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Entertainment Technologies

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Entertainment technologies are not new, and neither is their relevance for international studies. As studies evidence, the impact of entertainment technologies is often visible at the intersection of “traditional” international relations concerns, such as national security, political economy, and the relation of citizens to the nation-state, and new modes of transnational identity and social action. Thus the study of entertainment technologies in the context of international studies is often interdisciplinary—both in method and in theoretical framework. Moreover, the production, regulation, and dissemination of these technologies have been at the center of controversies over the flow of news and cultural products since the dawn of popular communication in the nineteenth century. These entertainment technologies include video games, virtual worlds and online role-playing games, recreational social networking technologies, and, to a lesser degree, traditional mass communication outlets. In addition, there are two primary emphases in the scholarly treatment of entertainment technologies. At the level of audience consumption and participation, media outlets considered as entertainment technologies can be discussed as means for acquiring information and cultivating attitudes, and as a “space” for interaction. At the more “macro” level of social relations and production, representation can work to reinforce modes of belonging, identity, and attitudes.
Title: Entertainment Technologies
Description:
Entertainment technologies are not new, and neither is their relevance for international studies.
As studies evidence, the impact of entertainment technologies is often visible at the intersection of “traditional” international relations concerns, such as national security, political economy, and the relation of citizens to the nation-state, and new modes of transnational identity and social action.
Thus the study of entertainment technologies in the context of international studies is often interdisciplinary—both in method and in theoretical framework.
Moreover, the production, regulation, and dissemination of these technologies have been at the center of controversies over the flow of news and cultural products since the dawn of popular communication in the nineteenth century.
These entertainment technologies include video games, virtual worlds and online role-playing games, recreational social networking technologies, and, to a lesser degree, traditional mass communication outlets.
In addition, there are two primary emphases in the scholarly treatment of entertainment technologies.
At the level of audience consumption and participation, media outlets considered as entertainment technologies can be discussed as means for acquiring information and cultivating attitudes, and as a “space” for interaction.
At the more “macro” level of social relations and production, representation can work to reinforce modes of belonging, identity, and attitudes.

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