Gabriela Mistral is the only Latin American woman writer to be awarded the Nobel Prize in Literature. Even so, her extraordinary achievements in poetry, narrative, and political essays remain largely untold. Gabriela Mistral: The Audacious Traveler explores boldly and thoughtfully the complex legacy of Mistral and the way in which her work continues to define Latin America.
Edited by Professor Marjorie Agosín, Gabriela Mistral: The Audacious Traveler addresses for the first time the vision that Mistral conveyed as a representative of Chile during the drafting of the United Nations Human Rights Declaration. It depicts Mistral as a courageous social activist whose art and writings against fascism reveal a passionate voice for freedom and justice.
The book also explores Mistral’s Pan-American vision and her desire to be part of a unified American hemisphere as well as her concern for the Caribbean and Brazil. Readers will learn of her sojourn in Brazil, her turbulent years as consul in Madrid, and, finally, her last days on Long Island.
Students of her poetry, as well as general readers, will find Gabriela Mistral: The Audacious Traveler an insightful collection dedicated to the life and work of an inspiring and original artist.
The contributors are Jonathan Cohen, Joseph R. Slaughter, Verónica Darer, Patricia Varas, Eugenia Muñoz, Darrell B. Lockhart, Ivonne Gordon Vailakis, Santiago Daydí-Tolson, Diana Anhalt, Ana Pizarro, Randall Couch, Patricia Rubio, Elizabeth Horan, Emma Sepúlveda, Luis Vargas Saavedra, and Marie-Lise Gazarian-Gautier.
In 1917, Henri Gaillard led a delegation of deaf French men to the United States for the centennial celebration of the American School for the Deaf (ASD). The oldest school for deaf students in America, ASD had been cofounded by renowned deaf French teacher Laurent Clerc, thus inspiring Gaillard’s invitation. Gaillard visited deaf people everywhere he went and recorded his impressions in a detailed journal. His essays present a sharply focused portrait of the many facets of Deaf America during a pivotal year in its history.
Gaillard crossed the Atlantic only a few weeks after the United States entered World War I. In his writings, he reports the efforts of American deaf leaders to secure employment for deaf workers to support the war effort. He also witnesses spirited speeches at the National Association of the Deaf convention decrying the replacement of sign language by oral education. Gaillard also depicts the many local institutions established by deaf Americans, such as Philadelphia’s All Souls Church, founded in 1888 by the country’s first ordained deaf pastor, and the many deaf clubs established by the first wave of deaf college graduates in their communities. His journal stands as a unique chronicle of the American Deaf community during a remarkable era of transition.
Gambling Debt is a game-changing contribution to the discussion of economic crises and neoliberal financial systems and strategies. Iceland’s 2008 financial collapse was the first case in a series of meltdowns, a warning of danger in the global order. This full-scale anthropology of financialization and the economic crisis broadly discusses this momentous bubble and burst and places it in theoretical, anthropological, and global historical context through descriptions of the complex developments leading to it and the larger social and cultural implications and consequences.
Chapters from anthropologists, sociologists, historians, economists, and key local participants focus on the neoliberal policies—mainly the privatization of banks and fishery resources—that concentrated wealth among a select few, skewed the distribution of capital in a way that Iceland had never experienced before, and plunged the country into a full-scale economic crisis. Gambling Debt significantly raises the level of understanding and debate on the issues relevant to financial crises, painting a portrait of the meltdown from many points of view—from bankers to schoolchildren, from fishers in coastal villages to the urban poor and immigrants, and from artists to philosophers and other intellectuals.
This book is for anyone interested in financial troubles and neoliberal politics as well as students and scholars of anthropology, sociology, economics, philosophy, political science, business, and ethics.
Publication supported in part by the National Science Foundation.
Contributors:
Vilhjálmur Árnason, Ásmundur Ásmundsson, Jón Gunnar Bernburg, James Carrier, Sigurlína Davíðsdóttir, Dimitra Doukas, Níels Einarsson, Einar Mar Guðmundsson, Tinna Grétarsdóttir, Birna Gunnlaugsdóttir, Guðný S. Guðbjörnsdóttir, Pamela Joan Innes, Guðni Th. Jóhannesson, Örn D. Jónsson, Hannes Lárusson, Kristín Loftsdóttir, James Maguire, Már Wolfgang Mixa, Evelyn Pinkerton, Hulda Proppé, James G. Rice, Rögnvaldur J. Sæmundsson, Unnur Dís Skaptadóttir, Margaret Willson
The eight essays in Gambling, Space, and Time use a global and interdisciplinary approach to examine two significant areas of gambling studies that have not been widely explored--the ever-changing boundaries that divide and organize gambling spaces, and the cultures, perceptions, and emotions related to gambling. The contributors represent a variety of disciplines: history, geography, sociology, anthropology, political science, and law.
