ABSTRACT

With contributions from 30 leading media scholars, this collection provides a comprehensive overview of the main methodologies of critical media studies. Chapters address various methods of textual analysis, as well as reception studies, policy, production studies, and contextual, multi-method approaches, like intertextuality and cultural geography. Film and television are at the heart of the collection, which also addresses emergent technologies and new research tools in such areas as software studies, gaming, and digital humanities. Each chapter includes an intellectual history of a particular method or approach, a discussion of why and how it was used to study a particular medium or media, relevant examples of influential work in the area, and an in-depth review of a case study drawn from the author's own research. Together, the chapters in this collection give media critics a complete toolbox of essential critical media studies methodologies.

part I|172 pages

Primary Methods

chapter 1|12 pages

Ideology

chapter 2|12 pages

Discourse

chapter 3|12 pages

Narrative

chapter 4|12 pages

Non-Fiction Media

chapter 5|13 pages

Visual Style

chapter 6|12 pages

Sound

chapter 7|13 pages

Acting and Performance

chapter 8|12 pages

Representation

chapter 9|13 pages

Authorship and Auteurism

chapter 10|12 pages

Political Economy

chapter 11|12 pages

Media Policy

chapter 12|11 pages

Psychoanalytic Criticism

chapter 13|12 pages

Cognitivism

chapter 14|12 pages

Ethnography

part II|98 pages

Synthetic/Multiperspectival Approaches

chapter 15|12 pages

Audiences

chapter 16|12 pages

Genre

chapter 17|12 pages

Intertexts and Paratexts

chapter 18|12 pages

Stardom and Celebrity

chapter 19|11 pages

Cultural Geography

chapter 20|12 pages

National/Transnational/Global

chapter 21|14 pages

History and Historiography

chapter 22|11 pages

Production

part III|68 pages

Emergent and Challenging Objects

chapter 23|12 pages

Popular Music

chapter 24|12 pages

New Media

chapter 25|13 pages

Games and Gaming

chapter 26|13 pages

Software

chapter 27|16 pages

Digital Humanities