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Book part
Publication date: 28 November 2016

Gregorio Fuschillo

The purpose is to argue that market-generated and brand-related phenomena such as fandoms work as a social and institutional force beyond the market and to showcase their…

Abstract

Purpose

The purpose is to argue that market-generated and brand-related phenomena such as fandoms work as a social and institutional force beyond the market and to showcase their influence on the society as a whole.

Methodology/approach

The influence of fandoms on many societal institutions is explored through the literature on fandom studies and consumer research.

Findings

The research indicates that market-generated resources and their related sociocultural dynamics play a significant role in shaping the evolution of many institutions of current societies.

Research limitations/implications

The research is exclusively focused on fandoms despite the varied facets of market-related sociocultural dynamics, opportunity exists for research beyond the exploratory work done here shifting the focus from fandoms to brand systems.

Practical implications

Researchers, especially in Consumer Culture Theory (CCT), may use the perspective shift from market to society to enlarge the scope to new fields of study, out of the market.

Social implications

The research provides new lenses to understand emerging phenomena in fields such as religion and/or politics difficult to understand with traditional frameworks.

Originality/value

This paper provides exploratory research identifying market-related social and institutional processes and emphasizing how they influence other societal institutions, such as family, religion, corporations, professions, and politics; rather than bringing social and institutional processes into the marketplace.

Details

Consumer Culture Theory
Type: Book
ISBN: 978-1-78635-495-2

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Book part
Publication date: 28 June 1991

A. Dean Larsen and Randy H. Silverman

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Library Technical Services: Operations and Management
Type: Book
ISBN: 978-1-84950-795-0

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Book part
Publication date: 31 October 2014

Alexander I. Stingl

An inquiry into the constitution of the experience of patienthood. It understands “becoming a patient” as a production of a subjectivity, in other words as a process of…

Abstract

Purpose

An inquiry into the constitution of the experience of patienthood. It understands “becoming a patient” as a production of a subjectivity, in other words as a process of individuation and milieu that occurs through an ontology of production. This ontology of production can, of course, also be understood as a political ontology. Therefore, this is, first of all, an inquiry into a mode of production, and, secondly, an inquiry into its relation to the issue of social justice – because of effects of digital divisions. In these terms, it also reflects on how expert discourses, such as in medical sociology and science studies (STS), can (and do) articulate their problems.

Approach

An integrative mode of discourse analysis, strongly related to discursive institutionalism, called semantic agency theory: it considers those arrangements (institutions, informal organizations, networks, collectivities, etc.) and assemblages (intellectual equipment, vernacular epistemologies, etc.) that are constitutive of how the issue of “patient experience” can be articulated form its position within an ontology of production.

Findings

The aim not being the production of a finite result, what is needed is a shift in how “the construction of patient experience” is produced by expert discourses. While the inquiry is not primarily an empirical study and is also limited to “Western societies,” it emphasizes that there is a relation between political ontologies (including the issues of social justice) and the subjectivities that shape the experiences of people in contemporary health care systems, and, finally, that this relation is troubled by the effects of the digital divide(s).

Originality

A proposal “to interrogate and trouble” some innovative extensions and revisions – even though it will not be able to speculate about matters of degree – to contemporary theories of biomedicalization, patienthood, and managed care.

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Mediations of Social Life in the 21st Century
Type: Book
ISBN: 978-1-78441-222-7

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Book part
Publication date: 25 October 2022

Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner

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Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
Type: Book
ISBN: 978-1-83982-639-9

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Book part
Publication date: 28 November 2016

Robert L. Harrison, Jenna Drenten and Nicholas Pendarvis

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this…

Abstract

Purpose

Video gaming, which remains culturally embedded in masculine ideals, is increasingly becoming a leisure activity for female consumers. Guided by social dominance theory, this paper examines how female gamers navigate the masculine-oriented gaming consumption context.

Methodology/approach

Eight avid female gamers (ages 20–29) participated in-depth interviews, following a phenomenological approach to better understand their lived experiences with video gaming. Data were analyzed using phenomenological procedures.

