Comparative Media Studies Quals List
Comparative Media Studies Quals List
Comparative Media Studies Quals List
The goal of this area is to highlight the literature on media studies and the process of
conducting media and cultural studies research. Specifically, the list focuses on the studies of
individual mediums (Text, sequential art, cinema, television, digial media, and games) as a
discipline. In Addition, the list also includes methodological texts for conducting media and
cultural studies research in Communication.
Cinema
What is cinema?
● Bazin, A. (2005). (Gray, Hugh, Trans.) (6th ed.). Berkeley:
University of California Press.
● Deleuze selections from Cinema 1 and
Cinema 2
○ (1997). The Origin of the Crisis: Italian Neorealism and the French New
Wave. In L. Braudy & M. Cohen (Eds.), Film Theory and Criticism:
Introductory Readings (470481). New York: Oxford University Press.
○ (1997) Beyond the MovementImage. In L. Braudy & M. Cohen (Eds.),
Film Theory and Criticism: Introductory Readings (470481). New York:
Oxford University Press.
● Gunning, T. (1997). “Narrative Discourse and the Narrator System.” In L. Braudy
& M. Cohen (Eds.), Film Theory and Criticism: Introductory Readings (470481).
New York: Oxford University Press.
● Bordwell, D. (1996). “vicissitudes of theory”
Cinéethnography
● Rouch, J., & Feld, S. (2003). . Minneapolis: University of
Minnesota Press.
Television
● Hall, Stuart. (1973).
Encoding and Decoding in the Television Discourse.
Birmingham: Centre for Contemporary Cultural Studies
● Morley, D. (1995). Television, audiences and cultural studies. London [u.a.]:
Routledge.
● Bourdieu, P. (1998). On television. New York: New Press.
● Ouellette, L., & Hay, J. (2007). Better living through television. Oxford: Blackwell.
● Williams, R., & Williams, E. (2008). Television : technology and cultural form.
London; New York: Routledge.
Games
● Huizinga, J (2006). Nature and Significance of Play as a Cultural Phenomenon
(1955). In K. Salen & E. Zimmerman (Eds.).T he Game Design Reader: A Rules
of Play Anthology. 96121. Cambridge, MA: The MIT Press.
● Morningstar, C. and Farmer, F.R. (1991). The Lessons of Lucasfilm’s Habitat. In
M. Benedikt (Ed.), Cyberspace: First Steps
. Cambridge, MA: The MIT Press.
Retrieved from h
ttp://www.fudco.com/chip/lessons.html
● Halfreal : video games between real rules and fictional worlds
Juul, J. (2005). .
Cambridge, Mass: MIT Press.
● Murray, J. (2006). Toward a Cultural Theory of Gaming: Digital Games and the
CoEvolution of Media, Mind, and Culture. Popular Communication 4 (3),
185–202.
● Bogost, I. (2007). Persuasive games : the expressive power of videogames .
Cambridge, MA: MIT Press.
● Consalvo, M. (2007). Cheating: gaining advantage in videogames. Cambridge,
Mass.: MIT Press.