Academic literature on the topic 'Cartoon Kid (Fictitious character)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Cartoon Kid (Fictitious character).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Cartoon Kid (Fictitious character)"

1

Iskandar, Iskandar. "Metafora dalam Kartun Bertema Korupsi Karya G.M. Sudharta." INVENSI 3, no. 1 (July 18, 2018): 15–22. http://dx.doi.org/10.24821/invensi.v3i1.2103.

Full text
Abstract:
Kartun merupakan salah satu bentuk dialektika tanda dalam kategori bahasa verbal dan nonverbal, yang membuat dirinya unik adalah karena karakternya yang menyimpang, lucu, bersifat satir atau menyindir, baik terhadap orang atau tindakannya. Sebagai salah satu bahasa politik, kartun telah menjadi instrumen pokok untuk menceritakan realitas, segala tindakan dalam kartun merupakan studi tentang tanda. Penelitian ini bertujuan untuk mengetahui metafora yang digunakan dalam kartun bertema korupsi. Metodologi penelitian yang digunakan adalah metodologi kualitatif, dengan pendekatan deskriptif, yaitu dimana data yang dikumpulkan adalah karya visual kartun G.M. Sudharta yang dibuat tahun 2012 untuk koran Kompas, dan yang dipublikasikan pada media sosial Facebook-nya. Hasil penelitian ini menunjukkan bahwa terdapatnya metafora yang sangat dominan dan beragam dalam kartun bertema korupsi yang menandakan terdapatnya proses yang kritis dalam memandang budaya komunikasi. Setiap kartunis menciptakan tokoh kartun fiktif sebagai identitas yang mewakili dirinya untuk menyampaikan opini, kritik, dan olok-olok terhadap sesuatu yang sedang berlaku dalam realitas sehari-hari. Selain itu, setiap kartunis memiliki keunikan dalam menyampaikan pesan, hal tersebut merupakan gaya yang dipengaruhi oleh latar belakangnya masing-masing. Cartoon is a form of dialectic sign in the category of verbal and nonverbal language, which makes it unique is that deviant character, humorous, satirical or sarcatic, either against the person or his actions. As one of the political languages, cartoons have become a staple instrument to communicate the reality, every action in cartoon are the study of signs. This study aims to determine the metaphor used in cartoons with the theme of corruption. The research methodology used is qualitative methodology, with descriptive approach, that is where the data collected is a visual work of cartoon G.M. Sudarta made in 2012 for Kompas newspaper, and published on social media Facebook. The results of this study indicate that there is a very dominant and varied metaphor in a corruption-themed cartoon that signifies the existence of a critical process in viewing the culture of communication. Each cartoonist creates a fictitious cartoon character as an identity representing him/herself to convey opinions, criticisms, and banter towards something that is prevailing in the everyday reality. In addition, each cartoonist is unique in conveying the message, it is a style influenced by their background.
APA, Harvard, Vancouver, ISO, and other styles
2

Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no. 2 (March 1, 2004). http://dx.doi.org/10.5204/mcj.2346.

Full text
Abstract:
Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general play environments in games of various genres and game play styles like Grand Theft Auto 3 (GTA3), Warcraft III, and Super Mario Brothers. Given the many video game genres, this article focuses on games that present some type of virtualized environments. Although video games that present play spaces or environments can be divided into walls, ceilings, and floor or ‘turf’ sections, turf sections prove the most pivotal of the in-game elements to game play. The game turf sections are any part of the game space that the player can use as a basis for spatial exploration. In games like Resident Evil where movement is restricted to walking and running across the floor, only the floors are turf areas. In games like Spiderman—where the player can climb the walls and ceilings with equal ease—the walls, ceilings, and floors all merge into a heterogeneous turf. These game turfs often employ codes such as green for safe and red for danger and create a basic gaming rhetoric for spatial representation and a method for reading video game spaces. In this way, video game turfs serve to mark boundaries and borders for methods of exploration and play. The internal game spaces and delimitations and the external delimitations of the play spaces constitute game turfs. This article also argues that debates over violence in video games misunderstand these turf boundaries and maintains that the violence in video games can be perceived not as random desensitising violence, but as violence within a specific space—that of game play. Media theorists like Dave Grossman and Gloria DeGaetano (Stop Teaching Our Kids to Kill ) and educators like Jeanne B. Funk (“Violent Video Games: Who's at Risk?”) both argue that violent video games can lead to an increase in violent behaviour or desensitization towards violence. These debates over violence in video games ignore the rhetoric of gaming created through markings like turf, and they ignore the physical turf on which video games are most often played. The arguments against violence in video games assume a simple causal relationship between people playing video games and actual violence. These arguments neglect the rhetoric of gaming, which establishes borders and spaces of acceptable action as well as setting the moral turf for actions. Similarly, players rely on the game turfs to indicate game play methods and spatial usage. When the turfs are incorrectly represented, video game players suffer frustration during game play; games also purposely complicate these turfs at times to increase game play difficulty, or to intentionally frustrate players. The internal game space of a video game cannot be examined outside of the space of play because the space of play dictates how the game is played and how the game space is to be read. This interrelationship of game to play space can be seen through the concept of cheating. Johan Huizinga notes that The player who trespasses against the rules or ignores them is a ‘spoil-sport.’ The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game... It is curious to note how much more lenient society is to the cheat than to the spoil-sport. This is because the spoil-sport shatters the play-world itself. (11) The significance of the play-world to the video game space still holds as true as with other games. While the games have internal rules for game play, the games are played within spaces of play which encompass more than just the rules within the game. The complex relationship of video game internal space as it exists within a field of play requires that any valid discussion of video games and violence must acknowledge the acts and functions within the game and within the play space. For constructing the internal game space, Mark Wolf notes in his article “Abstraction and the Video Game” that video game imagery can be discussed in terms of both appearance and function: “Since the substance of video games is both simultaneously imagery and events, their elements can be abstracted in both appearance and behavior” (49). Wolf’s comment illustrates the multiple levels of significance that accompany seemingly simple video game representations. The simplest level of video game representation is clearly illustrated with games like the Legend of Zelda series, which depicts roads and towns as safe (or safer), and wilderness areas, like forests, swamps, and mountains, as unsafe. The level of ‘safe’ for any area determines how many fights, also called random encounters, occur. The Final Fantasy game series also uses the same distinction with road areas as more secure than wild areas. In addition to security, the area types--desert, forest, swamp--indicate the type of monsters to be encountered. In similar ways, simulation and colonization games like SIMCITY and Warcraft III depict controlled and well developed areas in particular ways while depicting undeveloped areas with markings to indicate the resources or game space type for those areas. The game music also sets the score for the game space, with games like Resident Evil using one score only for the save rooms, a rare safe space in Resident Evil, where the player can save the game and store the items. These game space delimitations help players in reading the game spaces and how the game spaces will operate. These turf types also indicate the acceptable levels of play—that is, how to play appropriately in the game—which both children and adults learn in other types of organised play like sports, board games, card games, and other organised play activities – that is, how to play