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QUIZ!!!. 1. “ Almost all of us can add many more entries to the list of mass-market spoofs, parodies, and appropriations of the ___________ saga – some aimed at the film’s director, some at its fans, others at the content of the series itself” a) Twilight b) Star Wars c) Mad Men
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1. “Almost all of us can add many more entries to the list of mass-market spoofs, parodies, and appropriations of the ___________ saga – some aimed at the film’s director, some at its fans, others at the content of the series itself” a) Twilight b) Star Wars c) Mad Men d) Angry Birds
2. Jenkins writes that “companies, such as Viacom and Warners Communication, maintain interests in film, cable, and network television; video, newspapers, and magazines; book publishing and digital media.” What term refers to this “consolidation of holdings across multiple industries”? a) media monopoly b) hegemony c) horizontal integration d) Biebermania
3. “The industry increasingly refers to Star Trek or Star Wars as “_________,” using a term that makes clear the commercial stakes in these transactions.” a) epidemicsb) ideologiesc) virtual worldsd) franchises
4. “A history of participatory culture might well start with ___________, which quickly became “the people’s printing press,” paving the way for a broad range of subcultural communities to publish and circulate their perspectives on contemporary society.” a) sliced breadb) the photocopierc) the printing pressd) the home computer
BONUS “Even his casting decisions…constitute quotations and appropriations from earlier film classics.” To whom is Jenkins referring? a) Luke Skywalkerb) The Biebs c) George Lucasd) Quentin Tarantino
COM 427: Game Studies[Fall 2014] Winston 133 | M/W/F | 3:00 – 3:50 We play them everywhere: on our phones, at home, by ourselves,and with others. They represent a recreational activity, an economic force—a space of interaction and expression. Through a study of games, we can interrogate our ever-evolving relationship with technology and the impact virtual spaces have on our identities. This course will examine games as artifacts, as activities, and as social-discourse. We will play, analyze, and buildthem, while examining the role they playin our daily lives. 58% of Americans play Videogames Globally, game sales surpass both movies & music Course Instructor: Chris Kampe (cwkampe@ncsu.edu)