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Mediated Intimacies

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This podcast has
4 episodes
Language
English
Publisher
Joleen Blom
Explicit
No
Date created
2021/06/04
Latest episode
2022/05/03
Average duration
53 min.
Release period
112 days

Description

In this podcast I talk with invited experts about the different shapes and forms in which we engage with affection and intimacy through media platforms and technology, such as social media (like Instagram or Facebook, or Tinder), novels, television series, or video games to voice assistants like Alexa or the Google Assistant. This podcast discusses why, how, and what we do when we use all kinds of media and technology to create intimacy with ourselves and others, whether these others are fictional or not.

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Episode 4 - On our intimate relationship with God in video games with Lars de Wildt
2022/05/03
During this episode, I speak with Lars de Wildt, postdoctoral researcher in media studies at KU Leuven, about our intimate relationship with God and how games let us engage with Christianity in games. This episode was recorded back in November 2021, so some in-episode references could be a tad old.  Articles: de Wildt, L., Aupers, S. (2020). Pop Theology: Forum Discussions on Religion in Videogames. Information Communication & Society, 23 (10), 1444-1462. de Wildt, L., Aupers, S. (2021). Marketable Religion: How Game Company Ubisoft Commodified Religion for a Global Audience. Journal Of Consumer Culture.  Games: Ubisoft. 2007 - 2020. Assassin's Creed series. 
Episode 3 - Affective Reception and Characters with Nicolle Lamerichs
2022/02/01
After an unexpectedly long hiatus, I talk with Nicole Lamerichs, senior researcher at the HKU in The Netherlands. We discuss about our rising interest and engagement with fictional characters, fan's affective reception of them, and the (para-)social relationships we build with them in dating simulators. This episode was recorded on October 28th, 2021, so some references are currently older than they were when we speak about them in the episode.  Articles, books and presentations: Lamerichs, Nicolle. Productive Fandom: Intermediality and Affective Reception in Fan Cultures. Transmedia: Participatory Culture and  Media Convergence. Amsterdam: Amsterdam University Press, 2018. Lamerichs, Nicolle. ‘Characters of the Future. Machine Learning, Data, and Personality’. Image, Recontextualizing Characters, nr. 29 (januari 2019): 98–117. Media: Derrickson. 2016. Doctor Strange. Fowler. 2020. Sonic the Hedgehog. Kitfox Games. 2021. Boyfriend Dungeon. Schaeffer. 2021. WandaVision Ubisoft. 2018. Assassin’s Creed Odyssey.
Episode 2 - The Fourth Wall in Games with Agata Waszkiewicz
2021/07/01
Today I talk with Agata Waszkiewicz, a doctoral candidate at Maria Curie-Skłodowska University in Lublin. We discuss the (non-)existence of the fourth wall in theatre, film, and digital games, and how it creates intimacy between player and avatar in the games Bury me my Love (The Pixel Hunt, 2019), and A Normal Lost Phone (Diane Landais, 2018). How do these games break the fourth wall exactly? Agata will tell you! Games: Dys4ia (Anna Anthropy 2012) Deadpool (Activision 2013) (standalone Deadpool game) Marvel vs Capcom 3: Fate of Two Worlds (Capcom 2011) Mystic Messenger (Cheritz, 2016) Pony Island 9Daniel Mullins Games, 2016) Tell me Why (DONTNOD Entertainment, 2020) The Hex (Daniel Mullins Games, 2018) Articles and Books: Conway, S. - A circular wall? Reformulating the fourth wall for videogames (2010) Jørgensen, K. - Game World Interfaces (2013) Waszkiewix, A. - TOGETHER THEY ARE TWOFOLD”: PLAYER-AVATAR RELATIONSHIP BEYOND THE FOURTH WALL (2020)
Episode 1 - Otome Games with Susana Tosca
2021/06/02
In this first episode of this podcast on mediated intimacies, I talk with Susana Tosca, associate professor at Roskilde University in Denmark. We talk about otome games, Japanese video games in which women can date a pool of handsome men. What are otome games exactly, and why do we play them, and how can we study them in the field of game studies? You'll find Susana's answers in this episode! Games: Angelique (Ruby Party, 1994) Hakuoki (Idea Factory, 2008) Psychedelica of the Black Butterfly (Idea Factory, 2018) Nine Hours, Nine Persons, Nine Doors (Chunsoft, 2010)    Shall We Date? series  Books and articles:  Reading the Romance (Radway, 1984) Transmedial worlds in everyday life (Tosca and Klastrup, 2019)  Appropriating the Shinsengumi: Hakuoki Fan Fiction as Transmedial/Transcultural Exploration (Tosca, 2021) Visual Pleasure and Narrative Cinema (Mulvey, 1975) --on the male gaze in cinema

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