Sabbatical Research Roundup-February
As my friend Pat Ferrucci would say "it's been a good year." Granted a few of the pieces so far this semester have been in process for a bit, but others have taken some sweat (no tears in the academy!) to get to the finish line. As I'm finishing up quarantine (with COVID test tomorrow!), I thought I'd share a few of my pubs so far this year with a bit of introduction.
While there is likely at least another piece or two that will come out during sabbatical, my next research round up will talk about some of the projects I'm completing this semester and the final one will be about the research built this semester.
This year, published so far:
Kananovich, V. & Perreault, G. (2021) The audience as journalistic boundary worker: The rhetorical use of comments to critique media practice, assert legitimacy and claim authority. Journalism Studies. 22,(3) https://doi.org/10.1080/1461670X.2020.1869912
This study examines the comment threads following CNN's bizarre live coverage of the San Bernardino shooting and argues that sometimes the audience does really import work in pointed out some of the more insensitive, unwise (weird??) decisions journalists make.
Tham, S. & Perreault, G. (2021) A Whale of a Tale: Gaming Disorder and Spending and their associations with ad watching in role-playing and loot-box games. Journal of Gambling Issues. 47.
Does a video game audience know what they're getting into when they play a mobile games? As noted in our opening anecdote--sometimes they don't and end up spending thousands. The survey showed that those most willing to watch ads weren't the people trying to avoid spending money, it was those most invested both in terms of their time and their money.
Perreault, M. & Perreault, G. (2021) Responding to Video Game Moral Panic: Persuasive messaging by the video game industry's response to shootings and violence. Innovations and Implications of Persuasive Narrative. Schartel Dunn, S. & Nisbett, G. (Eds.) New York, NY: Peter Lang.
I can't think of a job less fun than doing PR for a video game company when there's a shooting that indites video games (in America, that's--for some reason--a lot of them). Strat comm people are less likely to speak directly to the event itself but instead boast about their audience and their most family friendly games when such events occur.
Perreault, M.F. & Perreault, G. (2021) Journalists on COVID Journalism: Communication Ecology of Pandemic Reporting. American Behavioral Scientist. Advance online publication. https://doi.org/10.1177/0002764221992813
Those first three publications were about the audience/reception of media, which is actually not my main line of research. Most of my research is focused on media production (not that the audience doesn't have a role to play in that these days) and so this study is a bit more typical of what I do. Generally, speaking this study concerns how journalists do journalism during a pandemic--and we argue here that the ability of journalists to act as an intermediary between institutions was crippled by the pandemic. Journalists though did not lay the blame squarely on the pandemic but rather on issues that long predate it that were nevertheless exacerbated by the coronavirus.
Perreault, G. (2021) Reporting Religion: Narrating religion in gaming journalism. Journal of Media & Religion. Advance online publication. https://doi.org/10.1080/15348423.2021.1875669
Religion reporting has taken a hit in recent years, with religion increasingly being reported as an ancillary topic for someone on another beat. So in other words--and most obviously--the political reporter ends up writing about religion or the sports reporter does. In this piece from my dissertation, I interviewed gaming journalists who taught me two things (1) they root their reporting gameplay which means religion almost never shows up explicitly in their reporting, but more interestingly (and weirdest for mass comm people) (2) the most religious thing they identified was gaming itself--writing stories that would seem to be "conversion stories" about religion and experiential stories about what it was like to enter this new digital/metaphysical world.