Note: Page numbers in italics indicate photographs and illustrations.
aboriginal cultures, 42–43
accessibility ethic, 94
Acland, Charles, 153
activism: anti-copyright activism, 147; commodification of, 112; and “end of geoblocking” discourse, 157; and ethical issues of lockout circumvention, 155–57; free speech activism, 66; and net neutrality, 147; open internet activism, 92; and region-free media, 21, 120; and resistance to DVD region codes, 44
The Act of Killing (film), 140
Adelman, Dan, 47
advertising, 101
affordances of digital media, 6, 24, 121, 124
Afghanistan, 27
Africa: African diaspora communities, 134; and digital music streaming, 96; and region code system described, 27; and representation issues of coding regions, 38, 40; sub-Saharan Africa, 13, 39, 41. See also specific countries
algorithms, 20, 80, 103, 106, 108, 115, 154
allocation of resources, 7
Alvarez León, Luis Felipe, 150
Amazon, 129
Amazon Music, 100
Amazon Prime Video, 93
American Midwest, 15
analog televisions, 52
ancillary industries, 63
Anderson, Chris, 130
anime collectors, 136
anti-establishment sentiment, 66, 124–25
antitrust efforts, 91
Appadurai, Arjun, 131
Arab Gamer (Rashed Mokdad), 69–71, 71
Arendt, Hannah, 155–56
Arrested Development (series), 83
Arrow Video, 145
ASCAP, 103
Ashraf, Cameran, 150
Asia: Asian diaspora communities, 131; and compatibility issues in game systems, 58; and digital music streaming, 102, 107. See also specific countries
Aslinger, Ben, 49
Atlus, 57
audio quality, 30
audiovisual quality, 30, 42–46
Audio Week, 132
Australia: and compatibility issues in game systems, 58; and digital music streaming, 103; and gender issues of media consumption, 146; geocultural capital and geoblocking in, 80–83; and global hierarchies in gaming culture, 69; and growth of video-on-demand, 79; history of geoblocking in, 19; and region code system described, 27, 29; and Region Four case study, 42–46; and region-free DVD, 131; and representation issues of coding regions, 38, 40
The Australian, 138
Australian Competition and Consumer Commission (ACCC), 43–44
Australian House of Representatives, 82
auteurism, 138, 141, 145, 180n59
authentication technology, 59
Azerbaijan, 73
Balkans, 27
Bangladesh, 27
BBC iPlayer conflict, 84–91; and “end of geoblocking” discourse, 155; and gender issues of media consumption, 147–48; and geoblocking in Oceania, 81; and nationalist sentiment, 76–77; and proliferation of video-on-demand, 72; and region-free media cultures, 125
Beaty, Bart, 131
Becker, Christine, 147–48, 155
“A Beginner’s Guide to Importing Games,” 70
Bermuda, 27
Bhaduri, Saugata, 63
Bhutan, 27
Bielby, Denis D., 10
BJ the Chicago Kid, 112
Blockbuster Video, 33
blocking software, 78
The Blue Angel (film), 121
Blue Is the Warmest Colour (film), 140
Blu-ray technology: and background of DVD region codes, 34; and circumvention in gaming culture, 72; and gender issues of media consumption, 144–45; and proliferation of video-on-demand, 76; and region code system described, 25; and region-free cinephilia, 139; and region-free DVD, 128
BMI, 103
boom boxes, 114
bootleg media: and CD technology, 100; and diaspora communities, 131; and “end of geoblocking” discourse, 155; and region-free DVD, 126–27, 133–34, 136; and region-free media, 122
borders and boundaries: borderless ethic, 137, 148; borderless retail, 129; “boundary work,” 26; and digital music streaming, 107–15; and global village ideal, 74, 139
branding: and digital music streaming, 108–9, 109; and “end of geoblocking” discourse, 157; and region-free media, 125–26; Spotify’s image on global interconnection, 107–10, 109, 112, 114–15, 126
Brazil, 58
Brexit, 91
British soap operas, 148
broadcast radio, 103
Brown, Gordon, 23–24
Bulgaria, 27
Burkart, Patrick, 104, 105–6, 117
burning digital media, 130
Bypass Network Services, 81
Californian Ideology, 139
CallPlus, 81
Canada: and compatibility issues in game systems, 58; and growth of video-on-demand, 80; and region code system described, 27, 30; and representation issues of coding regions, 40; and Trump administration travel ban, 110
capitalism, 7, 68, 105, 150–52, 157
Caramanica, Jon, 149
Carless, Simon, 59, 63, 65, 67
car stereos, 114
cartel price fixing, 102
cartography, 38
cartridge-based media: and DRM debates, 62; and growth of video-on-demand, 76, 79; introduction of region chips, 18; and regional lockout in video gaming, 48, 52–56, 62–63; and region-free DVD, 128, 130; and region-free media cultures, 123
cassette tape, 97
CD manufacturing, 99
CD-ROM technology, 55
