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Ben Aslinger

Dados Biográficos

ID4907903
NOMEBen Aslinger
PRENOMESBen
SOBRENOMEAslinger
ASSINATURABEN ASLINGER
AFILIAÇÕESBentley University
VERIFICADONão
TOTAL DE OBRAS5
TOTAL DE CITAÇÕES8
TOTAL COMO AUTOR3
TOTAL COMO EDITOR2
PRIMEIRO ANO DE PUBLICAÇÃO2009
ANO MAIS RECENTE DE PUBLICAÇÃO2016
ÍNDICE H1
  • Locating Emerging Media

    Melanie Swalwell, Michael Davidson et al.•BOOK•Locating Emerging Media•2016

    Videogames were one of the earliest ways in which consumers came into contact with digital media. Typically, game history has been told from a North American or Japanese perspective. Central debates have been concerned with what “great men” did (e.g., Ralph Baer and Nolan Bushnell), while a range of foundational stories and markers (the shortage of 100yen coins following the Japanese release of “Space Invaders,” the dumping of “E.T.” cartridges i…

  • Gaming globally

    Nina Huntemann, Ben Aslinger•BOOK•Gaming Globally•2013

    Introduction N.B. Huntemann and B. Aslinger MACRO Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally R. Nichols Women in Video Games: The Case of Hardware Production and Promotion N.B. Huntemann Redefining the Console for the Global, Networked Era B. Aslinger Snapshot 1: Video Game Development in Brazil J. Portnow, A. Protasio, K. Donaldson Snapshot 2: Video Game Development in Argentina A. Perez Fernandez PLAY PRACTICES …

  • Gaming Globally

    Open Access•Nina B Huntemann, Ben Aslinger•BOOK•Gaming Globally•2013

    Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechos

  • Digital media studies futures

    Open Access•Ben Aslinger, Nina B Huntemann et al.•ARTICLE•Media Culture & Society•2013•Referências: 1

    Television and media studies embraced diverse methodologies as scholars sought to interrogate textuality, social contexts, economic and industrial imperatives, and policy and audience formations. Media studies has always existed on the fuzzy boundary line (or border war, depending on your perspective) between the humanities and the social sciences; its hybrid nature has often provoked debates about the future of the field. Current prescriptions f…

  • Creating a Network for Queer Audiences at Logo TV

    Ben Aslinger•ARTICLE•Popular Communication•2009•Citada por: 8•Referências: 5

    Using Lisa Parks' concepts of “postbroadcasting” and “flexible microcasting,” I examine how Viacom and MTV Networks developed Logo TV as a cable channel catering to gay, lesbian, bisexual, and transgender (GLBT) audiences. Through an examination of the trade press, MTV Networks' and Logo's programming strategies, and the series Noah's Arc and Round Trip Ticket, I argue that Logo's attempts to market itself to a diverse queer audience are undermin…

  • Creating a Network for Queer Audiences at Logo TV

    Ben Aslinger•ARTICLE•Popular Communication•2009•Citada por: 8•Referências: 5

    Using Lisa Parks' concepts of “postbroadcasting” and “flexible microcasting,” I examine how Viacom and MTV Networks developed Logo TV as a cable channel catering to gay, lesbian, bisexual, and transgender (GLBT) audiences. Through an examination of the trade press, MTV Networks' and Logo's programming strategies, and the series Noah's Arc and Round Trip Ticket, I argue that Logo's attempts to market itself to a diverse queer audience are undermin…

  • Creating a Network for Queer Audiences at Logo TV

    Ben Aslinger•ARTICLE•Popular Communication•2009•Citada por: 8•Referências: 5

    Using Lisa Parks' concepts of “postbroadcasting” and “flexible microcasting,” I examine how Viacom and MTV Networks developed Logo TV as a cable channel catering to gay, lesbian, bisexual, and transgender (GLBT) audiences. Through an examination of the trade press, MTV Networks' and Logo's programming strategies, and the series Noah's Arc and Round Trip Ticket, I argue that Logo's attempts to market itself to a diverse queer audience are undermin…

  • Gaming globally

    Nina Huntemann, Ben Aslinger•BOOK•Gaming Globally•2013

    Introduction N.B. Huntemann and B. Aslinger MACRO Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally R. Nichols Women in Video Games: The Case of Hardware Production and Promotion N.B. Huntemann Redefining the Console for the Global, Networked Era B. Aslinger Snapshot 1: Video Game Development in Brazil J. Portnow, A. Protasio, K. Donaldson Snapshot 2: Video Game Development in Argentina A. Perez Fernandez PLAY PRACTICES …

  • Gaming Globally

    Open Access•Nina B Huntemann, Ben Aslinger•BOOK•Gaming Globally•2013

    Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechos

  • Digital media studies futures

    Open Access•Ben Aslinger, Nina B Huntemann et al.•ARTICLE•Media Culture & Society•2013•Referências: 1

    Television and media studies embraced diverse methodologies as scholars sought to interrogate textuality, social contexts, economic and industrial imperatives, and policy and audience formations. Media studies has always existed on the fuzzy boundary line (or border war, depending on your perspective) between the humanities and the social sciences; its hybrid nature has often provoked debates about the future of the field. Current prescriptions f…

  • Locating Emerging Media

    Melanie Swalwell, Michael Davidson et al.•BOOK•Locating Emerging Media•2016

    Videogames were one of the earliest ways in which consumers came into contact with digital media. Typically, game history has been told from a North American or Japanese perspective. Central debates have been concerned with what “great men” did (e.g., Ralph Baer and Nolan Bushnell), while a range of foundational stories and markers (the shortage of 100yen coins following the Japanese release of “Space Invaders,” the dumping of “E.T.” cartridges i…

Computer Science (4 obras) · Digital Games and Media (4 obras) · Political science (4 obras) · Sociology (4 obras) · Media studies (3 obras) · Advertising (2 obras) · Business (2 obras) · Law (2 obras) · Multimedia (2 obras) · Video game (2 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae