Helen W Kennedy
Dados Biográficos
| ID | 210820 |
|---|---|
| NOME | Helen W Kennedy |
| PRENOMES | Helen W |
| SOBRENOME | Kennedy |
| ASSINATURA | KENNEDY H W |
| AFILIAÇÕES | University of Nottingham |
| ORCID | 0000-0002-8833-1220 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 20 |
| TOTAL DE CITAÇÕES | 57 |
| TOTAL COMO AUTOR | 20 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2004 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 4 |
Promoting global screen diversity
The Chinese film industry’s ability to create internationally appealing content remains limited, despite significant growth. Previous research has attributed this partly to limited talent development, insufficient support for short-film creation and distribution, and the constraints of censorship that continue to shape what stories can be told and how they are represented. Yet, in 2022, three Chinese short-films achieved notable international suc…
Filmmaking with volumetric video capture
Volumetric video capture (VVC) technologies are finding applications in multiple sectors that desire realistic and immersive mixed reality content. However, VVC is also emerging as a tool for traditional filmmaking: in theory, the capture technology allows directors to view a scene from every angle and choose how to frame the story all in post-production. To investigate this, we conducted two pilot studies. The first was a set of preliminary inte…
The future of virtual production
The global screen and performance industries are experiencing a significant shift with the increasing adoption of Virtual Production (VP) technologies. VP is frequently promoted as enabling greater creative control, logistical flexibility, and possible environmental efficiencies. At the same time, however, critics have highlighted a range of substantial challenges associated with its uptake. These include the technical complexity of VP systems, t…
Worlding otherwise
This article demonstrates the capability of Virtual Production (VP) technologies and techniques as new, and potentially very powerful, research tools. We do so through a case study in which a multi-user Virtual Reality (VR) environment was created so that participants could come and explore the troubling topic of online misogyny, sexism and antifeminism in a co-created, playful and embodied way. For this project, the interdisciplinary team develo…
Sustainability challenges for social enterprises in cultural and creative sectors - A case study of Impacd CIC
This research explores the sustainability challenges of social enterprises in the cultural and creative sectors, focusing on IMPACD CIC, a grassroots creative organisation in Nottingham, UK. Operating at the intersection of CCIs and social enterprise, such organisations navigate tensions between financial sustainability and social or cultural missions. Existing literature often oversimplifies this conflict, emphasises commercial activity in large…
Is television reformable? The ‘reformist tendency’ in inequality research in the cultural and creative industries
This article engages with research on UK Television (UKTV) and the wider cultural and creative industries by interrogating the role of academic research in industrial and social change. We argue that a ‘reformist tendency’ implicitly structures much creative industries research. This reformist tendency takes a critical approach to the problem of inequality, identifying it and making it visible, and at times developing strategies which attempt to …
Locked down and locked out
COVID-19 and the associated government lockdowns in the UK had dramatic impacts on the UK's creative industries. This article explores these impacts on mothers working in UK Television (UKTV), on their ability to work, finances, and mental health. It is based on the largest survey ever conducted of this group. It is argued that the COVID-19 crisis revealed and compounded the long-standing incompatibility between gendered, unpaid care work and the…
A note from the editors
Defining the Civilian
This article explores how the International Committee of the Red Cross defined non-combatants during the Bosnian War (1992–1995) and how those definitions contributed to a counter-narrative that disrupts familiar conceptualizations of the war as exclusively ethnic. Through an examination of Red Cross press releases, I argue that the Red Cross defined identity primarily based on individual experiences with violence and/or transnational constructio…
Twittering Research, Calling Out and Canceling Cultures
This is an analysis of how Twitter played a significant, agentive and accountable role in the difficult birth and premature unravelling of a government-funded international feminist research network. We situate this case study and this process of initiation and annihilation within the broader context within which social media platforms are a critical site of intensive affective discursive practices through which individual and institutional reput…
Game Jam as Feminist Methodology
This article examines the evidenced and the potential impact of all-female games jams as an element within a feminist interventionist approach to improving women's equal participation within the ludic economies of the games industry. The article examines two specific projects-a single-site 24-hr event that took place in 2012 and a restaging of the format 4 years later across five different sites in the United Kingdom. These two case studies offer…
Can the Web Be Made Accessible for People with Intellectual Disabilities
This article presents the findings of a research project that aimed to contribute to the social inclusion of people with intellectual disabilities (ID) in the World Wide Web (the Web). The Inclusive New Media Design (INMD) project brought together thirty-one Web designers and developers with twenty-nine people with intellectual disabilities to explore the best practice for building Web sites accessible to the ID community. Specifically, the proje…
