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QUIZ!!!. 1. “Almost all of us can add many more entries to the list of mass-market spoofs, parodies, and appropriations of the ___________ saga – some.

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Presentation on theme: "QUIZ!!!. 1. “Almost all of us can add many more entries to the list of mass-market spoofs, parodies, and appropriations of the ___________ saga – some."— Presentation transcript:

1 QUIZ!!!

2 1. “Almost all of us can add many more entries to the list of mass-market spoofs, parodies, and appropriations of the ___________ saga – some aimed at the film’s director, some at its fans, others at the content of the series itself” a) Twilight b) Star Wars c) Mad Men d) Angry Birds

3 2. Jenkins writes that “companies, such as Viacom and Warners Communication, maintain interests in film, cable, and network television; video, newspapers, and magazines; book publishing and digital media.” What term refers to this “consolidation of holdings across multiple industries”? a) media monopoly b) hegemony c) horizontal integration d) Biebermania

4 3. “The industry increasingly refers to Star Trek or Star Wars as “_________,” using a term that makes clear the commercial stakes in these transactions.” a) epidemics b) ideologies c) virtual worlds d) franchises

5 4. “A history of participatory culture might well start with ___________, which quickly became “the people’s printing press,” paving the way for a broad range of subcultural communities to publish and circulate their perspectives on contemporary society.” a) sliced bread b) the photocopier c) the printing press d) the home computer

6 BONUS “Even his casting decisions…constitute quotations and appropriations from earlier film classics.” To whom is Jenkins referring? a) Luke Skywalker b) The Biebs c) George Lucas d) Quentin Tarantino

7 COME TO THIS!

8 COM 427: Game Studies [Fall 2014] Winston 133 | M/W/F | 3:00 – 3:50 Course Instructor: Chris Kampe (cwkampe@ncsu.edu) 58% of Americans play Videogames Globally, game sales surpass both movies & music We play them everywhere: on our phones, at home, by ourselves, and with others. They represent a recreational activity, an economic force—a space of interaction and expression. Through a study of games, we can interrogate our ever-evolving relationship with technology and the impact virtual spaces have on our identities. This course will examine games as artifacts, as activities, and as social-discourse. We will play, analyze, and build them, while examining the role they play in our daily lives.

9 Schedule Changes


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