“celestial jukebox” discourse, 20, 104, 151
cellular phones, 78. See also iPhones
censorship, 77
Central America, 27
Champion, Nick, 82
Change.org, 61
“cheats,” 65. See also hacking and hacker culture; modding
Checking Integrated Circuit (CIC) lockout chip, 52–53
Chile, 58
China: and background of DVD region codes, 33; and heterogeneity of geoblocking, 152; and “mythology of global media,” 74–75; and piracy of media, 40; and region code system described, 27; and representation issues of coding regions, 38, 40
Choice, 82–83
Christophers, Brett, 128
Cinema Scope, 138
cinephilia: cinephile DVD collectors, 20; gender issues of, 142–48; and Hong Kong markets, 180n59; and region code system described, 29; and region-free DVD, 120–21, 126, 130, 137–43
Circuit City, 129
“circuit of culture” model, 10–11
circumvention of regional lockout: and console games, 68–72; cultural politics of, 20–21; and digital music streaming, 117–18; and DVD technology, 20–21; and educational use of media, 154–55; and “end of geoblocking” discourse, 156–57; and ethical issues of media consumption, 156; and gaming culture, 62–67; and gender issues of media consumption, 147–48; and region code system described, 26; and region-free media, 120–24; and understanding regional lockout, 4. See also hacking and hacker culture; modding
class divisions, 2, 13–14, 25, 81–82
Clifford, James, 135
cloud-based platforms, 20
code hacking, 62
coding regions, 36–41
Cold War, 38
color television standards, 52–53, 57
Columbia Pictures, 31
comment sections, 16–17
commodification of media, 143
Commodore 64, 47–48
compact discs (CDs), 20, 55, 97, 99–100, 171n9. See also Multimedia CD (MMCD); Video CD (VCD)
Compaq, 31–32
compatibility, 55–59
competing regional lockout systems, 31
competition, 14
Comprehensive and Progressive Agreement for Trans-Pacific Partnership (CPTPP), 44
Connell, John, 105
Consalvo, Mia, 19, 48, 51, 63–65
console games. See games and gaming culture
consumer choice and advocacy, 43, 66, 129, 147, 150
consumer economics, 89
Consumer Electronics, 39
consumer electronics manufacturers, 17
Consumer Electronics Show (CES), 73–75, 75
content acquisition, 107
content libraries, 74
“content not available” messages, 1–2, 3, 5, 7, 96, 112, 124
content restrictions and discrimination, 51, 101–2. See also pricing practices
Content Scrambling System (CSS), 27, 44, 122, 156–57
content variations, 30
control methods, 55–59
converting digital media, 130
copyright laws, 35, 43–44, 92–93, 122, 154–55
Copyright Office, 154–55
corporate power and influence, 23
cosmopolitanism: and cinephilia, 137–42; and DSM proposals, 94; and “end of geoblocking” discourse, 148, 152–53, 155, 157; and gender issues of media consumption, 143, 181n71; globalism contrasted with, 165n30; and Orientalism, 181n70; and promotion of streaming music, 20; and region-free media, 21, 121–22, 125–26, 137–42; and Spotify’s branding, 95, 97, 108–9, 109, 110, 112–15
counterfeit games, 53
credit card-based controls, 77
Crimea, 74
Criterion Collection, 139
critical discourse analysis, 16
Crouching Tiger, Hidden Dragon (film), 127
Cuba, 152
culture and cultural capital: and console gaming, 47–48; cultural analysis, 24; cultural communities, 132; cultural differences, 5–11; cultural discrimination, 16, 42–46; cultural distribution, 16; cultural diversity and pluralism, 93–94, 153, 156; cultural divisions, 4; cultural effects, 26; cultural history, 24; cultural imperialism, 7–8; cultural implications of global entertainment, 24; cultural politics, 21; cultural representation, 42–43; cultural resources, 21, 89–90, 150; cultural status, 11; cultural studies, 9–11; cultural tourism, 121; definition of cultural capital, 165n25; and digital music streaming, 116–17; and gender issues of media consumption, 146–47; geographic adaptations of concept, 165n30; and international relations, 165n28; and region-free media, 123–26, 136–37; and representation issues of coding regions, 36–41; and scope/purpose of study, 12–15. See also geocultural capital
Cunningham, Stuart, 130–31
Curtin, Michael, 15
cyberbride industry, 143
Dargis, Manohla, 138
The Dark Knight (film), 145
Das, Ranjana, 6
data tracking, 96
DeCSS decryption code, 156–57
Deep Discount DVD, 129
democracy and democratic values: and growth of video-on-demand, 79; and “mythology of global media,” 75; and region-free DVD, 128, 138, 141; and video-on-demand, 8
Demonios, Santos, 119–20
Desiigner, 111
desktop emulators, 62
detection software, 6
deterritorialization, 54, 63, 68, 104, 136