appropriately in the game. These turf types all indicate internal game space creation. Internal game space rules are also established through the game narrative. These space divisions are not always marked by the same visual language that marks the basic turfs of other games. Instead, these spaces are defined by the visual language as combined with the game narrative. In fact, the game that has sparked the most recent violence and video game controversy, Grand Theft Auto 3, has some of the most exacting narratively defined turfs. GTA3 presents an amoral world of gangsters, crooked cops, prostitutes, and others of similar character. GTA3 further delimits its game space by setting certain areas as turfs for the different criminal elements, including Chinatown for the Chinese gangs, Yakuza areas for the Japanese mafia, and a Mob area for the Italian mafia. Within these turfs, the violence–in-video-games controversy notes violence in terms of blood spilt, but it fails to recognise how the fighting is contextualised within the scope of the game narrative, a turf in itself. Fighting certainly constitutes violence, but in video games it primarily remains violence as self-defense and as violence against non-human creatures. The division between human and non-human may seem grossly arbitrary, but children’s cartoon regulations allow for violence against non-humans while violence against humans remains regulated. Violent turfs, then, also relate to the narrativised nature of the characters against whom the violence is directed. Game narratives also divide games into narrativised turfs with spaces of acceptable action. Within a game like Legend of Zelda or Diablo the player can interact with the villagers, but the player cannot hurt or kill the villagers. The village or town space is a safe place for the player and for the villagers, as are many areas outside of the towns and villages where villagers reside. This safe space also prevents the player from hurting the villagers when they demand inflated prices for goods that would help the player to save the town. This sort of enforced morality based on the game turf is neglected in the debate over violence in video games as with articles like Craig A. Anderson and Karen E. Gill’s, which seek to examine the game as divorced from the play space and from the game narrative even though it shows how video game violence is most often situated within a moral landscape (“Video Games and Aggressive Thoughts”). Distinctions within game spaces are evident in all games that present environments of play because games require borders of play to function. In addition to the visual and narrative turfs within them, video games are played within a physical play space. The game space is the space of the immersive game environment—the story space of Diablo II, for instance. The play space is the space in which the game is played – often a living room or bedroom in a home. The debate over violence in video games neglects the multiple landscapes over which they argue. Furthermore, although this debate focuses on the possibility of children playing video games and then becoming violent, it ignores the fact that the play space of video games is a physical and mental space of unreality and make-believe where players are most often heroes fighting against evil monsters. Arguments over violence in video games collapse these levels of game space and the play space within which the games are played. Although the internal game space may be filled with mobsters, blood, and killing, the play space is most often defined by patience, quiet attention, and sharing with other players as the games are played communally with siblings and friends. In confusing the game space by viewing it as solely defined by the narrative of the actual game, the debate over violence in video games also fails to recognise that the use of media varies with different play styles, which also influences the overall play space. While video games do often have violent narratives, video game spaces and play are composites of the actual game and the spaces in which the games are played, which are heavily controlled by how the players play. Video game spaces cannot be reduced to merely the game narratives or game spaces because video game play requires the interaction of play. Considering play requires considering both the internal game spaces and the exterior environment of where and how the players play. Thus, an awareness and examination of game turfs provides a different perspective on the debate over violence and video games that embraces the multiple spaces and multiple uses of space in video games. Works Cited Anderson, Craig A. and Karen E. Dill. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78:4 (April 2000): 772-790. Blizzard Entertainment. Warcraft III: Reign of Chaos. (PC). Irvine, CA: Blizzard Entertainment, 2002. Funk, Jeanne B. “Violent Video Games: Who's at Risk?” Kid Stuff : Marketing Sex and Violence to America's Children. Eds. Diane Ravitch and Joseph P. Viteritti. Baltimore: Johns Hopkins University Press, 2003. 168-192. Grossman, Dave and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown, 1999. Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press, 1955. Maxis (EA). SIMCITY 3000 Unlimited. (PC). Redwood City, CA: Maxis (EA), 2000. Nintendo. Super Mario Brothers. (Nintendo Entertainment System). Redmond, WA: Nintendo, 1985. Rockstar North. Grand Theft Auto 3 (GTA3). (Playstation2, PC) New York: Rockstar Games, 2001. Sucker Punch. Sly Cooper and the Thievius Raccoonus. (Playstation2). San Mateo, CA: SCEA, 2002. Wolf, Mark. “Abstraction and the Video Game.” Eds. Mark Wolf and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. 47-65. Citation reference for this article MLA Style Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/09-video.php>. APA Style Taylor, L. (2004, Mar17). Video Game Internal Turfs and Turfs of Play. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/09-video.php>
APA, Harvard, Vancouver, ISO, and other styles
3

Murray, Simone. "Harry Potter, Inc." M/C Journal 5, no. 4 (August 1, 2002). http://dx.doi.org/10.5204/mcj.1971.

Full text
Abstract:
Engagement in any capacity with mainstream media since mid-2001 has meant immersion in the cross-platform, multimedia phenomenon of Harry Potter: Muggle outcast; boy wizard; corporate franchise. Consumers even casually perusing contemporary popular culture could be forgiven for suspecting they have entered a MÃbius loop in which Harry Potter-related media products and merchandise are ubiquitous: books; magazine cover stories; newspaper articles; websites; television specials; hastily assembled author biographies; advertisements on broadcast and pay television; children's merchandising; and theme park attractions. Each of these media commodities has been anchored in and cross-promoted by America Online-Time Warner's (AOL-TW) first instalment in a projected seven-film sequence—Harry Potter and the Philosopher's Stone.1 The marketing campaign has gradually escalated in the three years elapsing between AOL-TW subsidiary Warner Bros' purchase from J.K. Rowling of the film and merchandising rights to the first two Harry Potter books, and the November 2001 world premiere of the film (Sherber 55). As current AOL-TW CEO Richard Parsons accurately forecast, "You're not going to be able to go anywhere without knowing about it. This could be a bigger franchise than Star Wars" (Auletta 50). Yet, AOL-TW's promotional strategy did not limit itself to creating mere awareness of the film's release. Rather, its tactic was to create an all-encompassing environment structured around the immense value of the Harry Potter brand—a "brand cocoon" which consumers do not so much enter and exit as choose to exist within (Klein 2002). In twenty-first-century mass marketing, the art is to target affluent consumers willing to direct their informational, entertainment, and consumption practices increasingly within the "walled garden" of a single conglomerate's content offerings (Auletta 55). Such an idealised modern consumer avidly samples the diversified product range of the parent conglomerate, but does so specifically by consuming multiple products derived from essentially the same content reservoir. Provided a match between consumer desire and brand can be achieved with sufficient accuracy and demographic breadth, the commercial returns are obvious: branded consumers pay multiple times for only marginally differentiated products. The Brand-Conglomerate Nexus Recyclable content has always been embraced by media industries, as cultural commodities such as early films of stage variety acts, Hollywood studio-era literary adaptations, and movie soundtrack LPs attest. For much