Alison Harvey
Dados Biográficos
| ID | 3583592 |
|---|---|
| NOME | Alison Harvey |
| PRENOMES | Alison |
| SOBRENOME | Harvey |
| ASSINATURA | HARVEY A |
| AFILIAÇÕES | University of Leicester |
| ORCID | 0000-0002-6978-5622 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 31 |
| TOTAL DE CITAÇÕES | 96 |
| TOTAL COMO AUTOR | 31 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 1941 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 6 |
Situating and sustaining feminist action
Introduction
This special issue features five articles written by a group of established and emerging researchers, who carefully examined the challenges and opportunities for women's participation in media production across platforms and nations. Overall, the case studies in this special issue extend and broaden current conversations about gendered media-making practices by emphasizing an intersectional, transnational, and critical feminist perspective on ide…
Passion, Pipelines, and Precarity
For years, academics and journalists have proclaimed a crisis of gameswork, detailing the ‘destruction’ of the lives of those in this creative workforce, and wondering when the ‘breaking point’ of professional game design, premised on crunch, work limbo, and churn, would come. Still it was only at the March 2018 Game Developers Conference, typically a heavily corporatized event, that a large-scale discussion of unionization was staged, leading to…
Por un campo de Estudios Feministas de Comunicación
.
Making the grade
The barriers faced by women in games production have been firmly established, including well-documented harassment and material forms of structural discrimination such as gender pay gaps. At the same time, the explanation that homogeneity in the games industry is due to a ‘leaky pipeline’ between training and the workforce persists, extending discourse familiar from the history of computing. Games higher education, the presumed feeder for diverse…
Space, place, and the materiality of Internet Studies
In this introduction we are pleased to present the papers invited to the #AoIR18 special issue, and the thematic for the annual Association of Internet Researchers (AoIR) conference
The politics of Pamela
Becoming Gamesworkers
Higher education qualifications and the training of talent have become increasingly important in game industry and policy discourse in the United Kingdom. This heightened rhetoric and dedicated pots of funding referencing the significance of the games talent pipeline may represent the opportunity to cultivate greater inclusion in the workforce, which continues to be largely homogenous in terms of gender and race. Drawing on qualitative research w…
On video games
Despite the massive global popularity of video games, scholarship on the form\nremains relatively new and still quite localized compared to other media. Even though\nresearch on digital play has been thoroughly interdisciplinary since the establishment\nof the field in the 1990s (and games work has been included at international\nconferences related to media, culture, and communication for some time now), there\nremains uneasiness around games as…
Networked (in)justice
For the last 10 years, Information, Communication & Society has published a special issue including some highlights from the annual Association of Internet Researchers (AoIR) conference. This, the 11th special issue, continues in the tradition of sharing rigorous, interdisciplinary, critical research from the event. #AoIR2017 was themed on ‘Networked Publics’ and took place from 18 to 21 October in Estonia in the Baltic region of Northern Europe.…
An Irish Governor of Jamaica in the 1890s
(2018). An Irish Governor of Jamaica in the 1890s. Caribbean Quarterly: Vol. 64, No. 3-4, pp. 467-481
The Fame Game
This article examines the simultaneously acclaimed and vilified mobile celebrity game Kim Kardashian: Hollywood ( KK: H). Through an analysis of popular discourse about the game in dialogue with its play experience, this article showcases the ways in which this scrutiny is tied to value judgments about celebrity culture, affective labor, and emerging monetization strategies in games. By exploring the game's content, mechanics, and economics, I ar…
Introduction to Special Issue Ludic Economies
In this special issue on ludic economies, we argue that the study of digital games-their milieux of production, cultures and contexts of play, user-generated production, and spectatorship should be applied as a primary heuristic in understanding the cultural economy of neoliberal late capitalism-as well as vice versa. The articles here focus on a range of issues related to both mainstream profit models including digital distribution platforms and…
Scholarship as Cultural Production in the Neoliberal University
This article focuses on the idea of scholarly work as cultural production to help understand how the tensions of precarious, early-career academic employment are articulated on a day-to-day basis in the context of pressures to efficiently produce monetizable ‘deliverables.’ Using a political economy of communication framework and an iterative methodological approach, the authors mobilize examples drawn from a collaborative set of activities they …
Growing pains
In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…
When passion isn’t enough
Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professiona…
Gender, Age, and Digital Games in the Domestic Context
Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the fi…
Histories of Hating
This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…
Everyone Can Make Games!”