diasporic communities: and cinephilia, 120; diasporic “public sphericules,” 130–31, 135; diasporic video retailers, 17, 20–21, 42–43, 120, 133–36; and gender issues of media consumption, 143; and region-free cinephilia, 140; and region-free DVD, 130–37
digital commons ideal, 151
digital delivery technologies, 5
digital download stores, 20, 62
digital geolocative technologies, 78
Digital Millennium Copyright Act (DMCA), 35, 44, 64, 122
digital music streaming: and geocultural capital, 115–18; and geographic control of distribution, 98–103; impact of Spotify, 104–7, 107–15; platforms, 19–20
digital rights management (DRM): and compatibility issues, 55–56, 58–59; and digital music streaming, 100–101; and “end of geoblocking” discourse, 154; and internet-based geoblocking, 76; and logic of regional lockout, 5–11; and regional lockout in video gaming, 50, 52, 55–56, 58–63; and region-free DVD, 138; and region-free media, 122; and understanding regional lockout, 3, 4
Digital Single Market (DSM), 2, 11, 90–94, 150
digitization of media, 24
Discman, 114
discrimination: and effects of regional lockout systems, 9; and geocultural capital, 11, 16; geographic, 28; and growth of video-on-demand, 79–80; and Region Four DVD market, 42–46; and scope/purpose of study, 16; and understanding regional lockout, 4–5
distribution of digital media: and console gaming, 49–52; distribution models, 75, 98–99, 101; distribution windows, 4, 17, 28–29, 39, 44, 50, 78, 97, 99, 126, 151; independent distributors and retailers, 30, 140; and regional lockout in gaming, 55–56, 58–59; and scope/purpose of study, 5–6; translocal distribution, 135; and understanding regional lockout, 4. See also release schedules for digital media
diversity issues, 92–94, 108–9
DJs, 111
Doctor Who (BBC series), 87
Douglas, Susan, 115
Dreamcast, 56
DSi console, 51
Dunt, Emily, 45
DVD Consortium, 32
DVD Copy Control Association (DVD CCA), 27, 78
DVD region codes: and awareness of regional lockout, 17–18; CD technology compared with, 99; and collectors of digital media, 20; and diasporic communities, 130–37; and gender issues of media consumption, 142–48; geoblocking compared to, 78; and global hierarchies in gaming culture, 71–72; history of, 30–36; and logic of digital rights management, 6, 8–10; music streaming contrasted with, 97; Region Four case study, 42–46; representation issues of, 36–41; and scope/purpose of study, 10; system described, 27–30; and understanding regional lockout, 3
DVD technology: and compatibility issues in game systems, 55–56; DVD-ROM drives, 32, 56; obsolescence of, 25; and player instruction manuals, 37; and trend toward video-on-demand, 76. See also DVD region codes
DVD Utilities Resource Center, 128
Dwyer, Tessa, 124
Dyer-Witheford, Nick, 18–19, 54, 64–68
easily copied digital content, 17
East Asia, 27. See also specific countries
EastEnders (television series), 148
Eastern Europe, 39
Ecke, Peter, 153
economic markets, 39. See also free-market ideology
economic theory, 7
educational use of media, 154–55, 157
electronic sell-through platforms, 76
“Elevate” ad, 95
Elsaesser, Thomas, 137
encoding/decoding model, 6
end of geoblocking discourse, 149–57
The End of the Affair (film), 153
ethical issues of media consumption, 156
ethnic communities, 131, 135–36, 140
ethnocentrism, 146
Eureka Entertainment, 121–22
Europe: and compatibility issues in game systems, 58; and Digital Single Market proposal, 90–94; and DRM debates in console gaming, 59; and global hierarchies in gaming culture, 70; and inequalities in geocultural capital, 116; and online music availability, 96; and region code system described, 27; and Region Four DVD market, 42; and region-free DVD, 127; and representation issues of coding regions, 38; and video-on-demand, 77
European Commission, 1–2, 3, 90–91
European Consumer Organization (BEUC), 1
European DVD Lab, 30
European Union (EU), 19, 90–94
Exertis Gem, 50
experiential mobility, 96
Facebook, 83
Facets Multimedia, 141
fair use guidelines, 154
“felt internationalism,” 153
Film Comment, 140
FilmStruck, 139
filtering software, 6
firmware updates, 60
Fiske, John, 124
FLAC format, 100
forums, 144
Foucauldian analysis, 9
frame rates, 57–58
free information ethic, 156
freeloading, 88
free-market ideology, 82, 92, 139, 151
free speech, 66
French New Wave, 140
friction in cultural interaction, 8
The Future of Music (Kusek and Leonhard), 104
Gamasutra, 47
Game Developer’s Conference, 56
