TY - JOUR T1 - Questions of Genre JF - Screen Y1 - 1990 A1 - Neale, Steve KW - capital KW - commodity KW - evolution KW - film KW - genre KW - hybrid KW - institution KW - journalism KW - process KW - Todorov VL - 31 SP - 45–66 N1 - + pdf ER - TY - JOUR T1 - Neoliberal frames and genre of inequality: Recession-era chick flicks and male-centered corporate melodrama JF - European Journal of Cultural Studies Y1 - 2013 A1 - Negra, Diane A1 - Tasker, Yvonne KW - film KW - gender KW - neoliberalism AB -

Media forms play a vital role in making cultural and political sense of the complex economic developments and profound ideological uncertainties which have accompanied the global recession. This article analyses how popular genre cinema tackles the inequalities – in particular, gender inequalities – that follow from the financial crisis, situating Hollywood’s representational strategies in the context of recessionary media culture. It posits and analyses two sub-genres which demonstrate different approaches to an altered socio-economic climate: the recessionary ‘chick flick’ and the corporate melodrama. Amid the financial crisis these sub-genres shift emphasis to respond to changing circumstances, notably in relation to the once-ubiquitous trope of choice central to post-feminist media culture; neoliberal choice rhetoric is now considerably harder to maintain. The two case studies contrast the different ways in which female-centred chick flicks and male-centred corporate melodramas address unemployment, downward mobility and the challenges of work–life balance.

VL - 16 SP - 344-361 CP - 3 ER - TY - BOOK T1 - Music Genres and Corporate Cultures Y1 - 1999 A1 - Negus, Keith AB -

Music Genres and Corporate Cultures explores the seemingly haphazard workings of the music industry, tracing the uneasy relationship between economics and culture; `entertainment corporations' and the artists they sign. Keith Negus examines the contrasting strategies of major labels like Sony and Polygram in managing different genres, artists and staff. How do takeovers affect the treatment of artists? Why has Polygram been perceived as too European to attract US artists? And how did Warner's wooden floors help them sign Green Day? Through in-depth case studies of three major genres; rap, country, and salsa, Negus explores the way in which the music industry recognises and rewards certain sounds, and how this influences both the creativity of musicians, and their audiences. He examines the tension between raps public image as the spontaneous `music of the streets' and the practicalities of the market, and asks why country labels and radio stations promote top-selling acts like Garth Brooks over hard-to-classify artists like Mary Chapin-Carpenter, and how the lack of soundscan systems in Puerto Rican record shops affects salsa music's position on the US Billboard chart. Drawing on over seventy interviews with music industry personnel in Britain and the United States, Music Genres and Corporate Cultures shows how the creation, circulation and consumption of popular music is shaped by record companies and corporate business styles while stressing that music production takes within a broader culture, not totally within the control of large corporations.

From: www.amazon.com/Music-Genres-Corporate-Cultures-Keith/dp/0415174007

PB - Routledge CY - London SP - 224 SN - 978-0415174008 ER - TY - CHAP T1 - Genres from the Bottom Up: What Has the Web Brought Us T2 - Information in a Networked World: Proceedings of the 64th Annual Meeting of the American Society for Information Science and Technology Y1 - 2001 A1 - Nilan, Michael A1 - Pomerantz, Jeffrey A1 - Paling, Stephen ED - Aversa, Elizabeth ED - Manley, Cynthia KW - automated genre recognition KW - classification KW - genre KW - internet KW - user behavior KW - web JA - Information in a Networked World: Proceedings of the 64th Annual Meeting of the American Society for Information Science and Technology PB - Information Today, Inc. CY - Medford, NJ VL - 38 SP - 330–339 N1 - + genre information science ER - TY - JOUR T1 - The history of the case report: a selective review. JF - JRSM Open Y1 - 2014 A1 - Nissen, Trygve A1 - Wynn, Rolf AB -

The clinical case report is a popular genre in medical writing. While authors and editors have debated the justification for the clinical case report, few have attempted to examine the long history of this genre in medical literature. By reviewing selected literature and presenting and discussing excerpts of clinical case reports from Egyptian antiquity to the 20th century, we illustrate the presence of the genre in medical science and how its form developed. Central features of the clinical case report in different time periods are discussed, including its main components, structure, style and author presence.

VL - 5 SP - 2054270414523410 CP - 4 ER - TY - JOUR T1 - The Relevance of Feenberg's Critical Theory of Technology to Critical Visual Literacy: The Case of Scientific and Technical Illustration JF - Journal of Technical Writing and Communication Y1 - 2007 A1 - Northcut, Kathryn M. VL - 37 SP - 253-266 ER - TY - JOUR T1 - The Sims: Real Life as Genre JF - Information, Communication, and Society Y1 - 2010 A1 - Nutt, Diane A1 - Railton, Diane KW - computer games AB -

This article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game's "rules' can be understood through the concept of genre. The main argument is that the genre being used is "real life'. The game's creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game' s version of real life, and their own real-world experiences.

VL - 6 SP - 577-592 CP - 4 ER - TY - BOOK T1 - What Writers Know: the Language, Process, and Structure of Written Discourse Y1 - 1982 A1 - Nystrand, Martin PB - Academic Press CY - New York SN - 0-12-523480-5 ER - TY - BOOK T1 - Towards a Rhetoric of Everyday Life: New Directions in Research on Writing, Text, and Discourse Y1 - 2003 A1 - Nystrand, Martin A1 - Duffy, John PB - University of Wisconsin Press CY - Madison SN - 0-299-18170-7 ER -