of the twentieth century, the governing dynamic of content recycling was sequential, in that a content package (be it a novel, stage production or film) would succeed in its home medium and then, depending upon its success and potential for translation across formats, could be repackaged in a subsequent medium. Successful content repackaging may re-energise demand for earlier formatting of the same content (as film adaptations of literary bestsellers reliably increase sales of the originating novel). Yet the cultural industries providing risk capital to back content repackaging formerly required solid evidence that content had achieved immense success in its first medium before contemplating reformulations into new media. The cultural industries radically restructured in the last decades of the twentieth century to produce the multi-format phenomenon of which Harry Potter is the current apotheosis: multiple product lines in numerous corporate divisions are promoted simultaneously, the synchronicity of product release being crucial to the success of the franchise as a whole. The release of individual products may be staggered, but the goal is for products to be available simultaneously so that they work in aggregate to drive consumer awareness of the umbrella brand. Such streaming of content across parallel media formats is in many ways the logical culmination of broader late-twentieth-century developments. Digital technology has functionally integrated what were once discrete media operating platforms, and major media conglomerates have acquired subsidiaries in virtually all media formats on a global scale. Nevertheless, it remains true that the commercial risks inherent in producing, distributing and promoting a cross-format media phenomenon are vastly greater than the formerly dominant sequential approach, massively escalating financial losses should the elusive consumer-brand fit fail to materialise. A key to media corporations' seemingly quixotic willingness to expose themselves to such risk is perhaps best provided by Michael Harkavy, Warner Bros' vice-president of worldwide licensing, in his comments on Warner Music Group's soundtrack for the first Harry Potter film: It will be music for the child in us all, something we hope to take around the world that will take us to the next level of synergy between consumer products, the [AOL-TW cable channel] Cartoon Network, our music, film, and home video groups—building a longtime franchise for Harry as a team effort. (Traiman 51) The relationship between AOL-TW and the superbrand Harry Potter is essentially symbiotic. AOL-TW, as the world's largest media conglomerate, has the resources to exploit fully economies of scale in production and distribution of products in the vast Harry Potter franchise. Similarly, AOL-TW is pre-eminently placed to exploit the economies of scope afforded by its substantial holdings in every form of content delivery, allowing cross-subsidisation of the various divisions and, crucially, cross-promotion of the Harry Potter brand in an endless web of corporate self-referentiality. Yet it is less frequently acknowledged that AOL-TW needs the Harry Potter brand as much as the global commercialisation of Harry Potter requires AOL-TW. The conglomerate seeks a commercially protean megabrand capable of streaming across all its media formats to drive operating synergies between what have historically been distinct commercial divisions ("Welcome"; Pulley; Auletta 55). In light of AOL-TW's record US$54.2b losses in the first quarter of 2002, the long-term viability of the Harry Potter franchise is, if anything, still more crucial to the conglomerate's health than was envisaged at the time of its dot.com-fuelled January 2000 merger (Goldberg 23; "AOL" 35). AOL-TW's Richard Parsons conceptualises Harry Potter specifically as an asset "driving synergy both ways", neatly encapsulating the symbiotic interdependence between AOL-TW and its star franchise: "we use the different platforms to drive the movie, and the movie to drive business across the platforms" ("Harry Potter" 61). Characteristics of the Harry Potter Brand AOL-TW's enthusiasm to mesh its corporate identity with the Harry Potter brand stems in the first instance from demonstrated consumer loyalty to the Harry Potter character: J.K. Rowling's four books have sold in excess of 100m copies in 47 countries and have been translated into 47 languages.2 In addition, the brand has shown a promising tendency towards demographic bracket-creep, attracting loyal adult readers in sufficient numbers to prompt UK publisher Bloomsbury to diversify into adult-targeted editions. As alluring for AOL-TW as this synchronic brand growth is, the real goldmine inheres in the brand's potential for diachronic growth. From her first outlines of the concept, Rowling conceived of the Potter story as a seven-part series, which from a marketing perspective ensures the broadscale re-promotion of the Harry Potter brand on an almost annual basis throughout the current decade. This moreover assists re-release of the first film on an approximately five-year basis to new audiences previously too young to fall within its demographic catchment—the exact strategy of "classic" rebranding which has underwritten rival studio Disney's fortunes.3 Complementing this brand extension is the potential to grow child consumers through the brand as Harry Potter sequels are produced. Harry Potter and the Philosopher's Stone director Chris Columbus spruiks enthusiastically that "the beauty of making these books into films is that with each one, Harry is a year older, so [child actor] Daniel [Radcliffe] can remain Harry as long as we keep making them" (Manelis 111). Such comments suggest the benefits of luring child consumers through the brand as they mature, harnessing their intense loyalty to the child cast and, through the cast, to the brand itself. The over-riding need to be everything to everyone—exciting to new consumers entering the brand for the first time, comfortingly familiar to already seasoned consumers returning for a repeat hit—helps explain the retro-futuristic feel of the first film's production design. Part 1950s suburban Hitchcock, Part Dickensian London, part Cluny-tapestry medievalism, part public school high-Victorianism, Harry Potter and the Philosopher's Stone strives for a commercially serviceable timelessness, in so doing reinforcing just how very twenty-first-century its conception actually is. In franchise terms, this conscious drive towards retro-futurism fuels Harry Potter's "toyetic potential" (Siegel, "Toys" 19). The ease with which the books' complex plots and mise-en-scene lend themselves to subsidiary rights sales and licensed merchandising in part explains Harry Potter's appeal to commercial media. AOL-TW executives in their public comments have consistently stayed on-message in emphasising "magic" as the brand's key aspirational characteristic, and certainly scenes such as the arrival at Hogwarts, the Quidditch match, the hatching of Hagrid's dragon and the final hunt through the school's dungeons serve as brilliant advertisements for AOL-TW's visual effects divisions. Yet the film exploits many of these "magic" scenes to introduce key tropes of its merchandising programme—Bertie Bott's Every Flavour Beans, chocolate frogs, Hogwarts house colours, the sorting hat, Scabbers the rat, Hedwig, the Remembrall—such that it resembles a series of home shopping advertisements with unusually high production values. It is this railroading of the film's narrative into opportunities for consumerist display which leads film critic Cynthia Fuchs to dub the Diagon Alley shopping scene "the film's cagiest moment, at once a familiar activity for school kid viewers and an apt metaphor for what this movie is all about—consumption, of everything in sight." More telling than the normalising of shopping as filmic activity in Harry Potter and the Philosopher's Stone is the eclipse of the book's checks on commodity fetishism: its very British sensitivity to class snubs for the large and impecunious Weasley family; the puzzled contempt Hogwarts initiates display for Muggle money; the gentle ribbing at children's obsession with branded sports goods. The casual browser in the Warner Bros store confronted with a plastic, light-up version of the Nimbus 2000 Quidditch broomstick understands that even the most avid authorial commitment to delimiting spin-off merchandise can try the media conglomerate's hand only so far. Constructing the Harry Potter Franchise The film Harry Potter and the Philosopher's Stone constitutes the indispensable brand anchor for AOL-TW's intricate publicity and sales strategy around Harry Potter. Because content recycling