the evolving relationship between the American comic book industry and Hollywood from the launch of X-Men, Spider-Man, and Smallville in the early 2000s through the ascent of the Marvel Cinematic Universe, the Arrowverse, and the Walking Dead Universe in the 2010s. Perren and Steirer illustrate how the American comic book industry simultaneously has functioned throughout the first two decades …

  • Hulu, streaming, and the contemporary television ecosystem

    Open Access•Kevin Sanson, Gregory Steirer•ARTICLE•Media Culture & Society•2019•Cited by: 6•References: 8

    In this essay, we take up three distinctive features of the US-based subscription video-on-demand (SVOD) platform Hulu: its ownership structure, its business deals, and its televisual aesthetics. Although there are substantial overlaps among these categories, we approach each of them separately so as to better enable us to link our analyses to some of the key questions and concerns about what contemporary television has become and how it should b…

  • Playing fans: "Negotiating fandom and media in the digital age," by Paul Booth

    Open Access•Gregory Steirer•ARTICLE•Transformative Works and Cultures•2016

    Book review of Paul Booth, Playing fans: Negotiating fandom and media in the digital age. Iowa City: University of Iowa Press, 2015, paperback, $45 (242p) ISBN 978-1609383190, e-book, $45, 978-1-60938-320-6

  • Redesigning game industries studies

    Matthew Thomas Payne, Gregory Steirer•ARTICLE•Creative Industries Journal•2014

    What exactly is a video game? How do we as gamers experience its liminal bounds? Moreover, how do we as scholars delimit those experiential parameters for the purposes of study? These are, of cours

  • Clouded Visions: UltraViolet and the Future of Digital Distribution

    Open Access•Gregory Steirer•ARTICLE•Television & New Media•2014•Cited by: 2•References: 3

    This article uses the neoclassical economic principles of substitutable goods and switching costs to examine how the Digital Entertainment Content Ecosystem (DECE) intended its digital media ecosystem, UltraViolet, to intervene in the U.S. market for long-form digital video. The article provides a detailed blueprint of the ecosystem’s industrial arrangement, an account of its bungled rollout, and an analysis of the DECE’s long-term strategy. The …

  • The Art of Everyday Life and Death: Throbbing Gristle and the Aesthetics of Neoliberalism

    Open Access•Gregory Steirer•ARTICLE•Postmodern Culture•2012

    This essay examines the influence of Situationist thought on aesthetics in postwar Britain through a close analysis of Throbbing Gristle, a fine-arts-cum-pop group responsible for the invention of the dystopian subculture Industrial Culture. Framing the group's work as a response to the politics of 1970s Social Art, the article argues that Throbbing Gristle's techno-libertarian aesthetics represent a deliberate effort to foreground and maintain d…

  • The other who does nothing

    Gregory Steirer•ARTICLE•Women & Performance a journal of…•2002

  • Hulu, streaming, and the contemporary television ecosystem

    Open Access•Kevin Sanson, Gregory Steirer•ARTICLE•Media Culture & Society•2019•Cited by: 6•References: 8

    In this essay, we take up three distinctive features of the US-based subscription video-on-demand (SVOD) platform Hulu: its ownership structure, its business deals, and its televisual aesthetics. Although there are substantial overlaps among these categories, we approach each of them separately so as to better enable us to link our analyses to some of the key questions and concerns about what contemporary television has become and how it should b…

  • Clouded Visions: UltraViolet and the Future of Digital Distribution

    Open Access•Gregory Steirer•ARTICLE•Television & New Media•2014•Cited by: 2•References: 3

    This article uses the neoclassical economic principles of substitutable goods and switching costs to examine how the Digital Entertainment Content Ecosystem (DECE) intended its digital media ecosystem, UltraViolet, to intervene in the U.S. market for long-form digital video. The article provides a detailed blueprint of the ecosystem’s industrial arrangement, an account of its bungled rollout, and an analysis of the DECE’s long-term strategy. The …

  • The other who does nothing

    Gregory Steirer•ARTICLE•Women & Performance a journal of…•2002

  • The Art of Everyday Life and Death: Throbbing Gristle and the Aesthetics of Neoliberalism

    Open Access•Gregory Steirer•ARTICLE•Postmodern Culture•2012

    This essay examines the influence of Situationist thought on aesthetics in postwar Britain through a close analysis of Throbbing Gristle, a fine-arts-cum-pop group responsible for the invention of the dystopian subculture Industrial Culture. Framing the group's work as a response to the politics of 1970s Social Art, the article argues that Throbbing Gristle's techno-libertarian aesthetics represent a deliberate effort to foreground and maintain d…

  • Redesigning game industries studies

    Matthew Thomas Payne, Gregory Steirer•ARTICLE•Creative Industries Journal•2014

    What exactly is a video game? How do we as gamers experience its liminal bounds? Moreover, how do we as scholars delimit those experiential parameters for the purposes of study? These are, of cours

  • Clouded Visions: UltraViolet and the Future of Digital Distribution

    Open Access•Gregory Steirer•ARTICLE•Television & New Media•2014•Cited by: 2•References: 3

    This article uses the neoclassical economic principles of substitutable goods and switching costs to examine how the Digital Entertainment Content Ecosystem (DECE) intended its digital media ecosystem, UltraViolet, to intervene in the U.S. market for long-form digital video. The article provides a detailed blueprint of the ecosystem’s industrial arrangement, an account of its bungled rollout, and an analysis of the DECE’s long-term strategy. The …

  • Playing fans: "Negotiating fandom and media in the digital age," by Paul Booth

    Open Access•Gregory Steirer•ARTICLE•Transformative Works and Cultures•2016

    Book review of Paul Booth, Playing fans: Negotiating fandom and media in the digital age. Iowa City: University of Iowa Press, 2015, paperback, $45 (242p) ISBN 978-1609383190, e-book, $45, 978-1-60938-320-6

  • Hulu, streaming, and the contemporary television ecosystem

    Open Access•Kevin Sanson, Gregory Steirer•ARTICLE•Media Culture & Society•2019•Cited by: 6•References: 8

    In this essay, we take up three distinctive features of the US-based subscription video-on-demand (SVOD) platform Hulu: its ownership structure, its business deals, and its televisual aesthetics. Although there are substantial overlaps among these categories, we approach each of them separately so as to better enable us to link our analyses to some of the key questions and concerns about what contemporary television has become and how it should b…

  • The American Comic Book Industry and Hollywood

    Alisa Perren, Gregory Steirer•BOOK•The American Comic Book Industry…•2021

    The American Comic Book Industry and Hollywood traces the evolving relationship between the American comic book industry and Hollywood from the launch of X-Men, Spider-Man, and Smallville in the early 2000s through the ascent of the Marvel Cinematic Universe, the Arrowverse, and the Walking Dead Universe in the 2010s. Perren and Steirer illustrate how the American comic book industry simultaneously has functioned throughout the first two decades …

Sociology (6 works) · Art (4 works) · Business (4 works) · Cinema and Media Studies (4 works) · Digital Games and Media (4 works) · Advertising (3 works) · Computer Science (3 works) · Media studies (3 works) · Social science (3 works) · Art history (2 works)

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