Index
David Arditi
(University of Texas at Arlington, USA)
This content is currently only available as a PDF
Citation
Arditi, D. (2021), "Index", Streaming Culture (Society Now), Emerald Publishing Limited, Leeds, pp. 165-174. https://doi.org/10.1108/978-1-83982-768-620210013
Publisher
:Emerald Publishing Limited
Copyright © 2021 David Arditi. Published under exclusive licence by Emerald Publishing Limited
INDEX
Acceptance
, 126
Adam Sandler’s Happy Madison Productions
, 65
Adorno, Theodor
, 14–15
Advertisements
, 86–87
Advertisers
, 87–88
Advertising
, 92
ad-supported content
, 49–50
Affiliates Program
, 137
Album replacement cycle
, 42–47
“Alex from Target”
, 1–2
Algorithmic song selection
, 42
Amazon
, 20, 31–32, 36–37, 66, 124, 146–148
Amazon Prime
, 5–6, 97
Kindle
, 31–32
Ring Doorbell
, 29–30
Amiibo
, 110
Amoeba Records
, 51–52
Angry Birds
, 119
Anti-virus
, 130–132
AOL
, 4–5
AOL Instant Messenger (AIM)
, 26–29, 41
Apple
, 108–109
Apple Music
, 49–51, 128
Apple+
, 66
and streaming era
, 47–51
Appropriation process
, 126–127
Arab Spring
, 32–33
Arcade games
, 104–105, 114, 118, 136–137
Aspect ratio
, 64
Audience commodity
, 86–87
Audio Home Recording Act (1992)
, 48–49
BandCamp
, 55–57
Barcodes
, 23–25
Barnes
, 31–32
Beasts of No Nation
, 65
Beats and streaming era
, 47–51
Beats Music
, 42, 47–48, 50–51
“Betamax Case”
, 83–84
Bezos, Jeff
, 31–32
Big data
, 23–24
Billboard
, 24
Binary code
, 28–29
Binge-watching
, 4, 93, 95, 117–118
BitTorrent
, 28–29
Black box
, 11
Blockbuster
, 11, 62
Blogger
, 4, 134–135
Blogs
, 4, 134–135
Blood, Sugar, Sex, Magik
, 43–44
Books-A-Million
, 31–32
Borders
, 31–32
Boy Meets World
, 85–86
Brave New World (series)
, 81–82
Bregoli, Danielle (Bhad Bhabie)
, 2
Brexit Referendum
, 32–33
British Phonographic Industry
, 44
Cable
, 64, 84–85
Candy Crush (game)
, 115–116, 119
Capacity
, 44–45
Capital
, 15
Capitalism
, 15, 18, 36–37, 144–145, 147–148
“Cash Me Outside Girl”
, 2
“Casual video games”
, 115
Catalog recordings
, 44
CD-RW
, 131
CDs
, 35–36, 46
Cellphones
, 10
Censorship
, 72–74
Circuit of culture
, 7–8
Civilization
, 103–104, 106
civilization VI
, 106, 109
Cloud computing
, 10
Coca-Cola
, 112–113
Collective effervescence
, 67–68, 99
Commercial movie
, 62
Commodity
audience
, 86–87
connective
, 115–116
cultural
, 35–36
“Communicative capitalism”
, 16–17, 36–37
Computer platforms
, 117
“Concept albums”
, 44–45
Confirmation bias
, 125
“Connective commodity”
, 115–116
Consumer Electronics Show
, 84
Consumer goods
, 16
Consumption
conspicuous
, 62
cultures
, 12
Content Distribution Network (CDN)
, 11
Content management systems (CMS)
, 134–135
Control Tower
, 66
Convenience
, 44–46
Cookies
, 91–92, 134–135
Corporate bookstores
, 31–32
Counter-Strike
, 114
COVID-19
, 123–124
lockdown
, 67–68
social distancing practices
, 114–115
“Creator Camp”
, 137
“Cultural Studies” approach
, 6
Cultural texts
, 8–9
Cultural world
, 3
Culture
, 6, 9–10
circuit of
, 7–8
emergent culture
, 133–137
residual culture
, 132–133
streaming culture
, 124–128
Culture Industry
, 14–15, 33–36, 43, 69–70
Cyberbullying
, 2
Dave Matthews Band
, 41
Democratic National Convention
, 123–124
Digital
disruption
, 61–62
infrastructures
, 11
media
, 34
networks
, 104
Digital Millennium Copyright Act (DMCA)
, 69–70
Digital retail. See also Streaming culture
disintermediation
, 33–38
disruption
, 31–33
distribution
, 25, 33, 38
sharing
, 26–31