within global media conglomerates is increasingly lead by film studio divisions, the opening weekend box office taking for a brand-anchoring film is crucial to the success of the broader franchise and, by extension, to the corporation as a whole. Critic Thomas Schatz's observation that the film's opening serves as "the "launch site" for its franchise development, establishing its value in all other media markets" (83) highlights the precariousness of such multi-party financial investment all hinging upon first weekend takings. The fact that Harry Potter and the Philosopher's Stone broke (then standing) box office records with its 16 November 2001 three-day weekend openings in the US and the UK, garnering US$93.2m and GBP16m respectively, constituted the crucial first stage in AOL-TW's brand strategy (Collins 9; Fierman and Jensen 26). But it formed only an initial phase, as subsequent content recycling and cross-promotion was then structured to radiate outwards from this commercial epicentre. Three categories of recycled AOL-TW Harry Potter content are discernible, although they are frequently overlapping and not necessarily sequential. The first category, most closely tied to the film itself, are instances of reused digital content, specifically in the advance publicity trailer viewable on the official website, and downloads of movie clips, film stills and music samples from the film and its soundtrack.4 Secondly, at one remove from the film itself, is AOL-TW's licensing of film "characters, names and related indicia" to secondary manufacturers, creating tie-in merchandise designed to cross-promote the Harry Potter brand and stoke consumer investment (both emotional and financial) in the phenomenon.5 This campaign phase was itself tactically designed with two waves of merchandising release: a September 2000 launch of book-related merchandise (with no use of film-related Harry Potter indicia permitted); and a second, better selling February 2001 release of ancillary products sporting Harry Potter film logos and visual branding which coincided with and reinforced the marketing push specifically around the film's forthcoming release (Sherber 55; Siegel, "From Hype" 24; Lyman and Barnes C1; Martin 5). Finally, and most crucial to the long-term strategy of the parent conglomerate, Harry Potter branding was used to drive consumer take up of AOL-TW products not generally associated with the Harry Potter brand, as a means of luring consumers out of their established technological or informational comfort zones. Hence, the official Harry Potter website is laced with far from accidental offers to trial Internet service provider AOL; TimeWarner magazines Entertainment Weekly, People, and Time ran extensive taster stories about the film and its loyal fan culture (Jensen 56-57; Fierman and Jensen 26-28; "Magic Kingdom" 132-36; Corliss 136; Dickinson 115); AOL-TW's Moviefone bookings service advertised pre-release Harry Potter tickets on its website; and Warner Bros Movie World theme park on the Gold Coast in Australia heavily promoted its Harry Potter Movie Magic Experience. Investment in a content brand on the scale of AOL-TW's outlay of US$1.4m for Harry Potter must not only drive substantial business across every platform of the converged media conglomerate by providing premium content (Grover 66). It must, crucially for the long run, also drive take up and on-going subscriptions to the delivery services owned by the parent corporation. Energising such all-encompassing strategising is the corporate nirvana of seamless synergy: between content and distribution; between the Harry Potter and AOL-TW brands; between conglomerate and consumer. Notes 1. The film, like the first of J.K. Rowling's books, is titled Harry Potter and the Sorcerer's Stone in the "metaphysics-averse" US ("Harry Potter" 61). 2. Publishing statistics sourced from Horn and Jones (59), Manelis (110) and Bloomsbury Publishing's Harry Potter website: http://www.bloomsburymagazine.com/harryp.... 3. Interestingly, Disney tangentially acknowledged the extent to which AOL-TW has appropriated Disney's own content recycling strategies. In a film trailer for the Pixar/Disney animated collaboration Monsters, Inc. which screened in Australia and the US before Harry Potter sessions, two monsters play a game of charades to which the answer is transparently "Harry Potter." In the way of such homages from one media giant to another, it nevertheless subtly directs the audience to the Disney product screening in an adjacent cinema. 4. The official Harry Potter film website is http://harrypotter.warnerbros.com. The official site for the soundtrack to Harry Potter and the Philosopher's/Sorcerer's Stone is: http://www.harrypottersoundtrack.com. 5. J.K. Rowling." A page and a half of non-negotiable "Harry Potter Terms of Use" further spells out prohibitions on use or modification of site content without the explicit (and unlikely) consent of AOL-TW (refer: http://harrypotter.warnerbros.com/cmp/te...). References "AOL losses 'sort of a deep disappointment'." Weekend Australian 18-19 May 2002: 35. Auletta, Ken. "Leviathan." New Yorker 29 Oct. 2001: 50-56, 58-61. Collins, Luke. "Harry Potter's Magical $178m Opening." Australian Financial Review 20 Nov. 2001: 9. Corliss, Richard. "Wizardry without Magic." Time 19 Nov. 2001: 136. Dickinson, Amy. "Why Movies make Readers." Time 10 Dec. 2001: 115. Fierman, Daniel, and Jeff Jensen. "Potter of Gold: J.K. Rowling's Beloved Wiz Kid hits Screensand Breaks Records." Entertainment Weekly 30 Nov. 2001: 26-28. Fuchs, Cynthia. "The Harry Hype." PopPolitics.com 19 Nov. 2001: n.pag. Online. Internet. 8 Mar. 2002. Available <http://www.poppolitics.com/articles/2001-11-19-harry.shtml>. Goldberg, Andy. "Time Will Tell." Sydney Morning Herald 27-28 Apr. 2002: 23. Grover, Ronald. "Harry Potter and the Marketer's Millstone." Business Week 15 Oct. 2001: 66. Harry Potter and the Philosopher's Stone. Dir. Chris Columbus. Screenplay by Steve Kloves. Warner Bros, 2001. "Harry Potter and the Synergy Test." Economist 10 Nov. 2001: 61-62. Herman, Edward S., and Robert W. McChesney. The Global Media: The New Missionaries of Corporate Capitalism. London: Cassell, 1997. Horn, John, and Malcolm Jones. "The Bubble with Harry." The Bulletin/Newsweek 13 Nov. 2001: 58-59. Jensen, Jeff. "Holiday Movie Preview: Potter's Field." Entertainment Weekly 16 Nov. 2001: 56-57. Klein, Naomi. "Naomi KleinNo Logo." The Media Report. ABC Radio National webtranscript. Broadcast in Sydney, 17 Jan. 2002. Online. Internet. 19 Feb. 2002. Available <http://www.abc.net.au/rn/talks/8:30/mediarpt/stories/s445871.htm>. Lyman, Rick, and Julian E. Barnes. "The Toy War for Holiday Movies is a Battle Among 3 Heavyweights." New York Times 12 Nov. 2001: C1. "Magic Kingdom." People Weekly 14 Jan. 2002: 132-36. Manelis, Michele. "Potter Gold." Bulletin 27 Nov. 2001: 110-11. Martin, Peter. "Rowling Stock." Weekend Australian 24-25 Nov. 2001: Review, 1, 4-5. Pulley, Brett. "Morning After." Forbes 7 Feb. 2000: 54-56. Rowling, J.K. Harry Potter and the Philosopher's Stone. London: Bloomsbury, 1997. Schatz, Thomas. "The Return of the Hollywood Studio System." Conglomerates and the Media. Erik Barnouw et al. New York: New Press, 1997. 73-106. Sherber, Anne. "Licensing 2000 Showcases Harry Potter, Rudolph for Kids." Billboard 8 Jul. 2000: 55. Siegel, Seth M. "Toys & Movies: Always? Never? Sometimes!" Brandweek 12 Feb. 2001: 19. ---. "From Hype to Hope." Brandweek 11 Jun. 2001: 24. Traiman, Steve. "Harry Potter, Powerpuff Girls on A-list at Licensing 2000." Billboard 1 Jul. 2000: 51, 53. "Welcome to the 21st Century." Business Week 24 Jan. 2000: 32-34, 36-38. Links http://www.bloomsburymagazine.com/harrypotter/muggles http://www.harrypottersoundtrack.com http://harrypotter.warnerbros.com http://www.poppolitics.com/articles/2001-11-19-harry.shtml http://www.abc.net.au/rn/talks/8:30/mediarpt/stories/s445871.htm http://harrypotter.warnerbros.com/cmp/terms.html Citation reference for this article MLA Style Murray, Simone. "Harry Potter, Inc." M/C: A Journal of Media and Culture 5.4 (2002). [your date of access] < http://www.media-culture.org.au/mc/0208/recycling.php>. Chicago Style Murray, Simone, "Harry Potter, Inc." M/C: A Journal of Media and Culture 5, no. 4 (2002), < http://www.media-culture.org.au/mc/0208/recycling.php> ([your date of access]). APA Style Murray, Simone. (2002) Harry Potter, Inc.. M/C: A Journal of Media and Culture 5(4). < http://www.media-culture.org.au/mc/0208/recycling.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
4

Rocavert, Carla. "Aspiring to the Creative Class: Reality Television and the Role of the Mentor." M/C Journal 19, no. 2 (May 4, 2016). http://dx.doi.org/10.5204/mcj.1086.

