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Series: Series in Critical Media Studies

Mediated Ideologies: Nordic Views on the History of the Press and Media Cultures

Edited by Jukka Kortti, University of Helsinki, Finland and Heidi Kurvinen, University of Turku, Finland

ISBN: 978-1-64889-851-8
Availability: Pre-order
$101 £81 €94

Ideologies have not been a focus of interest in the field of humanities and social sciences in recent decades, but rethinking the power of ideologies in the media sphere has recently returned to the scholarly discussion. The compilation book “Mediated Ideologies: Nordic Views on the History of the Press and Media Cultures” participates in this by providing selected yet justified approaches to media history from the point of view of ideological uses of media in the Nordic region. In this book, the role of media – comprising both popular media and news journalism – as a forum for ideologies and their circulation will be analyzed by focusing on the Nordic region. The perceived similarities in the media systems of the Nordic countries constitute a perfect extent for a regional media history against not only a European but also a global backdrop. This does not mean that there have not been many national differences. The book does not provide a chronological narrative of Nordic media history. Still, the ideology of media is approached not only from the standpoints of different media forms – film, television, newspapers, magazines, and periodicals – but also from several historical periods from the mid-19th century to the late 20th century. The chapters show the multidimensional role that the media has in transmitting ideologies to their audiences and the public sphere. They also demonstrate that analyzing the role of different ideologies, such as modernization, nationalism, solidarity, feminism, and peace movement in media history provides wider perspectives in understanding past and present media landscapes and people’s mediated experiences that are fostered by them. “Mediated Ideologies: Nordic Views on the History of the Press and Media Cultures” can be used both as a reference book and as a classroom adaption in the field of media, communication, and history studies.

Monsters and Monstrosity in Media: Reflections on Vulnerability

Edited by Yeojin Kim, University at Buffalo/Singapore Institute of Management and Shane Carreon, University of the Philippines Cebu

January 2024 / ISBN: 978-1-64889-846-4
Availability: In stock
218pp. ¦ $103 £83 €97

As monstrous bodies on-screen signal a wide range of subversive destabilization of the notions of identity and community, this anthology asks what meanings monsters and monstrosity convey in relation to our recent circumstances shaped by neoliberalism and the pandemic that have led to the intensified tightening of border controls by nation-states, the intensive categorization of (un)identifiable bodies, and subsequent forms of isolations and detachments imposed by social distancing and the rapid transition of sociality from reality to virtual reality. Presenting various thinkings along the lines of the body and its representations as cultural text, together with popular or recent media productions showing various bodies deemed to be monstrous as they either cross conventionally held borders or stay in liminal spaces such as between human-animal, human-machine, virtual bodies-corporeal flesh, living-death, and other permeable borders, this volume looks into the on-screen constructions of the monster and monstrosity not only as they represent notions of difference, perceived (non)belongings, and disruptions of traditional identity markers, but also as they either conceal various vulnerabilities or implicitly endorse violence towards the labeled Other.

Fix-It Fics: Challenging the Status Quo through Fan Fiction

Edited by Kaitlin Tonti, Albright College

ISBN: 978-1-64889-814-3
Availability: Pre-order
$103 £83 €97

Over the past ten years, fan fiction has outgrown its perceived taboo, as made by the public, and has evolved into a legitimate form of writing and self-expression. Academics, too, have recognized the potential for fan fiction studies through the lens of the humanities, psychology, sociology, and gender and queer studies. What makes 'Fix-It Fics: Challenging the Status Quo through Fanfiction' unique is in its specific focus on the fan fiction subgenre: fix-it fics. Also known in fan fiction communities as the fix-it, fans writing in this subgenre are motivated by fixing what they believe the original creators did not get right the first time. More significantly, fix-it fic writers generally use their prose to fix the unaddressed biases that are perpetuated on their favorite character, or plot lines, by either the original creator or other fans. The fix-it fic has existed for some time; however, it was after J.K. Rowling’s degrading remarks about the transgender community that fix-it fic writers clearly saw themselves as the only ones who could challenge the prejudices associated with their fandoms. The essay featured in this book reflects on the fix-it fic as an outlet for self-advocacy and community activism through the written word. Chapters in this book focus on fandoms including but not limited to Supernatural, Harry Potter, Wentworth, Stranger Things, Game of Thrones, Hannibal, Star Trek, and Batman, while also addressing topics such as the Omegaverse, healing trauma, and creating community archives. 'Fix-It Fics: Challenging the Status Quo through Fanfiction' will appeal to popular culture, sociology, and gender and queer studies scholars who are invested in the larger academic conversation and offers an array of essays that any college professor teaching popular culture will surely benefit from including in their courses.

Project(ing) Human: Representations of Disability in Science Fiction

Edited by Courtney Stanton, Rutgers University-Newark

April 2023 / ISBN: 978-1-64889-285-1
Availability: In stock
208pp. ¦ $87 £72 €82

This edited volume examines representations of disability within popular science fiction, using examples from television, film, literature, and gaming to explore how the genre of science fiction shapes cultural understanding of disability experience. Science fiction texts typically grapple with concepts such as transhumanism, embodiment, and autonomy more directly than do those of other genres. In doing so, they raise significant questions about the experience of disability. More broadly, they often convey the place of disability in not only the future but also the world of today. Through critical research, the chapters within this interdisciplinary collection explore what science fiction texts convey about the value of disability, whether it be through disabled characters, biotechnologies, or, more broadly, conceptions of an idealized future. Chapters are grouped thematically and include discussions of the intersections of disability with other identity groups, the interplay of disability and market/capitalist value, and how disability shapes current and future definitions of human-ness, agency, and autonomy. This full volume builds on current research regarding the relationship of disability studies to the science fiction genre by exploring new themes and contemporary media to aid as an instructional tool for scholars in fields of disability studies, science fiction literature, and media studies.

Gamification in the RhetComp Curriculum

Edited by Chris McGunnigle, Seton Hall University

November 2022 / ISBN: 978-1-64889-323-0
Availability: In stock
334pp. ¦ $93 £77 €88

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

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