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The 1950s television game show was a cultural touchstone, reflecting the zeitgeist of a flourishing modern nation. The author explores the iconography of the mid-20th century U.S. in the context of TV watching, game playing and prize winning. The scandals that marred the genre's reputation are revisited, highlighting American's propensity for both gullibility and winking cynicism.
From the late 1950s until the early 1970s, NBC's Concentration was one of American television's most popular programs. In his new book, producer Norm Blumenthal takes viewers and readers backstage for an exciting look at an era when daytime television was dominated by prizes, contestants, models, quick wits, clever turns of phrase, and the authentic excitement associated with playing alongside celebrities, solving the puzzle, winning the money, and simply appearing on television with tens of millions of people watching every moment.
Insights into the nature of the consumer society and its ethos of consumption can often emerge from interpreting even the most lowly specimens of popular culture. In this spirit, a neglected genre that promises to shed light on the culture of consumption appears in the form of the daytime television game shows whose hegemonic message seems to convey and to justify a widespread obeisance to the mandate of materialism. These game shows often present a text that demands a readerly, monosemic, dominant interpretation as an unabashed celebration of merchandise. In particular, a close analysis of the longest running game show - The Price Is Right - suggests that all facets of this program combine to reinforce its central meaning as a ritualistic validation of consumption-oriented greed. An alternative resistant reading is explored but rejected - in part because it rests on an assumption that violates the empirical data and in part because it provides a more convincing analysis of a program like Supermarket Sweep. In short, the present study concludes that TV game shows in general, and The Price Is Right in particular, reflect and reinforce the obsession that many modern consumers feel with merchandise valued almost for its own sake, beyond any need or even capacity to use it, as a kind of disembodied target of misdirected desire.
From The $64,000 Question and Twenty-One to Jeopardy and Who Wants to Be a Millionaire, quiz shows have permeated American culture ever since their beginnings in early radio. In Rules of the Game, Olaf Hoerschelmann critically examines the quiz show genre in American culture, drawing on a large body of radio and television programs and on archival materials relating to the broadcast industry, program sponsors, advertising agencies, and individual producers. Hoerschelmann relates quiz shows to the larger social and industrial structures from which they originate and examines the connection of quiz shows to the production of knowledge in American society. He also provides a rethinking of media genre theory, offering a detailed analysis of the text-audience relationships on quiz shows and their significance for the practice of broadcasting.
This unique work profiles the private lives and careers of 32 American game show hosts, including the originals (e.g., Bill Cullen, Peter Marshall), the classics (e.g., Bob Barker), and the contemporaries (e.g., Regis Philbin). Organized by host, each chapter includes birth and family information and a complete career history. The most significant developments of each host's early life and career are highlighted--complete with successes, failures, and scandals. Many of the biographies are accompanied by interviews with the host or his family and friends.
This three-volume set is a valuable resource for researching the history of American television. An encyclopedic range of information documents how television forever changed the face of media and continues to be a powerful influence on society. What are the reasons behind enduring popularity of television genres such as police crime dramas, soap operas, sitcoms, and "reality TV"? What impact has television had on the culture and morality of American life? Does television largely emulate and reflect real life and society, or vice versa? How does television's influence differ from that of other media such as newspapers and magazines, radio, movies, and the Internet? These are just a few of the questions explored in the three-volume encyclopedia TV in the USA: A History of Icons, Idols, and Ideas. This expansive set covers television from 1950 to the present day, addressing shows of all genres, well-known programs and short-lived series alike, broadcast on the traditional and cable networks. All three volumes lead off with a keynote essay regarding the technical and historical features of the decade(s) covered. Each entry on a specific show investigates the narrative, themes, and history of the program; provides comprehensive information about when the show started and ended, and why; and identifies the star players, directors, producers, and other key members of the crew of each television production. The set also features essays that explore how a particular program or type of show has influenced or reflected American society, and it includes numerous sidebars packed with interesting data, related information, and additional insights into the subject matter.
Insights into the nature of the consumer society and its ethos of consumption can often emerge from interpreting even the most lowly specimens of popular culture. In this spirit, a neglected genre that promises to shed light on the culture of consumption appears in the form of the daytime television game shows whose hegemonic message seems to convey and to justify a widespread obeisance to the mandate of materialism. These game shows often present a text that demands a readerly, monosemic, dominant interpretation as an unabashed celebration of merchandise. In particular, a close analysis of the longest running game show - The Price Is Right - suggests that all facets of this program combine to reinforce its central meaning as a ritualistic validation of consumption-oriented greed. An alternative resistant reading is explored but rejected - in part because it rests on an assumption that violates the empirical data and in part because it provides a more convincing analysis of a program like Supermarket Sweep. In short, the present study concludes that TV game shows in general, and The Price Is Right in particular, reflect and reinforce the obsession that many modern consumers feel with merchandise valued almost for its own sake, beyond any need or even capacity to use it, as a kind of disembodied target of misdirected desire.
An entertaining trip through pop culture, for the "old fogeys" and "kids these days" Today's teens and twentysomethings have never seen a real airplane ticket. To them, point-and-shoot cameras are so last millennium and "Star Wars" is a movie, not a defense strategy. The world views of today's young and old have never been more different. In this entertaining romp through American culture, the creators of the Beloit College Mindset List explore 75 icons once-famous and now forgotten-from Abbott and Costello to the singing telegram. Packed with entertaining facts, trivia, and photos, this is the perfect gift for college students, their oh-so-outdated parents, and pop culture mavens nostalgic for days gone by.
Since the early days of television, well before most households had a set, the Academy of Television Arts and Sciences has been handing out honors for the industry's best efforts. Now fans can read about their favorites--and perhaps rediscover some forgotten pleasures--in this reference to prime time and nighttime Emmy winners. Beginning with the heated charade contest known as Pantomime Quiz, which won Most Popular Program of 1948 in the first Emmy Awards ceremony (held in 1949), each of more than 100 winning shows gets star treatment with an entry that includes the year of award or awards, air times, hosts, guests, casts and a full discussion of the show's history and run. Many of the entries include original interviews with cast or crew members. With such rich information, each show's entry constitutes a chapter in the history of television through the story of the show and the people who made it happen. The best of variety, drama, game shows, comedies, adventures and many more categories are featured. An appendix offers interesting facts and figures and ranks shows according to such statistics as longest run, longest delay from debut to win, and most Emmys won.