Full text
Abstract:
Introduction Mentors play a role in real life, just as they do in fiction. They also feature in reality television, which sits somewhere between the two. In fiction, mentors contribute to the narrative arc by providing guidance and assistance (Vogler 12) to a mentee in his or her life or professional pursuits. These exchanges are usually characterized by reciprocity, the need for mutual recognition (Gadamer 353) and involve some kind of moral question. They dramatise the possibilities of mentoring in reality, to provide us with a greater understanding of the world, and our human interaction within it. Reality television offers a different perspective. Like drama it uses the plot device of a mentor character to heighten the story arc, but instead of focusing on knowledge-based portrayals (Gadamer 112) of the mentor and mentee, the emphasis is instead on the mentee’s quest for ascension. In attempting to transcend their unknownness (Boorstin) contestants aim to penetrate an exclusive creative class (Florida). Populated by celebrity chefs, businessmen, entertainers, fashionistas, models, socialites and talent judges (to name a few), this class seemingly adds authenticity to ‘competitions’ and other formats. While the mentor’s role, on the surface, is to provide divine knowledge and facilitate the journey, a different agenda is evident in the ways carefully scripted (Booth) dialogue heightens the drama through effusive praise (New York Daily News) and “tactless” (Woodward), humiliating (Hirschorn; Winant 69; Woodward) and cruel sentiments. From a screen narrative point of view, this takes reality television as ‘storytelling’ (Aggarwal; Day; Hirschorn; “Reality Writer”; Rupel; Stradal) into very different territory. The contrived and later edited (Crouch; Papacharissi and Mendelson 367) communication between mentor and mentee not only renders the relationship disingenuous, it compounds the primary ethical concerns of associated Schadenfreude (Balasubramanian, Forstie and van den Scott 434; Cartwright), and the severe financial inequality (Andrejevic) underpinning a multi-billion dollar industry (Hamilton). As upward mobility and instability continue to be ubiquitously portrayed in 21st century reality entertainment under neoliberalism (Sender 4; Winant 67), it is with increasing frequency that we are seeing the systematic reinvention of the once significant cultural and historical role of the mentor. Mentor as Fictional Archetype and Communicator of ThemesDepictions of mentors can be found across the Western art canon. From the mythological characters of Telemachus’ Athena and Achilles’ Chiron, to King Arthur’s Merlin, Cinderella’s Fairy Godmother, Jim Hawkins’ Long John Silver, Frodo’s Gandalf, Batman’s Alfred and Marty McFly’s Doc Emmett Brown (among many more), the dramatic energy of the teacher, expert or supernatural aid (Vogler 39) has been timelessly powerful. Heroes, typically, engage with a mentor as part of their journey. Mentor types range extensively, from those who provide motivation, inspiration, training or gifts (Vogler), to those who may be dark or malevolent, or have fallen from grace (such as Michael Douglas’ Gordon Gekko in Wall Street 1987, or the ex-tribute Haymitch in The Hunger Games, 2012). A good drama usually complicates the relationship in some way, exploring initial reluctance from either party, or instances of tragedy (Vogler 11, 44) which may prevent the relationship achieving its potential. The intriguing twist of a fallen or malevolent mentor additionally invites the audience to morally analyze the ways the hero responds to what the mentor provides, and to question what our teachers or superiors tell us. In television particularly, long running series such as Mad Men have shown how a mentoring relationship can change over time, where “non-rational” characters (Buzzanell and D’Enbeau 707) do not necessarily maintain reciprocity or equality (703) but become subject to intimate, ambivalent and erotic aspects.As the mentor in fiction has deep cultural roots for audiences today, it is no wonder they are used, in a variety of archetypal capacities, in reality television. The dark Simon Cowell (of Pop Idol, American Idol, Britain’s Got Talent, America’s Got Talent and The X-Factor series) and the ‘villainous’ (Byrnes) Michelin-starred Marco Pierre White (Hell’s Kitchen, The Chopping Block, Marco Pierre White’s Kitchen Wars, MasterChef Australia, New Zealand, South Africa) provide reality writers with much needed antagonism (Rupel, Stradal). Those who have fallen from grace, or allowed their personal lives to play out in tabloid sagas such as Britney Spears (Marikar), or Caitlyn Jenner (Bissinger) provide different sources of conflict and intrigue. They are then counterbalanced with or repackaged as the good mentor. Examples of the nurturer who shows "compassion and empathy" include American Idol’s Paula Abdul (Marche), or the supportive Jennifer Hawkins in Next Top Model (Thompson). These distinctive characters help audiences to understand the ‘reality’ as a story (Crouch; Rupel; Stradal). But when we consider the great mentors of screen fiction, it becomes clear how reality television has changed the nature of story. The Karate Kid I (1984) and Good Will Hunting (1998) are two examples where mentoring is almost the exclusive focus, and where the experience of the characters differs greatly. In both films an initially reluctant mentor becomes deeply involved in the mentee’s project. They act as a special companion to the hero in the face of isolation, and, significantly, reveal a tragedy of their own, providing a nexus through which the mentee can access a deeper kind of truth. Not only are they flawed and ordinary people (they are not celebrities within the imagined worlds of the stories) who the mentee must challenge and learn to truly respect, they are “effecting and important” (Maslin) in reminding audiences of those hidden idiosyncrasies that open the barriers to friendship. Mentors in these stories, and many others, communicate themes of class, culture, talent, jealousy, love and loss which inform ideas about the ethical treatment of the ‘other’ (Gadamer). They ultimately prove pivotal to self worth, human confidence and growth. Very little of this thematic substance survives in reality television (see comparison of plots and contrasting modes of human engagement in the example of The Office and Dirty Jobs, Winant 70). Archetypally identifiable as they may be, mean judges and empathetic supermodels as characters are concerned mostly with the embodiment of perfection. They are flawless, untouchable and indeed most powerful when human welfare is at stake, and when the mentee before them faces isolation (see promise to a future ‘Rihanna’, X-Factor USA, Season 2, Episode 1 and Tyra Banks’ Next Top Model tirade at a contestant who had not lived up to her potential, West). If connecting with a mentor in fiction has long signified the importance of understanding of the past, of handing down tradition (Gadamer 354), and of our fascination with the elder, wiser other, then we can see a fundamental shift in narrative representation of mentors in reality television stories. In the past, as we have opened our hearts to such characters, as a facilitator to or companion of the hero, we have rehearsed a sacred respect for the knowledge and fulfillment mentors can provide. In reality