games and gaming culture: and controlling compatibility, 55–59; and DRM debates in console gaming, 62; and DRM measures, 59–62; and “end of geoblocking” discourse, 152; and evolution of distribution channels, 49–52; game development, 58; gaming capital, 19, 48, 63, 66–67, 69; and gender issues of media consumption, 146; geoblocking of online content, 18–19; and global hierarchies in gaming culture, 69; lockout circumvention and access issues, 68–72; and origin of regional lockout, 52–55; produced by regional lockout, 46, 48; and region code system described, 25; selling gamer culture through circumvention, 62–67; and video game region codes, 18. See also specific gaming systems
Games X, 63
Gaming Hacks (Carless), 59, 63, 65, 67
Gans, Joshua S., 45
gatekeeping, 94
Geekzone, 144
gender issues and identity: and cinephilia, 142–48; and digital music streaming, 113; and “end of geoblocking” discourse, 152; and gaming culture, 66–67; and region-free DVD, 21, 142–48; and representation issues of coding regions, 37
Genesis, 70
genres of music, 97
Geoblocking and Global Video Culture (Lobato and Meese), 151–52
geocultural capital: and BBC iPlayer, 84–85, 88, 90; and console gaming, 48, 68–71, 171n9; and digital music streaming, 115–18; and “end of geoblocking” discourse, 150; and gender issues of media consumption, 143; and geoblocking in Oceania, 80–84; and geocultural differences, 26–27, 150; and impact of DVD region codes, 42–43, 45; inspiration for concept, 165n26; and international relations, 165n28; and region code system described, 24–25, 29; and region-free DVD, 127, 136, 140; and representation issues of coding regions, 38–41; and stake of regional lockout, 19; theory and description of, 11–16; and video on demand, 76–77
geography of digital media markets, 4, 10, 17, 28, 42–46, 114, 150. See also distribution of digital media; geocultural capital
Gibson, Chris, 105
Gillespie, Marie, 152
Gillespie, Tarleton, 6
global culture: and cinephilia, 137; and digital music streaming, 95; and “end of geoblocking” discourse, 152; global citizenship, 156–57; global entertainment, 25, 30–31; global governance, 34; and representation issues of coding regions, 41; and social hierarchies, 68–72; and video on demand, 73, 74. See also globalization of media; international environment of digital media
“Global Discoveries on DVD” (column), 138
globalization of media: and development of DVD region code system, 31; and regional lockout in video gaming, 54–55; and region code system described, 24; and Region Four DVD market, 45; and region-free DVD, 126, 136
Global Mode, 81
Global North, 120
Global Positioning System (GPS), 78
Global South: and circumvention in gaming culture, 62, 68; and DRM debates in console gaming, 59; and global hierarchies in gaming culture, 69; and heterogeneity of geoblocking, 152; and region-free media, 119–20, 132; and representation issues of coding regions, 41
global sporting events, 87
global travel, 114
Godard, Jean-Luc, 140
Goldstein, Paul, 104
Google, 92
Govil, Nitin, 86
GR1 and GR2 coding systems, 58
Gray, Ann, 144
gray markets, 26
Guattari, Félix, 54
hacking and hacker culture: and background of DVD region codes, 35; and circumvention in gaming culture, 18, 62, 65–67; and console gaming industry, 46, 61; and “end of geoblocking” discourse, 156; “hacker ethic,” 156; and public opinion on regional lockout, 16–17; regional differences vs. regional lockout, 58–59; and Region Four DVD market, 44; and region-free cinephilia, 141; and region-free media, 123, 124, 127–28, 129
Hall, Tony, 89
handheld game systems, 47
hardcore gamer identity, 18–19, 48–49, 62, 65–67
hardware hacking, 62
Harrington, C. Lee, 10
Harrison, Phil, 56
Hawkins, Joan, 140–41
HDTV, 57–58
Hewlett-Packard, 31–32
Hide My Ass!, 125
hierarchical social structure, 37, 58, 68–72. See also class divisions
High Court of Australia, 44
high-speed internet, 61
Hilmes, Michele, 104–5
Hirano, Chalinee, 131–32
Hitachi, 31
Hoberman, J., 138
Hollywood: and background of DVD region codes, 33–34; and competing regional lockout systems, 31; and development of DVD region code system, 30–31; development of overseas home video market, 28; and Digital Single Market proposal, 91; global dominance of, 43; hierarchies of values, 10; Hollywood-indie studios, 92; and region code system described, 24; and Region Four DVD market, 42; and region-free cinephilia, 140–42, 142; and region-free DVD, 126–27, 129–30; and representation issues of coding regions, 38–41
Hollywood Digital Video Disc Advisory Group, 31
Hollywood Reporter, 92
