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The Network Era 1950-1970
•The Big 3 dominated programming; viewers had very little
contro
The Multi-channel Era 1980-2000
Cable technology provides an influx of channels that challenge
The Big 3’s power; viewers gaining more control
The Post-Network Era 2000s today
•The Big 3 no longer rule the game; viewers are in total control
between the crazy number of channels available and
streaming/on demand services
Televisuality = a style and knowing exhibitionism that
wanted to attract audiences
and breakthrough increasing competition clutter by distinguishing programming and
network brand identity
Starting in the 1980s, American mass-market television
underwent
a HUGE change
Moved from a form of word-based to
a visually-based aesthetic based on an extreme self-consciousness of style
Televisuality was not solely caused
by developments in technology
Televisuality emerges from changes in
the industry’s mode of production, in programming practice, in the audience and its expectations, and in an economic crisis in network TV
Some tech that allowed this change in sports:
switchers, nonlinear editing tools, and the Stedicam & Skycam
TV became popular by
embracing cinematic and
videographic aesthetics
Videographic
marked by
acute hyperactivity and an
obsession with effects
Cinematic –
high production value, feature-style cinematography
Formal elements:
narrative, cinematography, sound, mis-en-scene, editing
Sports TV is entering its
“AI” era which allows to interact with social media, purchase
merchandise, and make in-game wagers
This further commodifies
the laborers, the players
Prosumers =
fans/viewers who produce and consume content
Fan labor is often exploited
Increasingly there is a videogamegraphic
"embodiment" that has deeply influenced
television sports aesthetics, "the Madden effect
Sportsvision Developed in 1998
Liked by announcers, fans, and newcomers
SportVision was aquired by SportsMEDIA
Technology (SMT) in 2016 and
is also responsible for the swimming world record line
and the virtual insertion of lane flags
Digital advertising insertion technology allows
for virtual signage in MLB and NHL coverage
TopGolf =
the gamification of golf outside sports TV
and outside the overwhelmingly white and
unwelcoming tradition
PGA coverage now includes
4D replay and drone footage
Toptracer - Digital video overlay graphics that track the flight of
a golf ball
with a visible line complete with arcing
trajectory, speed, apex, curve and carry tracing
The Fox Trax
Introduced in 1996, the “glow puck” was a failure with players and fans
Huge technological success:
speed tracking, data gathering, image
technology
Revealed the limits of
“putting the show business” in sports
showcase producers –
function as a promotional marquee for programming seasons, they are producer/creators who are also TV insiders
Auteur-Imports –
Imports from Hollywood who garner more press and worse ratings, in theory worth the financial risk
Mainstream conversions –
producers whose style changed
with the times (e.g., Aaron
Spelling from Love Boat to
Dynasty)
TV was no longer anonymous in
the 1980s; producers and
directors were known and being
named alongside actors
–televisual authorship
Some TV genres favored
televisual performance and some did not
Genres that did not favor stylistic excess:
daytime talk shows, soap operas, video-oriented
sitcoms, non-primetime public affairs shows, some public access cable shows
Genres that did favor excess:
miniseries, primetime soap operas, hour-long dramas, children’s TV, feature films on pay-cable, commercials, network TV sports, cable news, music television, magazine shows, most reality programming, home shopping networks
Gaze =
the look of the viewer upon the onscreen action, the look of the
camera(s) photographing that action, and the look of the participants in the
onscreen action toward one another
Margaret Morse (1983) theorizes that because men aren’t allowed to look at
other men erotically in everyday life,
the scientific discourse around the male
body in sport is the only way men can objectify other men
Slow motion and instant replays rescues it from
pure display of the male body and instead justifies it with scientific investigation
This understanding doesn’t mess with the patriarchy—
the football players don’t lose power as their bodies are always in active, goal-oriented
movement and allied with social power beyond the field of play
When we use the technologies of sport to objectify athletes, we ally them with
the mechanical and therefore “controllable” and interchangeable—as bodies that can be “managed”, “owned”, and traded