Media and Class 2017
DOI: 10.4324/9781315387987-1
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Introduction: studying media and class

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Cited by 4 publications
(5 citation statements)
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“…Her intent is not to discard financial concerns entirely—certainly, income is still central—but rather to recognize the many other factors that help construct class. June Deery and Andrea Press propose that socioeconomic class is “a combination of economic (income, wealth) and social factors (family background, education, occupation, social prestige)” ( 2017 , p. 6) which can manifest through values, behaviors, mannerisms, and more. Pertinently, they highlight that there are certain symbols and cues that embody commonly held class ideals, and that media producers will invoke these elements when constructing fictional representations of class ( Deery & Press, 2017 , p. 9).…”
Section: Socioeconomic Class In Videogamesmentioning
confidence: 99%
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“…Her intent is not to discard financial concerns entirely—certainly, income is still central—but rather to recognize the many other factors that help construct class. June Deery and Andrea Press propose that socioeconomic class is “a combination of economic (income, wealth) and social factors (family background, education, occupation, social prestige)” ( 2017 , p. 6) which can manifest through values, behaviors, mannerisms, and more. Pertinently, they highlight that there are certain symbols and cues that embody commonly held class ideals, and that media producers will invoke these elements when constructing fictional representations of class ( Deery & Press, 2017 , p. 9).…”
Section: Socioeconomic Class In Videogamesmentioning
confidence: 99%
“…June Deery and Andrea Press propose that socioeconomic class is “a combination of economic (income, wealth) and social factors (family background, education, occupation, social prestige)” ( 2017 , p. 6) which can manifest through values, behaviors, mannerisms, and more. Pertinently, they highlight that there are certain symbols and cues that embody commonly held class ideals, and that media producers will invoke these elements when constructing fictional representations of class ( Deery & Press, 2017 , p. 9). Various occupations, attitudes, and material objects become class markers that can be employed in the media to evoke the desired type of class experience.…”
Section: Socioeconomic Class In Videogamesmentioning
confidence: 99%
“…User agency allows players to take on or aid NPCs in their tasks while hopefully succeeding at a game's core goal. As Deery and Press (2017) note, media structures influence class ideology through their inclusion or exclusion of specific class positions. By providing agency in these spaces, games can further reinforce these ideals in their ability to present and obfuscate specific ideologies around labor and class positions.…”
Section: Background Literaturementioning
confidence: 99%
“…This analysis draws on theorizations of social class as well as temporal labor. Scholars of social class and media have argued that our class positioning not only determines our educational and social opportunities, but also structures our use of media, our sense of ourselves, and our life expectancy and opportunities (Deery & Press 2017). In her studies of time and work, Sarah Sharma writes of how work time can be differently experienced depending on one's occupation .…”
Section: Semi-public Hobbyhorse Space: Instagrammentioning
confidence: 99%