“Home Taping Is Killing Music” (campaign), 125
Hooper, Tobe, 145
Hosokawa, Shuhei, 114
House of Cards, 145–46
Hovet, Ted, 154
“How to Bypass Geo-Blocking in Australia,” 145
Hu, Brian, 124
The Hunger Games (film), 92
IBM, 31–32
IGN, 69
I Luv Video, 140
imaginative geography, 38
imported media, 126
imported products, 40
“I’m with the Banned” campaign, 110–12
independent distributors and retailers, 30, 140
independent film, 92, 120, 141
independent game developers, 50–51
independent record labels, 100–101
India-American diaspora, 131, 133–36
indie development initiatives, 47
informal economies, 18, 26, 62–64
informal media networks, 100, 119–20
Inside Multimedia, 38–39
intellectual property (IP) laws and protections: and background of DVD region codes, 32; and end of geoblocking discourse, 151; and monetization of online media, 99; and Region Four DVD market, 43, 45–46; and region-free cinephilia, 141
international environment of digital media: and cultural globalization pressures, 45; international standards, 35, 99; international tensions over media, 44–45; treaties and trade agreements, 35, 45–46. See also global culture
International Federation of the Phonographic Industry, 97
International Standard Recording Code, 99
internet: and censorship, 77; and DRM debates in console gaming, 60; and end of geoblocking discourse, 149–51, 156–57; and globalization of media, 79; internet-based geoblocking, 76; internet-connected computers, 78; Internet Protocol (IP) addresses, 3, 6, 77–78, 81, 106; internet radio, 103; internet TV, 73; openness ethic of, 89, 92, 105–6
Ip, Barry, 51
iPlayer, 19
isolating effect of mobile media, 115
Iwabuchi, Koichi, 70
Jacobs, Gabrielle, 51
Jamaican dancehall music, 112–13
Japan: and compatibility issues, 57; and console gaming industry, 46, 59; and global hierarchies in gaming culture, 70; and regional lockout in video gaming, 47–48, 50; and region code system described, 27; and representation issues of coding regions, 38, 40
Japanese-American diaspora, 136
Japan-West geographic dynamic, 48
Jarmusch, Jim, 141
Johnny Guitar (film), 141
Johnson, Victoria, 14
Juncker, Jean-Claude, 1
JVC, 31
Kasra V, 111–12
Kayahara, Matthew, 153
Kehr, Dave, 138
Kernfeld, Barry, 100
Kilker, Julian, 34
King, Stephen P., 45
Kolar-Panov, Dona, 131
Korean retailers, 133
Krygier, John, 38
Kusek, David, 104
language differences and barriers: and digital music streaming, 112–13; and educational use of media, 153–55; and region-free DVD, 126–27; and representation issues of coding regions, 40; and scope/purpose of study, 11
Latin America: and circumvention in gaming culture, 68, 71; and digital music streaming, 102–3; and global hierarchies in gaming culture, 69; and online music availability, 96; and region-free DVD, 127; and representation issues of coding regions, 38–41. See also specific countries
Lee, Ang, 126
legal controls, 64
Leight, Elias, 112
Leonhard, Gerd, 104
Le Petit Sénégal neighborhood, 134–36
Lessig, Lawrence, 6
Levine, Elana, 146
Levy, Steven, 156
Lewis, Glen, 131–32
librarians, 154
Library of Congress, 154
Libya, 110
Lieberfarb, Warren, 129
Lifehacker, 87–88
Lionsgate, 92
livestreaming, 85
Livingstone, Sonia, 6
Lobato, Ramon, 26, 73–75, 81, 125, 151–52
local distribution, 135
local media industries, 45
Lotz, Amanda, 86
Luminous Film and Videoworks, 141
Macau, 27
Malaysia, 152
man-cave trope, 144–46, 181n77
manufacturers of digital media, 31
market segmentation, 2, 5–7, 26
Marxist theory, 7
masculine identity, 21, 143–47
mass culture, 141
Masters of Cinema, 121–22
Matsushita, 31
MCA/Universal, 31
McCourt, Tom, 104–6
McDonald, Kyle, 109
McLuhan, Marshall, 74
Media and Morality (Silverstone), 155–56
media capital, 15
media education, 153–55
media literacy, 149–57
mediapolis, 155–56
meta-control, 34
Microsoft: and circumvention strategies in gaming culture, 64; and competing regional lockout systems, 32; and cultural history of regional lockout, 49; and DRM debates in console gaming, 59–60; and regional lockout in video gaming, 51–52. See also Xbox game consoles
Middle East: and global hierarchies in gaming culture, 68–69, 71; and online music availability, 96; and region code system described, 27; and region-free DVD, 127; and representation issues of coding regions, 39, 41
Miiverse, 60
Mitsubishi, 31
Modchip Central, 63
modding: and circumvention in gaming culture, 63–64; and circumvention strategies in gaming culture, 67; and console gaming industry, 46; modchips, 63; and Region Four gaming market, 43–44
Moh Flow, 111–12
Mokdad, Rashed (“Arab Gamer”), 69–71, 71