Digital video recorder (DVR)
, 84
VHS to
, 83–86
DirecTV DSL
, 36–37
Disintermediation
, 33–38
Disney
, 86, 88–89
Disney+
, 66, 75–76
Disruption
, 31–33
Distribution
, 33–38
Doc McStuffins
, 88–89
Dominant culture
, 8–9, 125
Dominant models
, 106–107
Dominant streams
, 128–132
Instant Ink
, 129–130
software, spyware and anti-virus
, 130–132
Download speeds
, 41
Downloadable content (DLC)
, 106
Duck Hunt (game)
, 103–104
DVD
, 76, 131
East coast broadcast network
, 85
Electronic Arts (EA)
, 107–108
Electronic sports (esports)
, 136
Emergent culture. See also Dominant streams
, 126–127, 133, 137
Twitch
, 136–137
Vloggers
, 134–136
Encoding/decoding popular culture messages
, 8–9
End-User License Agreement
, 111–112
“Evolution of Dance”
, 2–3
Expansion of means of consumption
, 16, 43–44, 65, 69–70
External disk drives
, 131
Facebook
, 29–33
Fair use
, 44, 48–49, 83–84
Family Matters
, 85–86
FarmVille
, 115–116
Fast capitalism
, 16–17, 37
Federal Communications Commission (FCC)
, 64, 97
Feedback
, 135–136
Fidelity
, 44–45
File-sharing
platforms
, 28–29
service
, 41
Film
, 63, 69–70
censorship
, 72–74
changing film experience
, 63–68
independent streaming
, 68–72
no more DVD collections
, 74–76
Filmmakers
, 70–71
Final Fantasy IV
, 112–113
First-sale doctrine
, 46
Flat panel televisions
, 64
Floppy disks
, 103–104, 130
3. 5ʹʹ floppy disk
, 131
5. 25ʹʹ floppy disk
, 131
“Flow” in television recordings
, 85
Folklore
, 108
Fordism
, 14–15, 144–145
Forever Young Records
, 51–52
Fortnite
, 109–110, 112–113, 116–117
Free music
, 48–49
Freemium model
, 115–116
Friends
, 89
Full House
, 85–86
Game Developers Conference (2005)
, 105–106
Game of Thrones
, 4–5
Gaming platforms
, 19–20
Gatekeepers
, 55, 148
Genius
, 3
Get Out (film)
, 71–72
Gnutella
, 28–29
Golden age of television
, 95–98
Google
, 26–27, 33–34, 69–70, 108–109
Gramophone
, 42–43, 104–105
Grey’s Anatomy
, 93
Grokster
, 28–29
Guitar Hero
, 117–118
Habitus
, 52–53
Hall, Stuart
, 8–9
Halo
, 114
Handmaid’s Tale, The
, 94
Hardware
, 43
Haul videos
, 135–136
HBO
, 87–88
HBO Max
, 66, 147
Hebdige, Dick
, 126–127
Hegemony
, 125
High Fidelity
, 51–52
High-definition graphics (HD graphics)
, 105–106
Hollywood film industry
, 65
Home theater
, 75
Horkheimer, Max
, 14–15
House of Cards
, 98
HowToBasic
, 130, 134–135
Hulu
, 66, 97, 142–143
Hulu Live
, 89–90
Hurricane
, 32–33
In-app purchases
, 110, 115–116
In-game purchases
, 106–107, 109
Independent bookstores
, 31–32
Independent film
, 66–67, 71–72
Independent streaming
, 68–72
Influencer
, 135–136
Instagram
, 29
Instant Ink
, 129–130
Internet
, 10, 26–27
utopians
, 55
Internet Relay Chat (IRC)
, 26–29
Internet Service Provider (ISP)
, 4–5
iTunes
, 17, 50–51
“Just in time” production
, 25
Kazaa
, 28–29
Killing Eve
, 89–90
Labels
, 54
LAN parties
, 114
LCD flat panel televisions
, 64
“Let’s Go Crazy” (song)
, 69–70
LimeWire
, 28–29
Listening in streaming era
, 51–55
Live streaming
, 136–137
Lord of the Rings
, 62
Loss leaders
, 62, 129–130
Madden NFL
, 107–108
Madden NFL 20
, 108
Made-for-streaming films
, 63
Made-for-TV movies
, 65
Magazines
, 143–144
Mario Kart
, 114–115
Marvel TV shows
, 89–90
Marvelous Mrs. Maisel or Catastrophe
, 94
Masks
, 88–89
Mass culture
, 14–15
Massively Multiplayer Online games (MMOs)
, 116–117
Massively Multiplayer Online Role-Playing Games (MMORPG)
, 108–109, 115, 119
Master of None
, 71–72, 96
Media
, 143–144
Medium
