Chapter 31 Surveillance and Entertainment
-
Dietmar Kammerer
Abstract
In this contribution I present and discuss three seemingly disparate, but related perspectives on surveillance and entertainment from the perspectives of media history, film theory, and surveillance studies. First, media history: in the last quarter of the 19th century, new developments and technologies in the field of recording and communication-e.g., photography, telephony, phonography-led to fears and debates about the “end of privacy.” Privacy as a legal right was first formulated as an explicit reaction to these debates. Second, as numerous film studies scholars have shown, cinema has always been entangled-historically, structurally-with surveillance. I argue that this entanglement should not (only) be analyzed in terms of representation, but as a productive force: images “about” surveillance are part of the logic and workings of surveillance. Third, I present and discuss a number of theoretical positions in the context of surveillance studies on “ludic surveillance.” I argue that we cannot understand surveillance without studying its various roles in popular culture and entertainment.
Abstract
In this contribution I present and discuss three seemingly disparate, but related perspectives on surveillance and entertainment from the perspectives of media history, film theory, and surveillance studies. First, media history: in the last quarter of the 19th century, new developments and technologies in the field of recording and communication-e.g., photography, telephony, phonography-led to fears and debates about the “end of privacy.” Privacy as a legal right was first formulated as an explicit reaction to these debates. Second, as numerous film studies scholars have shown, cinema has always been entangled-historically, structurally-with surveillance. I argue that this entanglement should not (only) be analyzed in terms of representation, but as a productive force: images “about” surveillance are part of the logic and workings of surveillance. Third, I present and discuss a number of theoretical positions in the context of surveillance studies on “ludic surveillance.” I argue that we cannot understand surveillance without studying its various roles in popular culture and entertainment.
Chapters in this book
- Frontmatter I
- Acknowledgements V
- Contents VII
- About the Editor XIII
- Preface to Handbooks of Communication Science series XVI
-
General Introduction
- Media Entertainment Theory and Research: Still an Amorphous Area 1
-
Section 1: Retrospectives and Foundations
- Chapter 1 Media Effects Paradigms: Was There Ever a Magic Bullet? 13
- Chapter 2 The Early Development of Audience Entertainment Research, 1937–1940 25
- Chapter 3 Humor and Mirth 37
- Chapter 4 Emotion and Entertainment 55
- Chapter 5 Audio-Visual Formal Features of Entertainment Messages 69
- Chapter 6 Encoding/Decoding Entertainment Media 85
-
Section 2: Key and Canonical Theories
- Chapter 7 Narratives and Entertainment Media 103
- Chapter 8 Parasocial Interaction and Parasocial Relationship 119
- Chapter 9 Affective Disposition Theory 133
- Chapter 10 Uses and Gratifications Theory 149
- Chapter 11 Cultivation Theory and Entertainment 163
- Chapter 12 Identification with Characters in Narratives 177
- Chapter 13 Media Selection Processes in Entertainment 189
- Chapter 14 Media Habits and Entertainment 203
-
Section 3: Considerations of Content/Genre/Type/ Setting
- Chapter 15 Crime Entertainment Media 219
- Chapter 16 Horror as Entertainment 231
- Chapter 17 Sport as Entertainment 245
- Chapter 18 Representation Matters: Ethnic/Racial Depictions in US Entertainment Media and the Implications for Audiences 257
- Chapter 19 Political Satire 273
- Chapter 20 Love It and/or Hate It: Journalism as Entertainment 289
- Chapter 21 Entertainment Media’s Effects on Child Audiences 303
- Chapter 22 Risk Behavior and Entertainment 321
- Chapter 23 Sexual Content, Sexuality in Media 337
- Chapter 24 Aggression and Violence in Entertainment Media 351
- Chapter 25 Entertainment-Education Media: Where Learning Is Fun 369
- Chapter 26 Transcendence and “Inspiring Media” 383
- Chapter 27 Branded Entertainment as a Win–Win Strategy for Consumers and Advertisers 397
-
Section 4: Critical and Cultural Considerations
- Chapter 28 Searching for Meaning: Positioning Fan Research within Trends in Communication Studies 415
- Chapter 29 Gender, Identity, and Entertainment 429