The essays consider such topics as the impact of technological advances on gambling activities, the role of the nation-state in the gambling industry, and the ways that cultural and moral values influence the availability of gambling and the behavior of gamblers. The case studies offer rich new insights into a gambling industry that is both a global phenomenon and a powerful engine of local change.
A playful reflection on animals and video games, and what each can teach us about the other
Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.
Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.
Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
This collection of essays was the first major attempt to apply game theory, linear programming, and graph theory to anthropological data.
Contributors: John Atkins; Ira B. Buchler; Albert M. Chammah; Luke Curtis; Walter Goldschmidt; Hans Hoffman; Robert Kozelka; Bernhardt Lieberman; Frank B. Livingstone; R. Michael McKinlay; Anatol Rapoport; Richard F. Salisbury; T. C. Schelling; M. Shubik; and Martin Southwold.
Video and computer games in their cultural contexts.
As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.
In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power.
This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.
Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.
Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.
Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.
Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.
In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.
Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.
Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter.
In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates.
Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture.
Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election.
Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
Although they were originally considered an American phenomenon, gangs today have grown and transformed into global enterprises. Despite these changes, criminologists have not yet reassessed worldwide gangs in terms of the other changes associated with globalization.
John M. Hagedorn aims to correct this oversight by incorporating important theoretical advances in urban political economy and understanding changes in gangs around the world as a result of globalization and the growth of the information economy. Contrary to older conceptions, today’s gangs are international, are often institutionalized, and may be explicitly concerned with race and ethnicity. Gangs in the Global City presents the work of an assortment of international scholars that challenges traditional approaches to problems in criminology from many different perspectives and includes theoretical discussions, case studies, and examinations of gang members’ identities. The contributors consider gangs not as fundamentally a crime problem but as variable social organizations in poor communities that are transitioning to the new economy.
John Hagedorn, who has long been an expert witness in gang-related court cases, claims that what transpires in the trials of gang members is a far cry from what we would consider justice. In Gangs on Trial, he recounts his decades of experience to show how stereotypes are used against gang members on trial and why that is harmful. Hagedorn uses real-life stories to explain how implicit bias often replaces evidence and how the demonization of gang members undermines fairness. Moreover, a “them and us” mentality leads to snap judgments that ignore the complexity of gang life in America.
Gangs on Trial dispels myths about gangs and recommends tactics for lawyers, mitigation specialists, and expert witnesses as well as offering insights for jurors. Hagedorn describes how minds are subconsciously “primed” when a defendant is identified as a gang member, and discusses the “backfire effect,” which occurs when jurors hear arguments that run counter to their beliefs. He also reveals how attributional errors, prejudice, and racism impact sentences of nonwhite defendants.
Hagedorn argues that dehumanization is the psychological foundation of mass incarceration. Gangs on Trial advocates for practical sentencing reforms and humanizing justice.
After nearly fifty years of rigid segregation, the demise of the apartheid regime in South Africa and the African National Congress’s relatively peaceful assumption of power in 1994 were hailed as a miracle. But a few years into the transition, this miracle appeared increasingly threatened by crime and violence. In this compelling ethnography, Steffen Jensen focuses on a single township in Cape Town in order to explore how residents have negotiated the intersecting forces of political change and violent crime.
Jensen spent years closely observing the actions of residents both male and female, young and old, as well as gang members, police officers, and local government officials. The poisonous legacy of apartheid also comes under Jensen’s lens, as he examines the lasting effects that an official policy of racist stereotyping has had on the residents’ conceptions of themselves and their neighbors. While Gangs, Politics, and Dignity in Cape Town brims with insights into ongoing debates over policing, gangs, and local politics, Jensen also shows how people in the townships maintain their dignity in the face of hardship and danger.
Pleasure gardens, or horti, offered elite citizens of ancient Rome a retreat from the noise and grime of the city, where they could take their leisure and even conduct business amid lovely landscaping, architecture, and sculpture. One of the most important and beautiful of these gardens was the horti Sallustiani, originally developed by the Roman historian Sallust at the end of the first century B.C. and later possessed and perfected by a series of Roman emperors. Though now irrevocably altered by two millennia of human history, the Gardens of Sallust endure as a memory of beauty and as a significant archaeological site, where fragments of sculpture and ruins of architecture are still being discovered.