, 34–35
Mickey Mouse Clubhouse
, 88–89
Microsoft Office 365
, 130–131
Microsoft Teams
, 123–124
Microsoft Windows
, 130
Microsoft Xbox
, 19–20, 105–106
“Middlemen”
, 34–35
Mimetic games
, 117–118
Minecraft video game
, 109–110
Modern Family
, 8–9
Motion Pictures Association of America (MPAA)
, 63, 72–74
Motown
, 14–15
Movie rental stores
, 62
Mp3. com
, 41
Murder Mystery
, 11
Music
, 9, 57
album replacement cycle
, 42–47
Beats, Spotify, Apple and streaming era
, 47–51
copyright
, 69–70
listening in streaming era
, 51–55
playback systems
, 46
streaming
, 42–43, 47, 68–69
user-generated music streaming platforms
, 55–57
“Music genome” project
, 52–53
Musical. ly app
, 141–142
Napster
, 12–13, 26–29, 31, 41–42, 48–49, 127–128
NBA Live
, 107–108
NBA2K20
, 117
NBC
, 81–82, 86
Near-field-communication (NFC)
, 110
Netflix
, 5–6, 20, 30–31, 36–37, 61–62, 66, 81, 97, 124, 142–143
of binge watching
, 94
CDN
, 11
film production company
, 72
Friends
, 9
Netscape Navigator
, 4–5, 130
Networks
, 87–88
New cultural forms
, 124
dominant streams
, 128–132
emergent culture
, 133–137
residual culture
, 132–133
streaming culture
, 124–128
Newspapers
, 143–144
NHL (game)
, 107–108
Nielsen
, 24, 90–91
Nintendo
, 105–106, 111–112
Nintendo Switch
, 19–20
Nintendo Entertainment System (NES)
, 103–104
Noble
, 31–32
Occupy Wall Street
, 32–33
One-way streaming platforms
, 72
Online gaming
, 104
Online video sharing
, 27
Orange Is the New Black
, 98
#OscarsSoWhite
, 71–72
Oversharing
, 29
Ozark
, 92, 97
Packages
, 23
Pandora
, 52–53
Participatory culture
, 2–3
PC-based video games
, 103–104
Peacock
, 81–82
Peer-to-peer file-sharing
, 48–49
Periodicals
, 143–144
Phonograph
, 42–43
“Piracy”
, 12–13
Planned obsolescence
, 15, 43, 119
Platform mobility
, 13
Playlists
, 42, 47–48, 53–54
PlayStation
, 105–106, 108–109, 114
Point-of-sale systems
, 23–25
Political economy of streaming television
, 86–92
Popular Culture
, 1, 3, 87
Portability
, 44–46
Premium cable networks
, 87–88
“Prime Video Cinema”
, 66–67
Prodigy
, 4–5
“Producer-oriented” platforms
, 55
Product placement
, 87–88, 112–113
Programming through subscriptions
, 86–87
Quarterly system business model
, 54
Quiet Place, A (film)
, 67–68
Reality TV
, 19
Record labels
, 54
Residual culture. See also Emergent culture
, 125, 132–133
vinyl record
, 132–133
Rock Band
, 117–118
Roku
, 68–69
Rolling Stone
, 95
78-rpm record
, 45
Sabrina the Teenage Witch
, 85–86
Second Life
, 116–117
Sega Genesis emulator
, 75
Serial, television
, 94
Series
Brave New World
, 81–82
Serial TV
, 94
televisions
, 94
Weeds
, 87–88
Sharing on Internet
, 26–31
Shifting capitalism
, 14–17
Short Circuit
, 71–72
Showtime
, 87–88
Snapchat
, 2
Social distancing
, 67–68
Social networking websites
, 29
Software
, 9, 130, 132
anti-virus
, 130–132
computer applications
, 131
software as content
, 134
spyware
, 130–132
Sony PlayStation
, 105–106
Sony Walkman
, 46
SoundCloud
, 55
Sped-up surveillance capitalism
, 16–17
Spotify
, 2, 12–13, 20, 36–37, 47–48, 55, 124, 142–143
and streaming era
, 47–51
Spyware
, 130–132
“St. Frances”
, 66–67
Star Wars
, 75–76
Star Wars: The Old Republic
, 108–109
“Stereos”
, 45
Stolen Child, The
, 65
Streaming
, 5–6, 9, 11, 25, 145, 147
album replacement cycle
, 42–47
apps
, 94
Beats, Spotify, Apple and streaming era
, 47–51
binge-watching
, 93–95
censorship
, 72–74
changing film experience
, 63–68
changing video game commodity