television the ‘drama’ may evoke a fleeting rush of excitement at the hero’s success or failure, but the reality belies a pronounced distancing between mentor and mentee. The Creative Class: An Aspirational ParadigmThemes of ascension and potential fulfillment are also central to modern creativity discourse (Runco; Runco 672; United Nations). Seen as the driving force of the 21st century, creativity is now understood as much more than art, capable of bringing economic prosperity (United Nations) and social cohesion to its acme (United Nations xxiii). At the upper end of creative practice, is what Florida called “the creative class: a fast growing, highly educated, and well-paid segment of the workforce” (on whose expertise corporate profits depend), in industries ranging “from technology to entertainment, journalism to finance, high-end manufacturing to the arts” (Florida). Their common ethos is centered on individuality, diversity, and merit; eclipsing previous systems focused on ‘shopping’ and theme park consumerism and social conservatism (Eisinger). While doubts have since been raised about the size (Eisinger) and financial practices (Krätke 838) of the creative class (particularly in America), from an entertainment perspective at least, the class can be seen in full action. Extending to rich housewives, celebrity teen mothers and even eccentric duck hunters and swamp people, the creative class has caught up to the more traditional ‘star’ actor or music artist, and is increasingly marketable within world’s most sought after and expensive media spaces. Often reality celebrities make their mark for being the most outrageous, the cruelest (Peyser), or the weirdest (Gallagher; Peyser) personalities in the spotlight. Aspiring to the creative class thus, is a very public affair in television. Willing participants scamper for positions on shows, particularly those with long running, heavyweight titles such as Big Brother, The Bachelor, Survivor and the Idol series (Hill 35). The better known formats provide high visibility, with the opportunity to perform in front of millions around the globe (Frere-Jones, Day). Tapping into the deeply ingrained upward-mobility rhetoric of America, and of Western society, shows are aided in large part by 24-hour news, social media, the proliferation of celebrity gossip and the successful correlation between pop culture and an entertainment-style democratic ideal. As some have noted, dramatized reality is closely tied to the rise of individualization, and trans-national capitalism (Darling-Wolf 127). Its creative dynamism indeed delivers multi-lateral benefits: audiences believe the road to fame and fortune is always just within reach, consumerism thrives, and, politically, themes of liberty, egalitarianism and freedom ‘provide a cushioning comfort’ (Peyser; Pinter) from the domestic and international ills that would otherwise dispel such optimism. As the trials and tests within the reality genre heighten the seriousness of, and excitement about ascending toward the creative elite, show creators reproduce the same upward-mobility themed narrative across formats all over the world. The artifice is further supported by the festival-like (Grodin 46) symbology of the live audience, mass viewership and the online voting community, which in economic terms, speaks to the creative power of the material. Whether through careful manipulation of extra media space, ‘game strategy’, or other devices, those who break through are even more idolized for the achievement of metamorphosing into a creative hero. For the creative elite however, who wins ‘doesn’t matter much’. Vertical integration is the priority, where the process of making contestants famous is as lucrative as the profits they will earn thereafter; it’s a form of “one-stop shopping” as the makers of Idol put it according to Frere-Jones. Furthermore, as Florida’s measures and indicators suggested, the geographically mobile new creative class is driven by lifestyle values, recreation, participatory culture and diversity. Reality shows are the embodiment this idea of creativity, taking us beyond stale police procedural dramas (Hirschorn) and racially typecast family sitcoms, into a world of possibility. From a social equality perspective, while there has been a notable rise in gay and transgender visibility (Gamson) and stories about lower socio-economic groups – fast food workers and machinists for example – are told in a way they never were before, the extent to which shows actually unhinge traditional power structures is, as scholars have noted (Andrejevic and Colby 197; Schroeder) open to question. As boundaries are nonetheless crossed in the age of neoliberal creativity, the aspirational paradigm of joining a new elite in real life is as potent as ever. Reality Television’s Mentors: How to Understand Their ‘Role’Reality television narratives rely heavily on the juxtaposition between celebrity glamour and comfort, and financial instability. As mentees put it ‘all on the line’, storylines about personal suffering are hyped and molded for maximum emotional impact. In the best case scenarios mentors such as Caitlyn Jenner will help a trans mentee discover their true self by directing them in a celebrity-style photo shoot (see episode featuring Caitlyn and Zeam, Logo TV 2015). In more extreme cases the focus will be on an adopted contestant’s hopes that his birth mother will hear him sing (The X Factor USA, Season 2, Episode 11 Part 1), or on a postal clerk’s fear that elimination will mean she has to go back “to selling stamps” (The X Factor US - Season 2 Episode 11 Part 2). In the entrepreneurship format, as Woodward pointed out, it is not ‘help’ that mentees are given, but condescension. “I have to tell you, my friend, that this is the worst idea I’ve ever heard. You don’t have a clue about how to set up a business or market a product,” Woodward noted as the feedback given by one elite businessman on The Shark Tank (Woodward). “This is a five million dollar contract and I have to know that you can go the distance” (The X Factor US – Season 2 Episode 11, Part 1) Britney Spears warned to a thirteen-year-old contestant before accepting her as part of her team. In each instance the fictitious premise of being either an ‘enabler’ or destroyer of dreams is replayed and slightly adapted for ongoing consumer interest. This lack of shared experience and mutual recognition in reality television also highlights the overt, yet rarely analyzed focus on the wealth of mentors as contrasted with their unstable mentees. In the respective cases of The X Factor and I Am Cait, one of the wealthiest moguls in entertainment, Cowell, reportedly contracts mentors for up to $15 million per season (Nair); Jenner’s performance in I Am Cait was also set to significantly boost the Kardashian empire (reportedly already worth $300 million, Pavia). In both series, significant screen time has been dedicated to showing the mentors in luxurious beachside houses, where mentees may visit. Despite the important social messages embedded in Caitlyn’s story (which no doubt nourishes the Kardashian family’s generally more ersatz material), the question, from a moral point of view becomes: would these mentors still interact with that particular mentee without the money? Regardless, reality participants insist they are fulfilling their dreams when they appear. Despite the