After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…
Irish Aestheticism in Fin-de-Siècle Women’s Writing
Irish Aestheticism in Fin-de-Siècle Women’s Writing:Art, Realism, and the Nation Alison Harvey (bio) Much has been written on aestheticism as a European and English movement, whether in regard to the advocacy of l’art pour l’art by French writers such as Théophile Gautier or the espousal of antididactic “art for art’s sake” in the early works of Algernon Charles Swinburne and Walter Pater. But few scholars have turned their attention to the criti…
Making a Name in Games
This article explores the development and implementation of a Toronto-based incubator supporting local women in developing their own games. The incubator was created to help change the current (male-dominated) status quo of game production, promising participants skills sharing, support for the development of a new game, and entry into the local community of indie games developers. It was at the same time part of a large network of commercial and…
Anticipatory Governance
The governance demands generated by the use of human/animal chimeras in scientific research offer both a challenge and an opportunity for the development of new forms of anticipatory governance through the novel application of bioethical expertise. Anticipatory governance can be seen to have three stages of development whereby bioethical experts move from a reactive to a proactive stance at the edge of what is scientifically possible. In the proc…
Governing the moral economy
The preferred Western model for science governance has come to involve attending to the perspectives of the public. In practice, however, this model has been criticised for failing to promote democracy along participatory lines. We argue that contemporary approaches to science policy making demonstrate less the failure of democracy and more the success of liberal modes of government in adapting to meet new governance challenges. Using a case stud…
Architectures of Participation in Digital Play
The tensions between empowerment and exploitation are especially heightened when\ndiscussing the activities of children and youth online. Discourse in the mainstream\npress around youth participation in online spaces wavers between anxiety and hope,\nand corporate frameworks and dataveillance practices structure many of these sites.\nYet little attention has been paid to the underlying architecture of social norms that\nwork with stereotyped visi…
From lab to lifestyle
Contemporary genomic sciences are uncovering genetic factors implicated in common complex diseases such as type 2 diabetes. It is suggested that such knowledge could be developed into tests for susceptibility to the disease that would allow preventive action through lifestyle modification. This paper presents research on responses to this suggestion by genetic specialists, diabetologists, and general practitioners – three groups of health profess…
Everyone Can Make Games!”
After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…
When passion isn’t enough
Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professiona…
Histories of Hating
This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…
Introduction to Special Issue Ludic Economies
In this special issue on ludic economies, we argue that the study of digital games-their milieux of production, cultures and contexts of play, user-generated production, and spectatorship should be applied as a primary heuristic in understanding the cultural economy of neoliberal late capitalism-as well as vice versa. The articles here focus on a range of issues related to both mainstream profit models including digital distribution platforms and…
Scholarship as Cultural Production in the Neoliberal University
This article focuses on the idea of scholarly work as cultural production to help understand how the tensions of precarious, early-career academic employment are articulated on a day-to-day basis in the context of pressures to efficiently produce monetizable ‘deliverables.’ Using a political economy of communication framework and an iterative methodological approach, the authors mobilize examples drawn from a collaborative set of activities they …
The Fame Game
This article examines the simultaneously acclaimed and vilified mobile celebrity game Kim Kardashian: Hollywood ( KK: H). Through an analysis of popular discourse about the game in dialogue with its play experience, this article showcases the ways in which this scrutiny is tied to value judgments about celebrity culture, affective labor, and emerging monetization strategies in games. By exploring the game's content, mechanics, and economics, I ar…
Becoming Gamesworkers
Higher education qualifications and the training of talent have become increasingly important in game industry and policy discourse in the United Kingdom. This heightened rhetoric and dedicated pots of funding referencing the significance of the games talent pipeline may represent the opportunity to cultivate greater inclusion in the workforce, which continues to be largely homogenous in terms of gender and race. Drawing on qualitative research w…
Genetic risks and healthy choices
Genetic testing to identify susceptibility to a variety of common complex diseases is increasingly becoming available. In this article, focusing on the development of genetic susceptibility testing for diet-related disease, I examine the emergence of direct-to-the-consumer genetic testing services and the (re)configuration of healthcare provision, both within and outside the specialist genetics service, in the UK. I identify two key techniques wi…
A Fishing Legend of the Jaralde Tribe of Lake Alexandrina, South Australia
Making the grade
The barriers faced by women in games production have been firmly established, including well-documented harassment and material forms of structural discrimination such as gender pay gaps. At the same time, the explanation that homogeneity in the games industry is due to a ‘leaky pipeline’ between training and the workforce persists, extending discourse familiar from the history of computing. Games higher education, the presumed feeder for diverse…
On video games