Incremental Speed Increases Excitement”
The authors argue that both Pong in the mid-1970s and the Wii today have transformed the television set in dramatic ways that have captured the popular imagination. Through a series of case studies, the authors pay close attention to the continuities and “incremental” changes in everyday televisual culture. Informed by phenomenological approaches, they present a comparison between Breakout and Wii Sports to suggest that the short history of video…
Net work
Technologies Between Games and Culture
This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…
New Media's Potential for Personalization
Despite the growing maturity of new, interactive media, rhetoric about its possibilities and potentialities that abounded in its earliest days still endures. The growth of detailed and empirical work, which has sought to populate the digital landscape with grounded research calling into question this rhetoric, has not stopped new media debate from continuing to be shaped, in part, by the language of the potential. This paper is concerned with one…
Game Cultures
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to gene…
Understanding interactive practice as research
Beyond anonymity, or future directions for internet identity research
This article draws on empirical research into internet use by minority ethnic women to consider whether anonymity remains a useful focus for sociocultural studies of internet identities. The central argument of the article is that the time has come for internet identity research to reposition itself conceptually, to move away from a preoccupation with the generalized, enduring claim that internet identities are anonymous, multiple and fragmented-…
The Cyborg Experiments
Beyond anonymity, or future directions for internet identity research
This article draws on empirical research into internet use by minority ethnic women to consider whether anonymity remains a useful focus for sociocultural studies of internet identities. The central argument of the article is that the time has come for internet identity research to reposition itself conceptually, to move away from a preoccupation with the generalized, enduring claim that internet identities are anonymous, multiple and fragmented-…
Game Jam as Feminist Methodology
This article examines the evidenced and the potential impact of all-female games jams as an element within a feminist interventionist approach to improving women's equal participation within the ludic economies of the games industry. The article examines two specific projects-a single-site 24-hr event that took place in 2012 and a restaging of the format 4 years later across five different sites in the United Kingdom. These two case studies offer…
Technologies Between Games and Culture
This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…
Net work
Locked down and locked out
COVID-19 and the associated government lockdowns in the UK had dramatic impacts on the UK's creative industries. This article explores these impacts on mothers working in UK Television (UKTV), on their ability to work, finances, and mental health. It is based on the largest survey ever conducted of this group. It is argued that the COVID-19 crisis revealed and compounded the long-standing incompatibility between gendered, unpaid care work and the…
The Cyborg Experiments
Game Cultures
This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to gene…
Understanding interactive practice as research
Beyond anonymity, or future directions for internet identity research
This article draws on empirical research into internet use by minority ethnic women to consider whether anonymity remains a useful focus for sociocultural studies of internet identities. The central argument of the article is that the time has come for internet identity research to reposition itself conceptually, to move away from a preoccupation with the generalized, enduring claim that internet identities are anonymous, multiple and fragmented-…
New Media's Potential for Personalization
Despite the growing maturity of new, interactive media, rhetoric about its possibilities and potentialities that abounded in its earliest days still endures. The growth of detailed and empirical work, which has sought to populate the digital landscape with grounded research calling into question this rhetoric, has not stopped new media debate from continuing to be shaped, in part, by the language of the potential. This paper is concerned with one…
Technologies Between Games and Culture
This article introduces and situates the ensuing collection of four essays on the theme of games and technology. It argues the need for videogame studies to develop a more rigorous and focused perspective on the theorization of technology as it relates to research into games and culture. The ``and'' in games and culture cannot begin to be understood comprehensively without a thinking of the profound reliance of both terms on technology. Players a…
Incremental Speed Increases Excitement”
The authors argue that both Pong in the mid-1970s and the Wii today have transformed the television set in dramatic ways that have captured the popular imagination. Through a series of case studies, the authors pay close attention to the continuities and “incremental” changes in everyday televisual culture. Informed by phenomenological approaches, they present a comparison between Breakout and Wii Sports to suggest that the short history of video…
Net work
Can the Web Be Made Accessible for People with Intellectual Disabilities
