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Category: 5.15 – Special Issue: Video Games

Pink Slips for Booth Babes?: No Way! Re-train and Re-skill!

February 9, 2007 Nina Huntemann / Suffolk University 9 comments

by: Nina B. Huntemann / Suffolk University
The enduring question of women and gaming finds one possible answer in the booth babe.

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Game Studies and Web 2.0: Finding an Audience Online

February 9, 2007 Zach Whalen / University of Florida 4 comments

by: Zach Whalen / University of Florida
Given gamers’ tech-enabled nature, how is gameology literature received online?

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Beyond the Steady State

February 9, 2007 Judd Ethan Ruggill and Ken S. McAllister / University of Arizona 4 comments

by: Judd Ethan Ruggill and Ken S. McAllister / University of Arizona
Meditations on the need for and the logistical constraints impeding the creation of computer game archives.

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Getting Girls to Play: The Broadening of the Video Game Market

February 9, 2007 Suzanne Freyjadis-Chuberka / Independent Scholar 3 comments

by: Suzanne Freyjadis-Chuberka / Independent Scholar
Guitar Hero’s innovative gameplay appeals to casual and hardcore gamers alike–including the Frag Dolls!

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Who Are Wii? The Study of Console Fandom

February 9, 2007 Elliot Panek / Emerson College 3 comments

by: Elliot Panek / Emerson College
How does gaming fandom in general and the new console fandom in particular compare to other forms of media fandom?

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The Wii-volution will not be Televised:
The XNA-cution of a Business Model

February 9, 2007 Casey O'Donnell / Rensselaer Polytechnic Institute 5 comments

by: Casey O’Donnell / Rensselaer Polytechnic Institute
While Nintendo’s Wii has been causing a stir among gamers and the general public alike, Microsoft is fundamentally changing the way video games are created.

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Online Game Talk and the Articulation of Maleness

February 9, 2007 Avery Alix / University of Washington 8 comments

by: Avery Alix / University of Washington
How is masculinity constructed and policed in gamers’ online communications?

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Kings, Queens, and Jackasses: Playing With Gender in Online Poker

February 9, 2007 Joanna Slimmer / University of Texas at Austin 10 comments

by: Joanna Slimmer / University of Texas
In online poker rooms, players are bluffing about more than their cards.

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Flow is a critical forum on media and culture published by the Department of Radio-Television-Film at the University of Texas at Austin. Flow’s mission is to provide a space where scholars and the public can discuss media histories, media studies, and the changing landscape of contemporary media.

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Over*Flow: Responses to Breaking TV & Media News

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Over*Flow: “Effort is Overrated: The Dissonance of AI Integrations with the 2024 Olympics”
Kathryn Hartzell / University of Texas at Austin

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Over*Flow: “Martha Stewart’s Star Persona and the 21st-Century Influencer”
Emma Ginsberg / Georgetown University

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flowtv FLOW @flowtv ·
3 Nov

From Squid Game pop-ups to Netflix House installations, Hyun-Jung Stephany Noh traces how dystopian K-dramas become immersive, branded experiences. Her essay shows how Netflix turns speculative fiction into a global marketing spectacle
Read it here: http://tinyurl.com/h7epx33m

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flowtv FLOW @flowtv ·
29 Oct

Helen Piper examines the show The Assembly and compares the UK & Australian versions. In doing so, she reveals how format and post-production choices shape risk, reciprocity, and the politics of inclusion.

Read it here: http://tinyurl.com/5y7y4cax

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flowtv FLOW @flowtv ·
28 Oct

Guillermina Zabala Suárez asks: Can digital media become a device to create awareness of health issues in out communities?

Read it here: http://tinyurl.com/mt5secz3

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flowtv FLOW @flowtv ·
30 Jul

In a new essay, @LaurelPRogers examines the role of the fanboy auteur in HBO's backstage comedy "The Franchise," which satirizes Hollywood's superhero industrial complex. Read: https://www.flowjournal.org/2025/07/fanboy-auteur-hbo-franchise/

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