Findings

Findings reveal an undercurrent of gender-based consumer vulnerability, driven by stereotypical perceptions of “gamer girls” in the masculine-oriented gaming subculture. Further, the findings highlight the multilayered, multidimensional nature of gaming as a vulnerable consumption environment, at individual, marketplace, and cultural levels.

Social implications

The culturally embedded gamer girl stereotype provides a foundation upon which characteristics of consumer vulnerability flourish, including a culture of gender-based consumer harassment, systematic disempowerment in the marketplace, and conflicting actions and attitudes toward future cultural change.

Originality/value

This research suggests female gamers struggle to gain a foothold in gaming due to the socially and culturally constructed masculine dominance of the field. Our research study provides a stepping-stone for future scholars to explore gendered subcultures and begins to address the dynamic interplay of power, gender, technology, and the market.

Details

Consumer Culture Theory
Type: Book
ISBN: 978-1-78635-495-2

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Book part
Publication date: 26 March 2020

Dean Bowman

This chapter seeks to reassess the film GoldenEye (Campbell, 1995), and its highly successful (Impellizeri, 2010) videogame adaptation GoldenEye 007 (Rare, 1997), in light of the…

Abstract

This chapter seeks to reassess the film GoldenEye (Campbell, 1995), and its highly successful (Impellizeri, 2010) videogame adaptation GoldenEye 007 (Rare, 1997), in light of the concept of the Hegemony of Play (Fron, Fullerton, Morie, & Pearce, 2007), which seeks to critique the dominance of the hypermasculine ‘gamer’ identity in videogame culture (a persona GoldenEye anticipates in its problematic character Boris Grishenko).

Since the gamer is bound up in the very technological materiality of videogames as a medium and an industry (Dyer-Witheford & de Peuter, 2009), central to this discussion is the significant yet highly ambivalent role technology continues to play in the Bond films, both extending and threatening (Leach, 2015; Nitins, 2010) Bond’s natural male skill and intuition (McGowan, 2010). Indeed, GoldenEye is a particularly salient study since many suggest Brosnan to be the most technologically adept (or dependent) of the Bonds (Rositzka, 2015; Willis, 2003), and I will argue that the film and game together explore just what happens when Bond’s implacable force meets the immutable technological object, providing a fascinating lens through which to read the larger technocultural shifts embodied in the transition to the immaterial economies of cognitive capitalism (Hardt & Negri, 2001) and their potential to disrupt traditional, patriarchal gender configurations (Haraway, 1991; Hayles, 2005; Plant, 1998; Wajcman, 2004).

Core to this is a critical reading of the game’s popular multiplayer mode, where exploration of whether technology can be understood to potentially level the gender playing field (Jones, 2015) or whether the fact that such technology is always already encoded as masculine (Chess, 2017) ultimately undercuts this ambition.

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From Blofeld to Moneypenny: Gender in James Bond
Type: Book
ISBN: 978-1-83867-163-1

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Book part
Publication date: 25 November 2013

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Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

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Book part
Publication date: 15 November 2018

Bev Orton

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Women, Activism and Apartheid South Africa: Using Play Texts to Document the Herstory of South Africa
Type: Book
ISBN: 978-1-78754-526-7

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Gender and Contemporary Horror in Comics, Games and Transmedia
Type: Book
ISBN: 978-1-78769-108-7

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Article
Publication date: 1 April 1942

H.J. Jenkins

THE property possessed by certain discharges of radiating relatively large proportions of their energy in the visible part of the spectrum is well known. Thus efficiencies of the…

74

Abstract

THE property possessed by certain discharges of radiating relatively large proportions of their energy in the visible part of the spectrum is well known. Thus efficiencies of the order of 50–70 lumens per watt are obtained from high pressure mercury vapour and sodium vapour discharges.

Details

Aircraft Engineering and Aerospace Technology, vol. 14 no. 4
Type: Research Article
ISSN: 0002-2667

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