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Marsha Kinder

Bio: Marsha Kinder is an academic researcher from University of Southern California. The author has contributed to research in topics: Movie theater & Film studies. The author has an hindex of 17, co-authored 57 publications receiving 1478 citations.


Papers
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Book
01 Oct 1991
TL;DR: In this article, Marsha Kinder provides a new perspective on modern media, and explains why children respond enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles, and how such fads related to multinational media mergers and the new world order.
Abstract: How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

459 citations

Book
01 Jan 1993
TL;DR: In this paper, Marsha Kinder examines the films of such key directors as Bunuel, Saura, Erice, and Almodovar, as well as works from the popular cinema and television, exploring how they manifest political and cultural tensions related to the production of Spanish national identity within a changing global context.
Abstract: In this innovative synthesis of film history and cultural analysis, Marsha Kinder examines the films of such key directors as Bunuel, Saura, Erice, and Almodovar, as well as works from the popular cinema and television, exploring how they manifest political and cultural tensions related to the production of Spanish national identity within a changing global context. Concentrated on the decades from the 1950s to the 1990s, Kinder's work is broadly historical but essentially conceptual, moving backward and forward in time, drawing examples from earlier films and from works of art and literature, and providing close readings of a wide range of texts. Her questioning and internationalizing of the 'national cinema' concept and her application of contemporary critical theory - especially insights from feminism, Marxism, psychoanalysis, cultural studies, and discourse theory - distinguish "Blood Cinema" from previous film histories. The author also makes use of a variety of sources within Spain such as the commentaries on Spanish character and culture by Unamunov and others, the contemporary debate over the restructuring of Spanish television. Kinder's book moves Spanish cinema into the mainstream of film studies by demonstrating that a knowledge of its history alters and enriches our understanding of world cinema. The interactive CD-ROM is available from CINE-DISCS, 2021 Holly Hill Terrace, Los Angeles, CA 90068, (213) 876-7678.

139 citations

Journal ArticleDOI
TL;DR: The spectacular burgeoning of music videos poses many intriguing questions about the form and its institutional setting, as well as the relations between video and dreaming as discussed by the authors, and the relationship between music videos and dreaming.
Abstract: The spectacular burgeoning of music videos poses many intriguing questions about the form and its institutional setting, as well as the relations between video and dreaming.

97 citations

Book
01 Jan 1996
TL;DR: Greenfield et al. as discussed by the authors studied the effects of video games on children's development and found that video games as cultural artifacts can be used as cultural artefacts. But they did not consider the role of video game expertise.
Abstract: Preface, Irving E. Sigel Foreword, John C. Wright PART I. VIOLENCE, GENDER, AND VIDEO Effects of Interactive Entertainment Technologies on Children's Development, Rodney R. Cocking and Patricia M. Greenfield Mediated Messages: Gender, Class, and Cosmos in Home Video Games, Christine Ward Gailey Contextualization Video Game Violence: From Teenage Mutant Ninja Turtles 1 to Mortal Kombat 2, Marsha Kinder Gender Differences in Children's Constructions of Video Games, Yasmin B. Kafai Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction Versus Observation, Sandra L. Clavert and Siu-Lan Tan PART II. COGNITIVE EFFECTS OF VIDEO GAMES Video Games as Cultural Artifacts, Patricia M. Greenfield Effect of Video Game Practice on Spatial Skills in Girls and Boys, Kaveri Subrahmanyam and Patricia M. Greenfield Effects of Video Game Playing on Measures of Spatial Performance: Gender Effects in Late Adolescence, Lynn Okagaki and Peter A. Frensch Cognitive Socialization by Computer Games in Two Cultures: Inductive Discovery or Mastery of an Iconic Code?, Patricia M. Greenfield, Luigia Camaioni, Paola Ercolani, Laura Weiss, Bennett A. Lauber, and Paola Perucchini Two-Dimensional Representation of Movement Through Three-Dimensional Space: The Role of Video Game Expertise, Patricia M. Greenfield, Craig Brannon, and David Lohr Action Video Games and Informal Education: Effects on Strategies for Dividing Visual Attention, Patricia M. Greenfield, Patricia deWinstanley, Heidi Kilpatrick, and Daniel Kaye Author Index Subject Index