monetization of online media, 98–99
Mōri, Yoshitaka, 147
Morley, David, 67, 75, 93, 125, 152
Motherboard, 119
Motion Picture Association of America (MPAA), 142
MPEG Audio Layer III (MP3), 10, 99, 105, 114
MTV, 111–12
Multimedia CD (MMCD), 31–32
multinational corporations, 2, 23, 31, 77, 98, 169n52
Murdoch, Rupert, 88
“Musical Map: Cities of the World,” 108, 109, 113
musica mobilis, 114
“Music for Everyone” campaign, 95–96, 110
Music Genome Project, 103
mythologies of digital media, 20, 64, 75, 104–5
“The Myths of Modding,” 64
nationalism and national identity: and BBC iPlayer, 84–90; definition of cultural capital, 157; and Digital Single Market proposal, 94; and discrimination, 11; and geoblocking in Oceania, 82; national laws governing media, 35; and video-on-demand, 76–77
Negus, Keith, 97
NeoGaf, 60–61
Nepal, 27
Netflix: and anti-geoblocking rhetoric, 12, 13; and DSM proposals, 93; and “end of geoblocking” discourse, 151; and gender issues of media consumption, 145, 147; and geoblocking in Oceania, 81, 82–83; and geocultural capital, 16; and growth of video-on-demand, 80; and Hastings keynote address, 73–75, 75; and “portals” concept, 87; and region-free media cultures, 125
Neustar, 78
Newman, Michael, 146
New York City, 135–36
New York Times, 107, 116–17, 138
New York Times Popcast, 149
New Zealand: and compatibility issues in game systems, 58; and digital music streaming, 103; and geoblocking in Oceania, 81; history of geoblocking in, 19; and region code system described, 27, 29; and Region Four case study, 42–46
New Zealand Herald, 43
Nicheflix, 141
Nielsen ratings, 107
Nigeria, 73
Nintendo: and compatibility controls, 55–57, 59; and cultural history of regional lockout, 49; and DRM debates in console gaming, 59–61; EShop, 61; Famicom system, 18, 48, 53, 62; NintendoAmerica, 47; Nintendo UK, 51; and regional lockout in video gaming, 51–54; Super Famicom system, 53; and support for region-free gaming, 47; Wii U system, 60. See also Nintendo Entertainment System (NES); Super Nintendo Entertainment System (SNES)
Nintendo Entertainment System (NES): and background of regional incompatibility, 47–48; and circumvention in gaming culture, 62–63, 65; and compatibility issues in game systems, 55; and global hierarchies in gaming culture, 70; and origins of regional lockout, 52–54; and region code system described, 25
Nolan, Christopher, 145
nomadic communities, 67, 68, 114
“Nordic cool,” 115
North America: and compatibility issues in game systems, 58; dominance of global media, 43; and online music availability, 96; and regional lockout in video gaming, 48, 50; and region-free cinephilia, 139
Norway, 102
“Notes from Region 2” (Stone), 93
NTSC standard, 52–54, 57–58, 133
Obama, Barack, 23–24
objective elements of media, 10
obsolescence of digital technologies, 25
Oceania, 45, 80–84, 96. See also Australia; New Zealand
Olympic Games, 87
on-demand platforms, 72
Ong, Aihwa, 14
ontology work, 36–37
overseas home video market, 28
Pacific islands, 27
Pakistan, 27
PAL standard, 52, 54, 57–58, 133–34
Pandora, 101
Pan European Game Information rating system, 51
pan-European identity, 93–94
parallel imports: and background of DVD region codes, 33; and CD technology, 99; and regional lockout in video gaming, 51; and region code system described, 17, 28; and region-free DVD, 133; and representation issues of coding regions, 40
Paramount, 31
paratextual industries, 63–64, 108
Parker, Sean, 116
patents, 31
Payne, Matthew, 63
pay-to-play pricing, 89
Pelly, Liz, 112–13
Penello, Albert, 62
Persona 4 Arena, 57
personalized content, 114–15
“Peru’s DVD Pirates Have Exquisite Taste,” 119, 140
petition drives, 61
Peuter, Greig de, 18–19, 54, 64–68
Philips, 31
physical controls, 53–54
piracy and pirate culture: and circumvention strategies in gaming culture, 65–67; digital ripping software, 100; and gender issues of media consumption, 146; and global hierarchies in gaming culture, 68; popular culture, 124; and regional lockout in video gaming, 51; and region-free cinephilia, 142, 142; and region-free DVD, 133; and region-free media, 119–21, 121, 124–25, 134, 146; and representation issues of coding regions, 40; as response to regional lockout, 18; and scope/purpose of study, 6
PlayStation gaming systems, 43–44, 50, 56–61
PlayStation Store, 61
political economy, 9–10
popular culture: and digital music streaming, 108–9; and end of geoblocking discourse, 149; as geocultural capital, 12; pop cosmopolitanism, 137, 153; popular music, 97–98, 108–9; and region-free media, 124