preplanning, possibility of distress (Australia Network News; Bleasby) and even suicide (Schuster), as well as the ferocity of opinion surrounding shows (Marche) the parade of a type of ‘road of trials’ (Vogler 189) is enough to keep a huge fan base interested, and hungry for their turn to experience the fortune of being touched by the creative elite; or in narrative terms, a supernatural aid. ConclusionThe key differences between reality television and artistic narrative portrayals of mentors can be found in the use of archetypes for narrative conflict and resolution, in the ways themes are explored and the ways dialogue is put to use, and in the focus on and visibility of material wealth (Frere-Jones; Peyser). These differences highlight the political, cultural and social implications of exchanging stories about potential fulfillment, for stories about ascension to the creative class. Rather than being based on genuine reciprocity, and understanding of human issues, reality shows create drama around the desperation to penetrate the inner sanctum of celebrity fame and fortune. In fiction we see themes based on becoming famous, on gender transformation, and wealth acquisition, such as in the films and series Almost Famous (2000), The Bill Silvers Show (1955-1959), Filthy Rich (1982-1983), and Tootsie (1982), but these stories at least attempt to address a moral question. Critically, in an artistic - rather than commercial context – the actors (who may play mentees) are not at risk of exploitation (Australia Network News; Bleasby; Crouch). Where actors are paid and recognized creatively for their contribution to an artistic work (Rupel), the mentee in reality television has no involvement in the ways action may be set up for maximum voyeuristic enjoyment, or manipulated to enhance scandalous and salacious content which will return show and media profits (“Reality Show Fights”; Skeggs and Wood 64). The emphasis, ironically, from a reality production point of view, is wholly on making the audience believe (Papacharissi and Mendelson 367) that the content is realistic. This perhaps gives some insight as to why themes of personal suffering and instability are increasingly evident across formats.On an ethical level, unlike the knowledge transferred through complex television plots, or in coming of age films (as cited above) about the ways tradition is handed down, and the ways true mentors provide altruistic help in human experience; in reality television we take away the knowledge that life, under neoliberalism, is most remarkable when one is handpicked to undertake a televised journey featuring their desire for upward mobility. The value of the mentoring in these cases is directly proportionate to the financial objectives of the creative elite.ReferencesAggarwal, Sirpa. “WWE, A&E Networks, and Simplynew Share Benefits of White-Label Social TV Solutions at the Social TV Summit.” Arktan 25 July 2012. 1 August 2014 <http://arktan.com/wwe-ae-networks-and-simplynew-share-benefits-of-white-label-social-tv-solutions-at-the-social-tv-summit/>. Andrejevic, Mark. “The Work of Being Watched: Interactive Media and the Exploitation of Self-Disclosure.” Critical Studies in Media Communication 19.2 (2002): 230–48.Andrejevic, Mark, and Dean Colby. “Racism and Reality TV: The Case of MTV's Road Rules”. How Real Is Reality TV? Essays on Representation and Truth. Ed. David. S. Escoffery. Jefferson: McFarland and Company, 2006. 195–210. Balasubramanian, Savina, Clare Forstie, and Lisa-Jo K. van den Scott. “Shining Stars, Blind Sides, and 'Real' Realities: Exit Rituals, Eulogy Work, and Allegories in Reality Television.” Journal of Contemporary Ethnography 44.4 (2015): 417-49. Bissinger, Buz. “Caitlyn Jenner: The Full Story.” Vanity Fair 25 June 2015. 13 April 2016 <http://www.vanityfair.com/hollywood/2015/06/caitlyn-jenner-bruce-cover-annie-leibovitz>. Bleasby, Tom. “You Are Literally Watching on TV the Worst Experience of My Life.” Twitter @TomBleasby 12 Oct. 2015.Boorstin, Daniel J. The Image: A Guide to Pseudo-Events in America. 25th anniversary ed. New York: Vintage Books, 1987 (1962). Booth, William. “Reality Is Only an Illusion, Writers Say: Hollywood Scribes Want a Cut of Not-So-Unscripted Series.” The Washington Post 10 Aug. 2004. 10 April 2016 <http://www.washingtonpost.com/wp-dyn/articles/A53032-2004Aug9.html>.Buzzanell, Patrice, and Suzy D’Enbeau. “Intimate, Ambivalent and Erotic Mentoring: Popular Culture and Mentor–Mentee Relational Processes in Mad Men.” Human Relations 67.6 (2014): 695–714.Byrnes, Holly. “Michelin-Starred Mentor Marco Pierre White Says He’s No MasterChef Villain”. The Daily Telegraph 11 July 2015. 11 April 2016 <http://www.dailytelegraph.com.au/entertainment/michelinstarred-mentor-marco-pierre-white-says-hes-no-masterchef-villain/news-story/88c0f5df8390ddd07c4a67cdf8c9ea66>. “Caitlyn Jenner & Zeam | Beautiful as I Want to Be.” Logo TV 28 Oct. 2015. 8 Jan. 2016 <https://www.youtube.com/watch?v=R0mDFzBEYOY>.Creative Economy Report: The Challenge of Assessing the Creative Economy: Towards Informed Policy Making. Geneva: United Nations; UNCTAD, 2008. 5 Jan. 2015 <http://unctad.org/en/Docs/ditc20082cer_en.pdf>.Creative Economy Report: A Feasible Development Option. Geneva: United Nations; UNCTAD, 2010. 5 Jan. 2015 <http://unctad.org/en/Docs/ditctab20103_en.pdf>.Crouch, Michael. “13 Secrets Reality TV Show Producers Won’t Tell You.” Readers Digest 21 Feb. 2016. 15 Mar. 2016 <http://www.rd.com/culture/13-secrets-reality-tv-show-producers-wont-tell-you/>. Cartwright, Martina. “Tantalized by Train Wreck Reality Television.” Psychology Today 31 Jan. 2013. 1 June 2014 <https://www.psychologytoday.com/blog/food-thought/201301/tantalized-train-wreck-reality-television>. Day, Elizabeth. “Why Reality TV Works.” The Guardian (UK) 21 Nov. 2010. 14 July 2014 <http://www.theguardian.com/tv-and-radio/2010/nov/21/why-reality-tv-works> Darling-Wolf, Fabienne. “World Citizens ‘a la francaise’: Star Academy and the Negotiation of ‘French Identities’.” The Politics of Reality Television: Global Perspectives. Eds. Marwan M. Kraidy and Katherine Sender. New York: Routledge, 2011. 127-39. Eisinger, Peter. “Richard Florida, The Rise of the Creative Class.” Political Science 55 (2003): 82-83. Frere-Jones, Sasha. “Idolatry: Everybody’s a Critic.” New Yorker Magazine 19 May 2008. 10 Jan. 2016 <http://www.newyorker.com/magazine/2008/05/19/idolatry>.Gadamer, Hans-Georg. Truth and Method. Trans. Joel Weinsheimer and Donald D. Marshall. 2nd ed. London: Continuum Publishing Group, 2004 (1975). Gallagher, Brenden. “The 10 Weirdest Reality TV Shows of All Time.” VH1 28 Aug 2015. 10 Jan. 2016 <http://www.vh1.com/news/200027/10-weirdest-reality-tv-shows/>.Greenwood, Carl. “Simon Cowell Returns to X Factor after Signing £25 Million Deal Making Him the Highest Paid Entertainer Ever.” Mirror Online 19 Dec. 2013. 5 Jan 2016 <http://www.mirror.co.uk/tv/tv-news/simon-cowell-returns-x-factor-2935811>.Gamson, Joshua. “Reality Queens.” Contexts (Meditations) 12.2 (2013): 52-54. Good Will Hunting. Directed by Gus Van Sant. Laurence Bender Productions, 1998. Grodin, Jean. “Play, Festival, and Ritual in Gadamer: On the Theme of the Immemorial in His Later Works.” Language and Linguisticality in Gadamer’s Hermeneutics. Trans. Ed. Lawrence K. Schmidt. Maryland: Lexington Books, 2001. 43-50. Hamilton, Peter. “The Unreal Rise of Reality Television.” Huffington Post Entertainment 25 Sep. 2013. 