In this ambitious work, Kim Hartswick undertakes the first comprehensive history of the Gardens of Sallust from Roman times to the present, as well as its influence on generations of scholars, intellectuals, and archaeologists. He draws from an astonishing array of sources to reconstruct the original dimensions and appearance of the gardens and the changes they have undergone at specific points in history. Hartswick thoroughly discusses the architectural features of the garden and analyzes their remains. He also studies the sculptures excavated from the gardens and discusses the subjects and uses of many outstanding examples.
“A superb tribute to theatrical pioneers—The Gay and Lesbian Theatrical Legacy is required reading for both theatre scholars and gay/lesbian/bisexual history aficionados. A fascinating journey awaits them all in this highly recommended volume.”
—Broadside: Newsletter of the Theatre Library Association
The Gay and Lesbian Theatrical Legacy collects in a single volume biographies of more than one hundred notable figures whose careers flourished in the years before the 1969 Stonewall Riots marked the beginning of the gay and lesbian civil rights movement in the United States. The leading lights in American theater have included innumerable individuals whose sexualities have deviated from prevailing norms, but this history has until recently been largely unwritten and unknown. This book contributessignificantly to the recovery of this history, fashioning a much fuller, more nuanced portrait of American theater as it evolved and shedding light on the influence that sexual desire may have had on professional choices, relationships, and artistic achievements.
The Gay and Lesbian Theatrical Legacy collects biographies and portraits of influential actors, playwrights, composers, directors, designers, dancers, producers, managers, critics, choreographers, and technicians who made their mark on the American theater. Its broad coverage provides an extended glimpse into lives and careers that intersected and into networks of affiliation that made theatrical history and, by extension, social and cultural history.
The late Billy J. Harbin was Professor of Theater, Louisiana State University. Kim Marra is Associate Professor of Theater, University of Iowa. Robert A. Schanke is Professor of Theater Emeritus, Central College, Pella, Iowa.
Vivacious, unconventional, candid, and straight, Helen Branson operated a gay bar in Los Angeles in the 1950s—America’s most anti-gay decade. After years of fending off drunken passes as an entertainer in cocktail bars, this divorced grandmother preferred the wit, variety, and fun she found among homosexual men. Enjoying their companionship and deploring their plight, she gave her gay friends a place to socialize. Though at the time California statutes prohibited homosexuals from gathering in bars, Helen’s place was relaxed, suave, and remarkably safe from police raids and other anti-homosexual hazards. In 1957 she published her extraordinary memoir Gay Bar, the first book by a heterosexual to depict the lives of homosexuals with admiration, respect, and love.
In this new edition of Gay Bar, Will Fellows interweaves Branson’s chapters with historical perspective provided through his own insightful commentary and excerpts gleaned from letters and essays appearing in gay publications of the period. Also included is the original introduction to the book by maverick 1950s psychiatrist Blanche Baker. The eclectic selection of voices gives the flavor of American life in that extraordinary age of anxiety, revealing how gay men saw themselves and their circumstances, and how others perceived them.
Outstanding Book, selected by the Public Library Association
Best Books for High Schools, selected by the American Association of School Libraries
Men are often thought to have less interest in parenting than women, and gay men are generally assumed to prefer pleasure over responsibility. The toxic combination of these two stereotypical views has led to a lack of serious attention being paid to the experiences of gay fathers. But the truth is that more and more gay men are setting out to become parents and succeeding—and Gay Fatherhood aims to tell their stories.
Ellen Lewin takes as her focus people who undertake the difficult process of becoming fathers as gay men, rather than having become fathers while married to women. These men face unique challenges in their quest for fatherhood, negotiating specific bureaucratic and financial conditions as they pursue adoption or surrogacy and juggling questions about their future child’s race, age, sex, and health. Gay Fatherhood chronicles the lives of these men, exploring how they cope with political attacks from both the "family values" right and the "radical queer" left—while also shedding light on the evolving meanings of family in twenty-first-century America.
A bold and provocative look at how the nonprofit sphere’s expansion has helped—and hindered—the LGBT cause
What if the very structure on which social movements rely, the nonprofit system, is reinforcing the inequalities activists seek to eliminate? That is the question at the heart of this bold reassessment of the system’s massive expansion since the mid-1960s. Focusing on the LGBT movement, Myrl Beam argues that the conservative turn in queer movement politics, as exemplified by the shift toward marriage and legal equality, is due mostly to the movement’s embrace of the nonprofit structure.
