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Describe the political economy of one of the major entertainment industries movies television music video and computer games book publishing

Describe the political economy of one of the major entertainment industries movies television music video and computer games book publishing

 Describe the political economy of one of the major entertainment industries (movies, television, music, video and computer games, book publishing, comic books), with an emphasis on the trends towards concentration of corporate ownership, and explain their connection to one of their most visible or established genres (e.g., superhero action films, reality television, pop music, AAA or indie video games, superhero comics). In particular, illustrate the relationship between the economic underpinnings of the chosen industry and the rise (or fall) of the corresponding genre, and identify any developments that might be deepening or disrupting that relationship.
2. Choose one of the major entertainment industries (movies, television, music, video and computer games, book publishing, comic books) and summarize the political economy of that industry, and consider how the Internet and digital technologies, networks, and media have impacted that industry, either positively or negatively, either by producing new business opportunities, or raising fresh economic, cultural, or other kinds of challenges. Be sure to identify the role that new online-based organizations, platforms, and actors (e.g., Netflix, Spotify, Soundcloud, indie publishers or developers, pirates) are playing in this changing landscape.
3. Examine a specific kind of fandom or fan (or anti-fan) community, or an example of a particular fan activist campaign, and show how that fandom or fan activism demonstrates that audiences are best understood as active agents in the production and reception of popular culture. Give special attention to describing the practices and means by which that fandom or fan community is maintained or that fan activist campaign was organized and mobilized.
4. Choose an example of a recent film, television series, video game, comic book, or novel, and consider how it represents gender or sexual difference. In particular, address whether or not your chosen text reproduces traditional conceptions of either men or women, masculinity or femininity, heterosexual or queer desire, or whether it reverses, replaces, or complicates those stereotypes with different kinds of representations of gender and/or sexuality.
5. Choose an example of a recent film, television series, video game, comic book, or novel, and consider how it depicts racial or ethnic difference. In particular, consider how your chosen text represents racially or ethnically marginalized subjects, and whether or not it reinscribes familiar stereotypes or tropes of difference, or whether it seeks to promote a new or different regime of representations of race and ethnicity by inverting or subverting the old one.
6. Choose an example of a recent film, television series, video game, comic book, or novel, and consider its transnational production and reception. Specifically, argue whether or not it illustrates the cultural imperialism of Western over non-Western countries and cultures, or instead supports the practice of, and efforts at, glocalization of either Western media and entertainment to non-Western audiences; or non-Western media and entertainment to Western audiences.
7. Choose an example of a recent subculture, and explain how it can be considered a subculture. In particular, consider its relationship to popular culture and whether or not there is evidence of it being recuperated or reclaimed by the mainstream.

rahul 15-Feb-2020

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