, 104–113
cultural practice of
, 13
film
, 63
in future
, 147–149
golden age of television
, 95–98
independent streaming
, 68–72
interrupted television flow
, 86
listening in streaming era
, 51–55
music
, 42–43, 47
no more DVD collections
, 74–76
platforms
, 33–34, 37–38, 73–74
political economy of
, 86–92
services
, 30–31, 86–87
technology
, 17, 123–124
TV
, 81
user-generated music streaming platforms
, 55–57
VHS to DVR
, 83–86
video game streaming culture
, 113–119
Streaming culture. See also Digital retail; Dominant Streams
, 1–2, 12, 17, 57, 72, 124, 128, 142–143
interactions with cultural texts
, 12–14
shifting capitalism
, 14–17
“Streaming wars”
, 66, 81–82
Subscription(s)
, 106–107, 130–131, 143, 145
model
, 61–62
services
, 36–37
Super Bernie World
, 117
Super Mario Bros
, 109
Super Mario Brothers (game)
, 103–104
Super Mario Odyssey
, 118
Super Mario World
, 103–104
Super Nintendo Entertainment System (SNES)
, 103–104
Super Play Action Football
, 103–104
Super Wings
, 92
Surveillance of gamers
, 106–107
Symbols
, 6
Tape cassettes
, 45
Taylorism. See Fordism
Technological determinism
, 142
Technological obsolescence
, 43–44
Technology
, 7–8
Televisions (TV)
, 64, 69–70
apps
, 94
binge-watching
, 93, 95, 117–118
broadcasters
, 64
flat panel
, 64
golden age of
, 95–98
political economy of
, 86–92
programming
, 85–86
screen dimensions
, 62
series
, 94
streaming
, 81
tube
, 64
VHS to DVR
, 83–86
Tetris (puzzle game)
, 103–104
Thank God Its Friday (TGIF)
, 85–86
The Legend of Zelda (action-adventure game)
, 103–104
Theory of emergent culture
, 20, 124
Things Fall Apart (album)
, 52
Third parties
, 29–30
This Film Is Not Yet Rated
, 72
Tiger King
, 147
TikTok
, 2, 13, 25, 141–143
Time-shifting
, 83–84, 86
Tin Pan Alley
, 14–15
“Traditional” values
, 8–9
Tube televisions
, 64
Twitch
, 20, 120, 124, 136–137
Twitter
, 29, 32–33, 71–72
revolutions
, 142
Unending consumption
, 14–18, 30–31, 50, 61–62, 89–90, 113, 117–118, 143, 145
Universal Product Code (UPC)
, 23–24
User-generated music streaming platforms
, 55–57
Utopians
, 31, 34, 55
Vampirina
, 88–89
VHS to DVR
, 83–86
Video cassette recorder (VCR)
, 75, 83–84
Video games
, 9, 19–20, 104
changing video game commodity
, 104–113
streaming
, 104, 110–111
streaming culture
, 113–119
Video on demand (VOD)
, 84–85
Videos
, 9
Vimeo
, 63, 70
Vinyl
, 132–133
Vlog
, 135–136
Vloggers
, 2–3, 20, 124, 134, 136
Vlogging
, 134–135
Walking Dead, The
, 89–90
Weeds (Showtime series)
, 87–88
Westeros
, 5
Wii
, 75
Wiki. See Wikipedia
WikiHow
, 3
Wikipedia
, 3
Williams, Raymond
, 7, 20, 85, 124
WordPerfect
, 130
Wordpress
, 4, 134–135
World of Warcraft (WoW)
, 108–109, 116–117, 143
World Wide Web
, 26, 55
Xbox
, 105–107, 114
Xbox 360
, 75, 118
Xbox Game Pass Ultimate
, 107
Xbox Live
, 114, 128
Xbox Live Gold
, 107
Yahoo
, 4–5
YouTube
, 1–3, 5–6, 27, 33–37, 69–70, 134
YouTube Music Premium
, 134
YouTube TV
, 134
Zoom
, 114–115
for virtual schooling
, 123–124
- Prelims
- 1 Introduction: Caught in the Stream
- 2 Digital Retail: Disruption, Distribution, and Disintermediation
- 3 Streaming Music: Unending Consumption Begins
- 4 Streaming Film: Simultaneous Release, Circumventing Censorship, and Indies
- 5 Streaming TV: The Golden Age of TV and Flow Interrupted
- 6 Streaming Video Games: Never Own a Game Again
- 7 New Cultural Forms: Dominant, Residual, and Emergent
- 8 Conclusion
- Bibliography
- Index