- Chapter 30 Globalisation 445
- Chapter 31 Surveillance and Entertainment 457
- Chapter 32 Postcolonial Theory and Media Entertainment 469
- Chapter 33 The Role of Paratexts in Media Entertainment 481
- Chapter 34 Feminist Media Studies and Entertainment 493
- Chapter 35 Mediatization and Entertainment 505
- Chapter 36 Spaces and Places in Entertainment 521
-
Section 5: Digital Media and Technology
- Chapter 37 Extended Reality and Metaverse Technology 535
- Chapter 38 Streaming Media and Entertainment Experiences 549
- Chapter 39 Esports and Game Streaming 563
- Chapter 40 Video Games as Entertaining-yet-Demanding Interactivity 577
- Chapter 41 Media Multitasking and Entertainment 591
- Chapter 42 Analytics in the Entertainment Industry 605
-
Section 6: Advances and Conclusions
- Chapter 43 Priming and Exemplification: Implications for Entertainment 623
- Chapter 44 The Biology of Entertainment 635
- Chapter 45 Computational Modeling Entertainment Media Choice and Decision-Making in Communication Science 649
- Chapter 46 The Role of Theory in Media Entertainment Research 665
- Author Biographies 679
- Index 691
Chapters in this book
- Frontmatter I
- Acknowledgements V
- Contents VII
- About the Editor XIII
- Preface to Handbooks of Communication Science series XVI
-
General Introduction
- Media Entertainment Theory and Research: Still an Amorphous Area 1
-
Section 1: Retrospectives and Foundations
- Chapter 1 Media Effects Paradigms: Was There Ever a Magic Bullet? 13
- Chapter 2 The Early Development of Audience Entertainment Research, 1937–1940 25
- Chapter 3 Humor and Mirth 37
- Chapter 4 Emotion and Entertainment 55
- Chapter 5 Audio-Visual Formal Features of Entertainment Messages 69
- Chapter 6 Encoding/Decoding Entertainment Media 85
-
Section 2: Key and Canonical Theories
- Chapter 7 Narratives and Entertainment Media 103
- Chapter 8 Parasocial Interaction and Parasocial Relationship 119
- Chapter 9 Affective Disposition Theory 133
- Chapter 10 Uses and Gratifications Theory 149
- Chapter 11 Cultivation Theory and Entertainment 163
- Chapter 12 Identification with Characters in Narratives 177
- Chapter 13 Media Selection Processes in Entertainment 189
- Chapter 14 Media Habits and Entertainment 203
-
Section 3: Considerations of Content/Genre/Type/ Setting
- Chapter 15 Crime Entertainment Media 219
- Chapter 16 Horror as Entertainment 231
- Chapter 17 Sport as Entertainment 245
- Chapter 18 Representation Matters: Ethnic/Racial Depictions in US Entertainment Media and the Implications for Audiences 257
- Chapter 19 Political Satire 273
- Chapter 20 Love It and/or Hate It: Journalism as Entertainment 289
- Chapter 21 Entertainment Media’s Effects on Child Audiences 303
- Chapter 22 Risk Behavior and Entertainment 321
- Chapter 23 Sexual Content, Sexuality in Media 337
- Chapter 24 Aggression and Violence in Entertainment Media 351
- Chapter 25 Entertainment-Education Media: Where Learning Is Fun 369
- Chapter 26 Transcendence and “Inspiring Media” 383
- Chapter 27 Branded Entertainment as a Win–Win Strategy for Consumers and Advertisers 397
-
Section 4: Critical and Cultural Considerations
- Chapter 28 Searching for Meaning: Positioning Fan Research within Trends in Communication Studies 415
- Chapter 29 Gender, Identity, and Entertainment 429
- Chapter 30 Globalisation 445
- Chapter 31 Surveillance and Entertainment 457
- Chapter 32 Postcolonial Theory and Media Entertainment 469
- Chapter 33 The Role of Paratexts in Media Entertainment 481
- Chapter 34 Feminist Media Studies and Entertainment 493
- Chapter 35 Mediatization and Entertainment 505
- Chapter 36 Spaces and Places in Entertainment 521
-
Section 5: Digital Media and Technology
- Chapter 37 Extended Reality and Metaverse Technology 535
- Chapter 38 Streaming Media and Entertainment Experiences 549
- Chapter 39 Esports and Game Streaming 563
- Chapter 40 Video Games as Entertaining-yet-Demanding Interactivity 577
- Chapter 41 Media Multitasking and Entertainment 591
- Chapter 42 Analytics in the Entertainment Industry 605
-
Section 6: Advances and Conclusions
- Chapter 43 Priming and Exemplification: Implications for Entertainment 623
- Chapter 44 The Biology of Entertainment 635
- Chapter 45 Computational Modeling Entertainment Media Choice and Decision-Making in Communication Science 649
- Chapter 46 The Role of Theory in Media Entertainment Research 665
- Author Biographies 679
- Index 691