Despite the massive global popularity of video games, scholarship on the form\nremains relatively new and still quite localized compared to other media. Even though\nresearch on digital play has been thoroughly interdisciplinary since the establishment\nof the field in the 1990s (and games work has been included at international\nconferences related to media, culture, and communication for some time now), there\nremains uneasiness around games as…
Anticipatory Governance
The governance demands generated by the use of human/animal chimeras in scientific research offer both a challenge and an opportunity for the development of new forms of anticipatory governance through the novel application of bioethical expertise. Anticipatory governance can be seen to have three stages of development whereby bioethical experts move from a reactive to a proactive stance at the edge of what is scientifically possible. In the proc…
Irish Aestheticism in Fin-de-Siècle Women’s Writing
Irish Aestheticism in Fin-de-Siècle Women’s Writing:Art, Realism, and the Nation Alison Harvey (bio) Much has been written on aestheticism as a European and English movement, whether in regard to the advocacy of l’art pour l’art by French writers such as Théophile Gautier or the espousal of antididactic “art for art’s sake” in the early works of Algernon Charles Swinburne and Walter Pater. But few scholars have turned their attention to the criti…
Governing the moral economy
The preferred Western model for science governance has come to involve attending to the perspectives of the public. In practice, however, this model has been criticised for failing to promote democracy along participatory lines. We argue that contemporary approaches to science policy making demonstrate less the failure of democracy and more the success of liberal modes of government in adapting to meet new governance challenges. Using a case stud…
Growing pains
In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…
Women of the Adnjamatana Tribe of the Northern Flinders Ranges, South Australia
The Third Party in British Politics, 1818-21
Journal Article THE THIRD PARTY IN BRITISH POLITICS, 1818–21 Get access A. D. Harvey A. D. Harvey Search for other works by this author on: Oxford Academic Google Scholar Bulletin of the Institute of Historical Research, Volume 51, Issue 124, November 1978, Pages 146–159, https://doi.org/10.1111/j.1468-2281.1978.tb01875.x Published: 12 October 2007
Matters of Gravity
Founded in 1974, the Canadian Journal of Communication (CJC) aims to publish Canadian research and scholarship in the field of communication studies. The purview of the journal is the entire field of communication studies as practiced in Canada or with relevance to Canada
From genetic risk to post-genomic uncertainties
Through a study of the development of nutrigenomic science and its positioning for use in preventative medicine, I examine the configuration of contemporary "post-genomic" science. I argue that nutrigenomics is not radically new; rather it reinvigorates pre-existing scientific strategies studying gene function and directs them to old scientific puzzles of the complexity of living systems. Nutrigenomics does differ from previous genetic science, f…
A Fishing Legend of the Jaralde Tribe of Lake Alexandrina, South Australia
Genetic risks and healthy choices
Genetic testing to identify susceptibility to a variety of common complex diseases is increasingly becoming available. In this article, focusing on the development of genetic susceptibility testing for diet-related disease, I examine the emergence of direct-to-the-consumer genetic testing services and the (re)configuration of healthcare provision, both within and outside the specialist genetics service, in the UK. I identify two key techniques wi…
Architectures of Participation in Digital Play
The tensions between empowerment and exploitation are especially heightened when\ndiscussing the activities of children and youth online. Discourse in the mainstream\npress around youth participation in online spaces wavers between anxiety and hope,\nand corporate frameworks and dataveillance practices structure many of these sites.\nYet little attention has been paid to the underlying architecture of social norms that\nwork with stereotyped visi…
From lab to lifestyle
Contemporary genomic sciences are uncovering genetic factors implicated in common complex diseases such as type 2 diabetes. It is suggested that such knowledge could be developed into tests for susceptibility to the disease that would allow preventive action through lifestyle modification. This paper presents research on responses to this suggestion by genetic specialists, diabetologists, and general practitioners – three groups of health profess…
Anticipatory Governance
The governance demands generated by the use of human/animal chimeras in scientific research offer both a challenge and an opportunity for the development of new forms of anticipatory governance through the novel application of bioethical expertise. Anticipatory governance can be seen to have three stages of development whereby bioethical experts move from a reactive to a proactive stance at the edge of what is scientifically possible. In the proc…
Governing the moral economy
The preferred Western model for science governance has come to involve attending to the perspectives of the public. In practice, however, this model has been criticised for failing to promote democracy along participatory lines. We argue that contemporary approaches to science policy making demonstrate less the failure of democracy and more the success of liberal modes of government in adapting to meet new governance challenges. Using a case stud…
Making a Name in Games
This article explores the development and implementation of a Toronto-based incubator supporting local women in developing their own games. The incubator was created to help change the current (male-dominated) status quo of game production, promising participants skills sharing, support for the development of a new game, and entry into the local community of indie games developers. It was at the same time part of a large network of commercial and…
Everyone Can Make Games!”