95 citations

BookDOI
01 Sep 1998-Hispania
TL;DR: Refiguring Spain this paper is a collection of essays that explore the central role played by film, television, newspapers, and art museums in redefining Spain's national/cultural identity and its position in the world economy during the post-Franco era.
Abstract: In "Refiguring Spain", Marsha Kinder has gathered a collection of new essays that explore the central role played by film, television, newspapers, and art museums in redefining Spain's national/cultural identity and its position in the world economy during the post-Franco era. By emphasising issues of historical recuperation, gender and sexuality, and the marketing of Spain's peaceful political transformation, the contributors demonstrate that Spanish cinema and other forms of Spanish media culture created new national stereotypes and strengthened the nation's place in the global market and on the global stage. These essays consider a diverse array of texts, ranging from recent films by Almodvar, Saura, Erice, Mir, Bigas Luna, Gutirrez Aragn, and Eloy de la Iglesia to media coverage of the 1993 elections.Francoist cinema and other popular media are examined in light of strategies used to redefine Spain's cultural identity. The importance of the documentary, the appropriation of Hollywood film, and the significance of gender and sexuality in Spanish cinema are also discussed, as is the discourse of the Spanish media star - whether involving film celebrities like Rita Hayworth and Antonio Banderas or historical figures such as Cervantes. The volume concludes with an investigation of larger issues of government policy in relation to film and media, including a discussion of the financing of Spanish cinema and an exploration of the political dynamics of regional television and art museums.Drawing on a wide range of critical discourses, including feminist, postcolonial, and queer theory, political economy, cultural history, and museum studies, "Refiguring Spain" is the first comprehensive anthology on Spanish cinema in the English language. It will expand the possibilities of intellectual discourse on Spanish cultural production and will appeal to all students and scholars of world cinema. The contributors include: Peter Besas, Marvin D'Lugo, Selma Reuben Holo, Dona M. Kercher, Marsha Kinder, Jaume Mart'-Olivella, Richard Maxwell, Hilary L. Neroni, Paul Julian Smith, Roland B. Tolentino, Stephen Tropiano, Kathleen M.Vernon, and I-aki Zabaleta.

93 citations


Cited by
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Book
01 Jan 1999
TL;DR: New developments in the science of learning as mentioned in this paper overview mind and brain how experts differ from novices how children learn learning and transfer the learning environment curriculum, instruction and commnity effective teaching.
Abstract: New developments in the science of learning science of learning overview mind and brain how experts differ from novices how children learn learning and transfer the learning environment curriculum, instruction and commnity effective teaching - examples in history, mathematics and science teacher learning technology to support learning conclusions from new developments in the science of learning.

13,889 citations

Journal ArticleDOI
TL;DR: It is found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition.
Abstract: We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.

1,024 citations

Book
23 Mar 2003
TL;DR: This is a Second Edition of a book first co authored for 2003 that offers students conceptual frameworks for thinking through a range of key issues which have arisen over two decades of speculation on the cultural implications of new media.
Abstract: This is a Second Edition of a book first co authored for 2003. The book offers students conceptual frameworks for thinking through a range of key issues which have arisen over two decades of speculation on the cultural implications of new media .

833 citations

Journal ArticleDOI
TL;DR: In this study, gender differences in video game use are examined by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play.
Abstract: In this study, we examined gender differences in video game use by focusing on interpersonal needs for inclusion, affection, and control, as well as socially constructed perceptions of gendered game play. Results of a large-scale survey (n = 534) of young adults’ reasons for video game use, preferred game genres, and amount of game play are reported. Female respondents report less frequent play, less motivation to play in social situations, and less orientation to game genres featuring competition and three-dimensional rotation. Implications for game design are discussed.

743 citations

Journal ArticleDOI
01 Sep 2001-Antipode
TL;DR: The authors reframes the discussion on globalization through a materialist focus on social reproduction by looking at the material social practices through which people reproduce themselves on a daily and generational basis and through which the social relations and material bases of capitalism are renewed and the havoc wreaked on them by a putatively placeless capitalism.
Abstract: A vagabond, as is well known, moves from place to place without a fixed home. However, vagabondage insinuates a little dissolution—an unsettled, irresponsible, and disreputable life, which indeed can be said of the globalization of capitalist production. This paper reframes the discussion on globalization through a materialist focus on social reproduction. By looking at the material social practices through which people reproduce themselves on a daily and generational basis and through which the social relations and material bases of capitalism are renewed—and the havoc wreaked on them by a putatively placeless capitalism—we can better expose both the costs of globalization and the connections between vastly different sites of production. Focusing on social reproduction allows us to address questions of the making, maintenance, and exploitation of a fluidly differentiated labor force, the productions (and destructions) of nature, and the means to create alternative geographies of opposition to globalized capitalism. I will draw on examples from the “First” and “Third Worlds” to argue that any politics that effectively counters capitalism's global imperative must confront the shifts in social reproduction that have accompanied and enabled it. Looking at the political-economic, political-ecological, and cultural aspects of social reproduction, I argue that there has been a rescaling of childhood and suggest a practical response that focuses on specific geographies of social reproduction. Reconnecting these geographies with those of production, both translocally and across geographic scale, begins to redress the losses suffered in the realm of social reproduction as a result of globalized capitalist production. The paper develops the notion of “topography” as a means of examining the intersecting effects and material consequences of globalized capitalist production. “Topography” offers a political logic that both recognizes the materiality of cultural and social difference and can help mobilize transnational and internationalist solidarities to counter the imperatives of globalization.

692 citations