Popular Electronics, 41
pornography, 146
portability regulation, 93
portable devices, 114
portals, 86
postcolonial regions, 41. See also specific countries
Postigo, Hector, 156
poverty, 42
power dynamics, 142–48
power of place, 80
Premier League football, 87
pricing practices: and digital music streaming, 101–2, 106; and Digital Single Market proposal, 91; and geoblocking in Oceania, 81; and regional lockout in video gaming, 51; and region code system described, 28; and Region Four DVD market, 43; and representation issues of coding regions, 40; and video on demand, 74
privacy issues, 151
private media, 77
privatization, 24
profit motive, 35
proprietary curatorial platforms, 86
protectionism, 45
proxy services, 81, 87, 123, 125
proxy wars, 125
public broadcasting, 84. See also BBC iPlayer conflict
public opinion on regional lockout: and DRM debates in console gaming, 61; and growth of video-on-demand, 79; and region code system described, 23; and study methodology, 16–17; and video-on demand, 79
PublicProxyServers.com, 125
public service, 86
Puckett, Jason, 154
Puerto Rico, 27
Punathambekar, Aswin, 131
Pusha T, 111
quality of digital products, 51
race and racial identity, 37
Racket Boy, 63
radio, 114
rating systems, 51
Ray, Nicholas, 141
“real” gamers, 67
The Real Man’s Guide to Absolutely Everything, 145
recommendation algorithms, 97
recording industry, 20, 96–97, 106
Red Book standard, 99
Reddit, 61
“regimes of alignment,” 6
regional harmonization, 40
Regional Playback Control (RPC), 17, 27, 134
Region Code Enhancement (RCE), 33
region coding of digital media: background of, 30–36; and DRM debates in console gaming, 60; and issues of representation, 36–41; issues related to, 23–27; Region Four case, 42–46; system described, 27–30. See also region-free media
RegionFreeGamer, 68–69
region-free media: and cinephilia, 137–42; cinephilia and cosmopolitanism, 137–42; and collectors of digital media, 20; DVD in diasporic communities, 130–37; and end of geoblocking discourse, 149–57; and gender issues of media consumption, 142–48; and global hierarchies in gaming culture, 68–69; and media cultures, 123–26; and public opinion on regional lockout, 17; region-free DVD, 126–30; region-free media players, 33, 43, 126–29, 131, 138, 140–41, 144
regulation and regulation regimes: and “end of geoblocking” discourse, 149–50, 155–56; and gender issues of media consumption, 147; and geoblocking in Oceania, 82; and region code system described, 24; and scope/purpose of study, 6; technological, 34; and understanding regional lockout, 3
release schedules for digital media: and logic of regional lockout, 2, 4, 8; and region code system described, 17, 28–34, 41–42; staggered release schedules, 4, 28–29, 32, 43, 69, 99, 126; theatrical releases, 17, 28, 40, 166n17. See also distribution of digital media
rental video, 76
representation issues, 36–41, 127
retailers of digital technology: diasporic video retailers, 42, 120, 133–36; independent distributors and retailers, 30; and region-free DVD, 129
reterritorialization, 52–55, 136
ripping software, 100
Robins, Kevin, 75
Rockstar Games, 50
Rockstar North, 50
Rohmer, Eric, 140
Rolling Stone, 112–13
Rosenbaum, Jonathan, 138, 141–42
royalties, 103
Russian retailers, 133
Said, Edward, 38
sanctions, 74
satellite-based geolocation, 78
Saturday Morning Herald, 81
Saudi Arabia, 73
The Sausage Factory (video program), 145
Scarecrow Video, 140
Schaeffer-Grabiel, Felicity, 143
Schmidt, Eric, 92
Sega Genesis game system, 53–54
Sega Mega Drive game system, 53
Sega Saturn game system, 55
sell-through platforms, 76
Sembène, Ousmane, 136
semiformal economies, 26
“Serendipity” (McDonald), 109–10, 111, 112–13
sexual identity, 37
shadow industries and economies, 64, 131
sharing limits, 59
Silicon Valley, 92
Silverstone, Roger, 18, 26, 155–56
simultaneous listening, 111
Singapore, 73
sixteen-bit consoles, 53
sixty-four bit systems, 55
sixty- to seventy-two pin converters, 53, 63
Skype, 112
socialism, 88
social media, 60–61
social networks, 117
social status and hierarchies, 4–5, 13–14, 16, 37, 84–85, 90. See also geocultural capital
Society for Cinema and Media Studies, 154
software hacking, 62
Somalia, 110
Sony: and background of DVD region codes, 33; and compatibility issues in game systems, 55; and competing regional lockout systems, 31; and cultural history of regional lockout, 49; and DRM debates in console gaming, 60; PlayStation gaming systems, 43–44; and regional lockout in video gaming, 51–52; and Region Four gaming market, 43–44. See also PlayStation gaming systems