After over a decade of scholarly research and well-documented harassment, sexism, and other forms of exclusion and marginalization, digital games culture is currently the object of heightened attention and discourse related to diversity and inclusion. This paper considers the context of this shift with a particular focus on the relationship between gender-focused inclusivity-based action in the form of women in games incubators, post-feminist dis…
Irish Aestheticism in Fin-de-Siècle Women’s Writing
Irish Aestheticism in Fin-de-Siècle Women’s Writing:Art, Realism, and the Nation Alison Harvey (bio) Much has been written on aestheticism as a European and English movement, whether in regard to the advocacy of l’art pour l’art by French writers such as Théophile Gautier or the espousal of antididactic “art for art’s sake” in the early works of Algernon Charles Swinburne and Walter Pater. But few scholars have turned their attention to the criti…
Gender, Age, and Digital Games in the Domestic Context
Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the fi…
Histories of Hating
This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, disc…
Scholarship as Cultural Production in the Neoliberal University
This article focuses on the idea of scholarly work as cultural production to help understand how the tensions of precarious, early-career academic employment are articulated on a day-to-day basis in the context of pressures to efficiently produce monetizable ‘deliverables.’ Using a political economy of communication framework and an iterative methodological approach, the authors mobilize examples drawn from a collaborative set of activities they …
Growing pains
In response to a growing focus on inclusivity in digital games culture, both in mainstream journalism and academia, a range of collaborators have organized for change in this domain under the umbrella of “feminists in games” (FIG). This article explores how moments of tension between women, groups, and communities self-identifying as FIG can productively be understood not solely through rigid conceptualizations of feminist “waves” but also throug…
When passion isn’t enough
Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professiona…
Networked (in)justice
For the last 10 years, Information, Communication & Society has published a special issue including some highlights from the annual Association of Internet Researchers (AoIR) conference. This, the 11th special issue, continues in the tradition of sharing rigorous, interdisciplinary, critical research from the event. #AoIR2017 was themed on ‘Networked Publics’ and took place from 18 to 21 October in Estonia in the Baltic region of Northern Europe.…
An Irish Governor of Jamaica in the 1890s
(2018). An Irish Governor of Jamaica in the 1890s. Caribbean Quarterly: Vol. 64, No. 3-4, pp. 467-481
The Fame Game
This article examines the simultaneously acclaimed and vilified mobile celebrity game Kim Kardashian: Hollywood ( KK: H). Through an analysis of popular discourse about the game in dialogue with its play experience, this article showcases the ways in which this scrutiny is tied to value judgments about celebrity culture, affective labor, and emerging monetization strategies in games. By exploring the game's content, mechanics, and economics, I ar…
Introduction to Special Issue Ludic Economies
In this special issue on ludic economies, we argue that the study of digital games-their milieux of production, cultures and contexts of play, user-generated production, and spectatorship should be applied as a primary heuristic in understanding the cultural economy of neoliberal late capitalism-as well as vice versa. The articles here focus on a range of issues related to both mainstream profit models including digital distribution platforms and…
Space, place, and the materiality of Internet Studies
In this introduction we are pleased to present the papers invited to the #AoIR18 special issue, and the thematic for the annual Association of Internet Researchers (AoIR) conference
The politics of Pamela
Becoming Gamesworkers
Higher education qualifications and the training of talent have become increasingly important in game industry and policy discourse in the United Kingdom. This heightened rhetoric and dedicated pots of funding referencing the significance of the games talent pipeline may represent the opportunity to cultivate greater inclusion in the workforce, which continues to be largely homogenous in terms of gender and race. Drawing on qualitative research w…
Political science (24 obras) · Sociology (24 obras) · Computer Science (14 obras) · Law (12 obras) · Media studies (12 obras) · Digital Games and Media (11 obras) · Public relations (9 obras) · Gender, Feminism, and Media (8 obras) · Gender Studies (7 obras) · Law (7 obras)