This article presents the findings of a research project that aimed to contribute to the social inclusion of people with intellectual disabilities (ID) in the World Wide Web (the Web). The Inclusive New Media Design (INMD) project brought together thirty-one Web designers and developers with twenty-nine people with intellectual disabilities to explore the best practice for building Web sites accessible to the ID community. Specifically, the proje…
Game Jam as Feminist Methodology
This article examines the evidenced and the potential impact of all-female games jams as an element within a feminist interventionist approach to improving women's equal participation within the ludic economies of the games industry. The article examines two specific projects-a single-site 24-hr event that took place in 2012 and a restaging of the format 4 years later across five different sites in the United Kingdom. These two case studies offer…
Twittering Research, Calling Out and Canceling Cultures
This is an analysis of how Twitter played a significant, agentive and accountable role in the difficult birth and premature unravelling of a government-funded international feminist research network. We situate this case study and this process of initiation and annihilation within the broader context within which social media platforms are a critical site of intensive affective discursive practices through which individual and institutional reput…
A note from the editors
Defining the Civilian
This article explores how the International Committee of the Red Cross defined non-combatants during the Bosnian War (1992–1995) and how those definitions contributed to a counter-narrative that disrupts familiar conceptualizations of the war as exclusively ethnic. Through an examination of Red Cross press releases, I argue that the Red Cross defined identity primarily based on individual experiences with violence and/or transnational constructio…
Locked down and locked out
COVID-19 and the associated government lockdowns in the UK had dramatic impacts on the UK's creative industries. This article explores these impacts on mothers working in UK Television (UKTV), on their ability to work, finances, and mental health. It is based on the largest survey ever conducted of this group. It is argued that the COVID-19 crisis revealed and compounded the long-standing incompatibility between gendered, unpaid care work and the…
Is television reformable? The ‘reformist tendency’ in inequality research in the cultural and creative industries
This article engages with research on UK Television (UKTV) and the wider cultural and creative industries by interrogating the role of academic research in industrial and social change. We argue that a ‘reformist tendency’ implicitly structures much creative industries research. This reformist tendency takes a critical approach to the problem of inequality, identifying it and making it visible, and at times developing strategies which attempt to …
Sustainability challenges for social enterprises in cultural and creative sectors - A case study of Impacd CIC
This research explores the sustainability challenges of social enterprises in the cultural and creative sectors, focusing on IMPACD CIC, a grassroots creative organisation in Nottingham, UK. Operating at the intersection of CCIs and social enterprise, such organisations navigate tensions between financial sustainability and social or cultural missions. Existing literature often oversimplifies this conflict, emphasises commercial activity in large…
Promoting global screen diversity
The Chinese film industry’s ability to create internationally appealing content remains limited, despite significant growth. Previous research has attributed this partly to limited talent development, insufficient support for short-film creation and distribution, and the constraints of censorship that continue to shape what stories can be told and how they are represented. Yet, in 2022, three Chinese short-films achieved notable international suc…
Filmmaking with volumetric video capture
Volumetric video capture (VVC) technologies are finding applications in multiple sectors that desire realistic and immersive mixed reality content. However, VVC is also emerging as a tool for traditional filmmaking: in theory, the capture technology allows directors to view a scene from every angle and choose how to frame the story all in post-production. To investigate this, we conducted two pilot studies. The first was a set of preliminary inte…
The future of virtual production
The global screen and performance industries are experiencing a significant shift with the increasing adoption of Virtual Production (VP) technologies. VP is frequently promoted as enabling greater creative control, logistical flexibility, and possible environmental efficiencies. At the same time, however, critics have highlighted a range of substantial challenges associated with its uptake. These include the technical complexity of VP systems, t…
Worlding otherwise
This article demonstrates the capability of Virtual Production (VP) technologies and techniques as new, and potentially very powerful, research tools. We do so through a case study in which a multi-user Virtual Reality (VR) environment was created so that participants could come and explore the troubling topic of online misogyny, sexism and antifeminism in a co-created, playful and embodied way. For this project, the interdisciplinary team develo…
Sociology (14 obras) · Political science (11 obras) · Computer Science (7 obras) · Digital Games and Media (7 obras) · Cultural Industries and Urban Development (5 obras) · Engineering (5 obras) · Gender, Feminism, and Media (5 obras) · Law (5 obras) · Media studies (4 obras) · Psychology (4 obras)