Gregory Steirer
Biographic Data
| ID | 4368383 |
|---|---|
| NAME | Gregory Steirer |
| GIVEN NAMES | Gregory |
| FAMILY NAME | Steirer |
| SIGNATURE | STEIRER G |
| AFFILIATIONS | Dickinson College |
| ORCID | 0000-0001-9540-8372 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 8 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 2 |
The American Comic Book Industry and Hollywood
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
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
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
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
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
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
Hulu, streaming, and the contemporary television ecosystem
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
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
The Art of Everyday Life and Death: Throbbing Gristle and the Aesthetics of Neoliberalism
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
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
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
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
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
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)