Quiz Show


Book Description

Despite its enduring popularity with both broadcasters and audiences, the quiz show has found itself marginalised in studies of popular television. This book offers a unique introduction to the study of the quiz show, while also revisiting, updating and expanding on existing quiz show scholarship. Ranging across programmes such as Double Your Money, The $64,000 Dollar Question, Twenty-One, The Price is Right, Who Wants to be a Millionaire and The Weakest Link to the controversial 'Quiz TV Call' phenomenon, the book explores programmes with a focus on question and answer. Topics covered include the relationship between quiz shows and television genre; the early broadcast history of the quiz show; questions of institutional regulation; quiz show aesthetics; the social significance of 'games'; 'ordinary' people as television performers, and questions of quiz show reception (from interactivity to on-line fandom). Key Features*Represents one of few book-length studies of the quiz show*Offers an accessible introduction to the genre for undergraduate students*Draws upon new archival research in order to contribute to knowledge about the early history of the quiz show*Demonstrates why the quiz show matters to Television Studies*Brings together key approaches in the field with new interventions and areas of study (such as the quiz show in the multi-platform age, and the study of 'ordinary' people as performers).




Quiz Show and Bullet Catch


Book Description

Quiz Show: Welcome to False!, the quiz show where there are no questions, only statements, where every statement is a lie, and where the prize is nothing less than the truth. Everyone's favourite quizmaster, Daniel Caplin, gives tonight's gifted contestants the chance to play for the ultimate prize - to discover what lies behind the Door of Truth. Newcomer Sandra has always been desperate to find out and she's more than a threat to our reigning champion. Tonight, there is even more to play for. Can the show survive what she discovers? Bullet Catch: The high-risk Bullet Catch has claimed many lives since its conception in 1613. Modern-day marvel William Wonder presents a theatre show with magic, mindreading, levitation and, if you dare stay, the most notorious stunt of them all. A unique theatrical experience exploring the world of magic, featuring mind-reading, levitation, and the most notorious finale in show business. One of Scotland's most exciting theatre-makers, Rob Drummond pushes the boundaries of popular culture in these two unique pieces of theatre.




Game Show Confidential


Book Description

Game and quiz shows first started appearing on radio broadcasts in the 1930s, led by the CBS network’s Professor Quiz, hosted by a man who was neither a professor nor even a college graduate, the first of several frauds that seemed to be endemic to the genre. Professor Quiz was followed by other such game shows as Uncle Jim’s Question Bee and Ask It Basket, which in turn spawned successful box games for at-home play. The show Truth or Consequences made the transition from radio to television in the late 1940s and was so popular that a town in New Mexico was named for the show. Television proved to be the perfect platform for game shows since they were very popular and cheap to produce. Even in reruns today, the older shows still draw huge audiences. This book describes the evolution of the game show, its larger-than-life producers and hosts, as well as the scandals that have rocked it from time to time, including bloopers from such “adult” oriented shows as The Dating Game, The Newlywed Game, and Hollywood Squares. This is an entertaining and lively look at an American phenomenon whose popularity doesn’t seem to be going away.




Encyclopedia of Television


Book Description

The Encyclopedia of Television, second edtion is the first major reference work to provide description, history, analysis, and information on more than 1100 subjects related to television in its international context. For a full list of entries, contributors, and more, visit the Encyclo pedia of Television, 2nd edition website.




Game Shows FAQ


Book Description

TV game shows are an American pastime, broadcast ratings champ, and cultural institution. Lavishly illustrated and filled with entertaining titbits, Game Shows FAQ presents an unprecedented look at how the game show genre has evolved in the past hundred years. From its earliest days as a promotional tool for newspapers, to the high-browed panel games on radio, to the scandalous years of the quiz shows, to the glitzy and raucous games of the 1970s, to the prime-time extravaganzas of the modern era – this book examines the most relevant game shows of every decade, exploring how the genre changed and the reasons behind its evolution. Packed with photos and mementos to give a feel of how game shows evolved over the years, the book includes interviews and insights from the shows' beloved hosts, including Wink Martindale and Marc Summers, executives Bob Boden and Jamie Klein, and producers Aaron Solomon and Mark Maxwell-Smith, among others. Game Shows FAQ offers a richly detailed lineage of this American television institution.




Daytime Television Game Shows and the Celebration of Merchandise


Book Description

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.




Programming for TV, Radio & The Internet


Book Description

Where do program ideas come from? How are concepts developed into saleable productions? Who do you talk to about getting a show produced? How do you schedule shows on the lineup? What do you do if a series is in trouble? The answers to these questions, and many more, can be found in this comprehensive, in-depth look at the roles and responsibilities of the electronic media programmer. Topics include: Network relationships with affiliates, the expanded market of syndication, sources of programming for stations and networks, research and its role in programming decisions, fundamental appeals to an audience and what qualities are tied to success, outside forces that influence programming, strategies for launching new programs or saving old ones. Includes real-life examples taken from the authors' experiences, and 250+ illustrations!




Television After TV


Book Description

DIVA critical reassessment of television and television studies in the age of new media./div




Game Preview


Book Description

A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.




Encyclopedia of Film Themes, Settings and Series


Book Description

The first editon was called "the most valuable film reference in several years" by Library Journal. The new edition published in hardcover in 2001 includes more than 670 entries. The current work is a paperback reprint of that edition. Each entry contains a mini-essay that defines the topic, followed by a chronological list of representative films. From the Abominable Snowman to Zorro, this encyclopedia provides film scholars and fans with an easy-to-use reference for researching film themes or tracking down obscure movies on subjects such as suspended animation, viral epidemics, robots, submarines, reincarnation, ventriloquists and the Olympics ("Excellent" said Cult Movies). The volume also contains an extensive list of film characters and series, including B-movie detectives, Western heroes, made-for-television film series, and foreign film heroes and villains.