Based on oral histories as well as archival research, and drawing on the author’s own extensive activist work, Gay, Inc. presents four compelling case studies. Beam looks at how people at LGBT nonprofits in Minneapolis and Chicago grapple with the contradictions between radical queer social movements and their institutionalized iterations. Through interview subjects’ incisive, funny, and heartbreaking commentaries, Beam exposes a complex world of committed people doing the best they can to effect change, and the flawed structures in which they participate, rail against, ignore, and make do.
Providing a critical look at a social formation whose sanctified place in the national imagination has for too long gone unquestioned, Gay, Inc. marks a significant contribution to scholarship on sexuality, neoliberalism, and social movements.
Contributors. Tomás Almaguer, Luz Calvo, Lionel Cantú,, Daniel Contreras, Catriona Rueda Esquibel, Ramón García, Ramón A. Gutiérrez, Michael Hames-García, Lawrence La Fountain-Stokes, María Lugones, Ernesto J. Martínez, Paula M. L. Moya, José Esteban Muñoz, Frances Negrón-Muntaner, Ricardo L. Ortiz, Daniel Enrique Pérez, Ramón H. Rivera-Servera, Richard T. Rodríguez, David Román, Horacio N. Roque Ramírez, Antonio Viego
The passage of the anti-gay marriage Proposition 8 in California in 2008 stunned gay rights activists across the country. Although facing a well-funded campaign in support of the ballot measure, LGBT activists had good reasons for optimism, including the size and strength of their campaign. Since 1974, the LGBT movement has fought 146 anti-gay ballot initiatives sponsored by the religious right and has developed innovative strategies to oppose these measures. In Gay Rights at the Ballot Box, Amy L. Stone examines how the tactics of LGBT activists have evolved and unravels the complex relationship between ballot measure campaigns and the broader goals of the LGBT movement.
The first comprehensive history of anti-gay ballot measures, both those merely attempted and those successfully put before voters, this book draws on archival research and interviews with more than one hundred LGBT activists to provide a detailed account of the campaigns to stop such ballot measures from passing into law. As Stone shows through in-depth case studies, although LGBT activists lost the vast majority of these fights, they also won significant statewide victories in Oregon in 1992 and Arizona in 2006, and local successes, including ones in Ypsilanti, Michigan, in 1998 and 2002.
Stone analyzes how LGBT activists constantly refined their campaign tactics in response to both victories and defeats. She also stresses that such campaigns have played both a complementary and contradictory role within the LGBT movement. Specific anti-ballot campaigns and the broader movement do often strengthen each other. However, ballot measure campaigns sometimes distract activists from the movement’s more general goals, and activists at the movement level can pressure local campaigns to take on more than they can handle. With gay rights coming under increasing assault from the religious right, this book is a vital resource for LGBT activists and others working to block their efforts.
After decades of silence on the subject of homosexuality, television in the 1990s saw a striking increase in programming that incorporated and, in many cases, centered on gay material. In shows including Friends, Seinfeld, Party of Five, Homicide, Suddenly Susan, The Commish, Ellen, Will & Grace, and others, gay characters were introduced, references to homosexuality became commonplace, and issues of gay and lesbian relationships were explored, often in explicit detail.
In Gay TV and Straight America, Ron Becker draws on a wide range of political and cultural indicators to explain this sudden upsurge of gay material on prime-time network television. Bringing together analysis of relevant Supreme Court rulings, media coverage of gay rights battles, debates about multiculturalism, concerns over political correctness, and much more, Becker's assessment helps us understand how and why televised gayness was constructed by a specific culture of tastemakers during the decade.
On one hand the evidence points to network business strategies that embraced gay material as a valuable tool for targeting a quality audience of well-educated, upscale adults looking for something "edgy" to watch. But, Becker also argues that the increase of gay material in the public eye creates growing mainstream anxiety in reaction to the seemingly civil public conversation about equal rights.
In today's cultural climate where controversies rage over issues of gay marriage yet millions of viewers tune in weekly to programs like Queer Eye for the Straight Guy, this book offers valuable insight to the complex condition of America's sexual politics.
Contributors. Elisabeth Bronfen, Mladen Dolar, Fredric Jameson, Renata Salecl, Slavoj Žižek, Alenka Zupancic