Self-reference in the Media
Winfried Nöth, Nina Bishara
Walter de Gruyter, 2007 - Social Science - 340 pages
This book investigates how the media have become self-referential or self-reflexive instead of mediating between the real or fictional worlds about which their messages pretend to be and between the audience that they wish to inform, counsel, or entertain. The concept of self-reference is viewed very broadly. Self-reflexivity, metatexts, metapictures, metamusic, metacommunication, as well as intertextual, and intermedial references are all conceived of as forms of self-reference, although to different degrees and levels. The contributions focus on the semiotic foundations of reference and self-reference, discuss the transdisciplinary context of self-reference in postmodern culture, and examine original studies from the worlds of print advertising, photography, film, television, computer games, media art, web art, and music. A wide range of different media products and topics are discussed including self-promotion on TV, the TV show Big Brother, the TV format "historytainment," media nostalgia, the documentation of documentation in documentary films, Marilyn Monroe in photographs, humor and paradox in animated films, metacommunication in computer games, metapictures, metafiction, metamusic, body art, and net art.
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Modes of selfreference in advertising
Metapictures and selfreferential pictures
Selfreference in opaque advertising
The death of photography in selfreference
Outlines of a comprehensive model
Nostalgia of the media in the media
On the use of selfdisclosure as a mode of audiovisual reflexivity
Forms and functions of archive material
Other editions - View all
addresser aesthetic animated films artist Auto-illustrator Bateson become camera Char Davies character cinema commercial communication computer games concept context contrast Coutinho create culture depict device documentary dynamical elements Eve Arnold evince example feature fictional Figure filmic forms of self-reference frame function game theory game world genre house ads iconic immersion interaction interpretant intertextuality kind language Luhmann Maniac Mansion mass media Max Payne means medium memory metacommunication metafiction metalanguage metalepsis metamusic metapictures metareference mise en abyme mode movie narrative narrator net.art nostalgia object observation painting paradox Peirce Peirce's Persil perspective photography pictorial player possible present ProSieben reality recursivity reference referential reflection reflexivity represent representation Rossi-Landi rules Santaella scene screen self-critical self-reference self-referential self-referential pictures semiosis semiotic sense shows social space story strategies television term theory verbal viewers visual Winfried Noth words Zork