5 Jun. 2015 <http://www.documentarytelevision.com/commissioning-process/the-unreal-rise-of-reality-television/ Page>. Hill, Annette. Reality TV: Audiences and Popular Factual Television. Oxon: Routledge, 2005. Hirschorn, Michael. “The Case for Reality TV: What the Snobs Don’t Understand.” The Atlantic May 2007. 16 April 2015 <http://www.theatlantic.com/magazine/archive/2007/05/the-case-for-reality-tv/305791/>. I Am Cait. Bunim Murray Productions and E! Entertainment. 26 Jul. 2015. The Karate Kid. Directed by John G. Avilsden. Columbia Pictures, 1984. Krätke, Stefan. “‘Creative Cities’ and the Rise of the Dealer Class: A Critique of Richard Florida’s Approach to Urban Theory.” International Journal of Urban and Regional Research 34 (2010): 835-53. Mad Men. Matthew Weiner. Weiner Bros. 19 Jul. 2007. Maslin, Janet. “Good Will Hunting (1997) FILM REVIEW; Logarithms and Biorhythms Test a Young Janitor.” New York Times 5 Dec. 1997.Marche, Stephen. “How Much Do We Owe Simon Cowell?” Esquire.com 11 Jan. 2010. 7 Feb. 2016 <http://www.esquire.com/news-politics/a6899/simon-cowell-leaving-american-idol-0110/>. Marikar, Sheila. “Bald and Broken: Inside Britney’s Shaved Head.” American Broadcasting Corporation 19 Feb. 2007. 13 Apr. 2016 <http://abcnews.go.com/Entertainment/Health/story?id=2885048>.Nair, Drishya. “Britney Spears to Join X Factor for $15 Million to Be the Highest Paid Judge Ever? Other Highly Paid Judges in Reality Shows.” International Business Times 12 Apr. 2012. 7 Feb. 2016 <http://www.ibtimes.com/britney-spears-join-x-factor-15-million-be-highest-paid-judge-ever-other-highly-paid-judges-reality>. New York Daily News. “Reality Bites: 'American Idol' Judges, Especially Ellen, Overly Praise Tim Urban for 'Hallelujah'.” New York Daily News 12 Mar. 2010. 11 April 2016 <http://www.nydailynews.com/entertainment/tv-movies/reality-bites-american-idol-judges-ellen-overly-praise-tim-urban-hallelujah-article-1.176978>. Orbe, Mark. “Representations of Race in Reality TV: Watch and Discuss.” Critical Studies in Media Communication 25.4 (2008) 345-52. Papacharissi, Zizi, and Andrew L. Mendelson. “Exploratory Study of Reality Appeal: Uses and Gratifications of Reality Shows.” Journal of Broadcasting and Electronic Media 51.2 (2007): 355-70. Pavia, Lucy. “Kardashian Net Worth: How Much Money Do They All Have Individually?” Instyle.co.uk 4 Dec. 2015. 6 Jan. 2016 <http://www.instyle.co.uk/celebrity/news/the-kardashian-rich-list-what-are-they-all-worth-individually#XkRy3pjE5mo1sxfG.99>.Pesce, Nicole. “Jenner's Gold! Caitlyn 'Could Be Worth over $500 Million' in Coming Years.” New York Daily News 3 June 2015. 6 Jan. 2016 <http://www.nydailynews.com/entertainment/gossip/caitlyn-jenner-richer-kardashians-experts-article-1.2244402>.Peyser, Marc. “AMERICAN IDOL.” Newsweek 13 Dec. 2008. 5 Jan. 2016 <http://europe.newsweek.com/american-idol-82867?rm=eu>.Pinter, Harold. “Art, Truth & Politics". Nobelprize.org. Nobel Lecture. Stockholm: Nobel Media AB, 2014. 13 Apr 2016 <http://www.nobelprize.org/nobel_prizes/literature/laureates/2005/pinter-lecture-e.html>. “Reality Show Fights.” American Broadcasting Corporation 30 Mar. 2011. 24 July 2014 <https://www.youtube.com/watch?v=X8bhnTfxWz8>.“Reality Writer.” WGAW Writer’s Guild of America West, n.d. 25 April 2014 <http://www.wga.org/organizesub.aspx?id=1092>. Runco, Mark A. “Everyone Has Creative Potential.” Creativity: From Potential to Realization. Washington DC: American Psychological Association, 2004. 21-30. ———. “Creativity.” Annual Review Psychology 55 (2004): 657–87. Rupel, David. “How Reality TV Works.” WGAW Writer’s Guild of America West, n.d. 15 May 2014 <http://www.wga.org/organizesub.aspx?id=1091>.Sender, Katherine. “Real Worlds: Migrating Genres, Travelling Participants, Shifting Theories.” The Politics of Reality Television: Global Perspectives. Eds. Marwan M. Kraidy and Katherine Sender. New York: Routledge, 2011. 1-13. Skeggs, Beverly, and Helen Wood. Reacting to Reality Television: Performance, Audience and Value. New York: Routledge, 2012. Stradal, Ryan. J. “Unscripted Does Not Mean Unwritten.” WGAW Writer’s Guild of America West, n.d. 15 May 2014 <http://www.wga.org/organizesub.aspx?id=1096>. Schroeder E.R. “‘Sexual Racism’ and Reality Television: Privileging the White Male Prerogative on MTV’s The Real World: Philadelphia.” How Real Is Reality TV?: Essays on Representation and Truth. Ed. D.S. Escoffery. Jefferson, NC: McFarland, 2006. 180–94. Schuster, Dana. “Dying for Fame: 21 Reality Stars Committed Suicide in a Decade.” New York Post 28 Feb. 2016. 11 April 2016 <http://nypost.com/2016/02/28/dying-for-fame-21-reality-stars-commit-suicide-in-past-decade/>.The X Factor (UK). TV show. ITV 4 Sep. 2004 to present. Thompson, Bronwyn. “FAST TRACK TO THE FINAL 12.” Fox 8 TV, 2015. 11 Apr. 2016 <http://www.fox8.tv/shows/australias-next-top-model/show/news>. Vogler, Chris. The Writer’s Journey: Mythic Structure for Writers. 3rd ed. Studio City: Michael Wiese Productions, 2007.West, Latoya. “INTERVIEW: Top Model's Tiffany Talks about Being Yelled At by Tyra Banks.” About Entertainment: Reality TV. 20 Feb. 2016. 13 Apr. 2016 <http://realitytv.about.com/od/thelatestinterviews/a/TiffanyChat.htm>. Winant, Gabriel. “Dirty Jobs, Done Dirt Cheap: Working in Reality Television.” New Labor Forum 23.3 (2014): 66-71. Woodward, Gary C. “Is Mentoring Out of Fashion?” The Perfect Response 6 Mar. 2015. 11 Apr. 2016 <https://theperfectresponse.pages.tcnj.edu/2015/03/06/is-mentoring-out-of-fashion/>. Wyatt, Daisy. “I Am Cait: Caitlyn Jenner 'Paid a Record-Breaking $5 Million' for E! Reality TV Show.” Independent 12 June 2015. 5 Feb. 2016 <http://www.independent.co.uk/arts-entertainment/tv/news/caitlyn-jenner-paid-record-5m-to-front-e-reality-tv-show-i-am-cait-10315826.html>. “‘X Factor’ UK 2015 Dark Secrets: ‘Horrific’ & Like ‘Prison’ Says Contestant.” Australia Network News 19 Nov. 2015. 1 Nov. 2015 <http://www.australianetworknews.com/x-factor-uk-2015-dark-secrets-horrific-like-prison-says-contestant/>.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Cartoon Kid (Fictitious character)"

1

Craig, McCracken, and Cartoon Network (Television network), eds. Cartoon crazy. New York: Scholastic, Inc., 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Books, Jove, and Copyright Paperback Collection (Library of Congress), eds. Lone Star and the Bellwether Kid. New York: Jove Books, 1993.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Evans, Tabor. Longarm and the Cheyenne Kid. New York: Jove Books, 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Evans, Tabor. Longarm and the helldorado kid. New York: Jove Books, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Evans, Tabor. Longarm and the Cheyenne Kid. New York: Jove Books, 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Ellis, Wesley. Lone Star and the two gun kid. New York: Jove, 1987.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Return of the Valko kid. London: Robert Hale, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Copyright Paperback Collection (Library of Congress), ed. The two-gun kid. New York: Jove Books, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Comfort, Barbara. The Cashmere Kid. Woodstock, Vt: Foul Play Press, 1993.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

New kid in school. London: Egmont, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography