
Elizabeth Evans- University of Nottingham
Elizabeth Evans
- University of Nottingham
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24
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Publications
Publications (24)
The UK television industry has increasingly integrated multiple screen technologies into multiplatform ‘digital estates’. Such ‘digital estates’ also emerge in domestic contexts. The complex, but mundane and ephemeral, nature of these domestic ‘digital estates’ requires new methodologies for understanding how they operate within the daily lives of...
The UK television industry has increasingly integrated multiple screen technologies into multiplatform ‘digital estates’. Such ‘digital estates’ also emerge in domestic contexts. The complex, but mundane and ephemeral nature of these domestic ‘digital estates’, requires new methodologies for understanding how they operate within the daily lives of...
The potential of the Internet to act as a global distribution outlet for screen content has long come into conflict with the nationally focused strategies of producers, broadcasters, governments and Internet service providers. Online viewing therefore acts as a useful case study for interrogating how tensions between ‘global’ and ‘local’ manifest w...
The last fifteen years have seen dramatic changes in the UK within both the television industry and televisual storytelling techniques. Rapid technological changes have not only increased the variety of screen devices, they have also changed the boundaries of the industry itself as the internet opened up distribution avenues and alternatives for vi...
In this Preludium we clarify the history and scope of The Memory Dealer (TMD), and the methods, ideas, and incentives behind the research presented in the current volume. As a new experimental, “pervasive” drama that exploits digital and personal technologies to create fictional narratives that are then layered onto real world spaces, TMD introduce...
This article explores how The Memory Dealer reveals the multiple literacies at stake in pervasive, transmedia, multimodal drama that open up new relationships between player, text, technology and space. In contrast to much scholarship on digital and media literacy, which focuses on children, the focus here is on adults who are already well versed i...
The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of gameplay. Free to download, but structured around micropayments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open acce...
The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of game play. Free to download, but structured around micro-payments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open ac...
The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over 3 months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation and highlight h...
This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple screens. The second utilises wearable cameras that passively collect still images to provide insights int...
Alternate reality games (ARGs) combine transmedia and pervasive storytelling, layering fictional narratives onto real world spaces and raising a number of production challenges in the process. This article will consider the key professional skills, working attitudes, and relationships that sit behind ARGs' complex narratives by focusing on a case s...
One of the most significant technological developments to occur in relation to mobile technology is its capacity to act as an access point for narrative media. Since the early 2000s, mobile telephones have not only become more complex in terms of computing power, but also in their capacity to act as a platform for film, television or gaming related...
The Doctor may have regenerated on many occasions, but so too has Doctor Who. Moving with the times, the show has evolved across fifty years...New Dimensions of Doctor Who explores contemporary developments in Doctor Who's music, design and representations of technology, as well as issues of showrunner authority and star authorship. Putting these n...
Product Description The early years of the twenty-first century have seen dramatic changes within the television industry. The development of the internet and mobile phone as platforms for content directly linked to television programming has offered a challenge to the television sets status as the sole domestic access point to audio-visual dramati...
Changes in the television industry with regards to the development of new media technologies are having a significant impact on audience engagement with television drama. This article explores how the internet is being used to extend audience engagement onto platforms other than the television set to the point where television drama should increasi...
This article uses empirical audience research gathered at three East Midlands' independent 'art' cinemas to examine the cultural and social value of specific cinema spaces. It will argue that the value of 'art' venues lies in a sense of collective identity that participants see as lacking at commercial multiplexes. This collective identity is forme...