Sony Computer Entertainment Worldwide Studios, 56
Sony Music Entertainment, 97
Sony Worldwide Studios, 60
SoundExchange, 103
South Asian video stores, 135
South Pacific, 27
Spacey, Kevin, 145–46
Spanish-language media, 154
spatial boundaries, 79
Spotify: and BBC iPlayer conflict, 90; boundaries of music accessibility, 107–15; branding and image, 97, 107–10, 109, 112, 114–15, 126; and “end of geoblocking” discourse, 149, 153; and geoblocking, 101–3; global image of, 20; and inequalities in geocultural capital, 116; and “Music for Everyone” campaign, 95–96, 110; and mythology of online music, 104–5; and promise of unbounded listening, 104–7; realities of availability, 115–17; U.S. launch of, 106–7
Sprenger, Florian, 114
standardization process, 32
Standing Committee on Infrastructure and Communications, 82
Star Wars merchandise, 144
Steam, 146
Stewart, Mark, 81
streaming media. See digital music streaming; video-on-demand (VOD)
Streeter, Thomas, 105
student use of media, 153–55
“Studios Divide and Rule to Keep Movie Disc Titles Scarce,” 138
subcultural capital, 19, 48–49, 63, 67, 70, 141
subjective elements of media, 10
subscription services, 101
Sudan, 110
Sufyvn, 112
Sullivan, Rebecca, 131
Super Density Disc (SD), 31
Super Nintendo Entertainment System (SNES), 54–55, 70
surveillance, 96
Switch, 61
Sydney Morning Herald, 129
tailored music playlists, 114–15
Taiwan, 100
Take-Two Interactive, 50
taste cultures, 117
TechCrunch, 116
technological advance, 60
technological compatibility, 52, 55–59
technological regulation, 34
Techtronics DVD players, 127
television distribution, 78
10NES program, 52
Tesco, 129
tethered appliances, 56
The Texas Chainsaw Massacre (film), 145
Thai video stores, 131
theatrical release schedules, 17, 28, 40, 166n17
theft of media, 88
thirty-two bit systems, 55
Thomson, 31
3DS console, 47
Tibet, 27
Tidal, 101
torrenting communities, 117, 126
trade agreements, 45–46
trade regulation, 82
trade storytelling, 39
transfer quality, 30
translocal distribution, 135
transnational corporate media global expansion, 7
transnational gaming culture, 48, 63
transnational masculinity, 143
Trans-Pacific Partnership (TPP), 44
transparency, 156
travel bans, 110–11
Truffaut, François, 140
Trump administration, 44, 110–11
trusted systems, 56
Tryon, Chuck, 79–80
Tucker, Michael, 30
Twentieth Century Fox, 35
Twitter, 47
Ulin’s Rule, 29
Uncle Boonmee Who Can Recall His Past Lives (film), 140
underdeveloped theatrical markets, 40–41
United Kingdom: and BBC iPlayer controversy, 76–77, 81, 84–90, 90–91; and Digital Single Market proposal, 90–91; and regional lockout in video gaming, 51; and Region Four DVD market, 43; and region-free DVD, 132
United Nations World Intellectual Property Organization (WIPO), 35
United States: American privilege, 37; and BBC iPlayer conflict, 85, 90; and compatibility issues in game systems, 58; and console gaming industry, 46; and diasporic video retailers, 42, 120, 133–36; and digital music streaming, 101–2, 103; and geocultural capital, 13; and global hierarchies in gaming culture, 69–70; and inequalities in geocultural capital, 116; and regional lockout in video gaming, 47; and region code system described, 27, 30; and Region Four DVD market, 42–44; and representation issues of coding regions, 37, 40
Universal Music Group, 97
updates to digital media, 60
Uricaru, Ioana, 124
Uricchio, William, 93–94
Urquhart, Peter, 79–80
US Copyright Office, 35
user agency, 63
utopian ideals, 21, 76, 80, 92, 139, 151–52
Vaidhyanathan, Siva, 6
Valenti, Jack, 141–42
Variety, 41
Viacom, 31
Vice Media, 119
Video Business, 32
video capitals, 140
video games. See games and gaming culture
VideoHelp, 144
Videoland (Herbert), 135
video-on-demand (VOD): and Digital Single Market (DSM), 90–94; and geoblocking in Oceania, 80–84; and geocultural capital, 16; and global hierarchies in gaming culture, 72; and national identity issues, 84–90; and productive qualities of geoblocking, 19; proliferation of, 76; and region-free cinephilia, 139; and scope/purpose of study, 8
video stores, 120, 129, 130–37, 138, 140, 180n48
Vietnam, 73
Virgin Islands, 27
virtual private networks (VPNs), 81, 84–85, 87, 89, 123, 125, 145
Waayaha Cusub (music collective), 111
Wagman, Ira, 80
Warner Music Group, 97
Washington Post, 153
WAV format, 100
Western culture: and end of geoblocking discourse, 152; and gender issues of media consumption, 144; and representation issues of coding regions, 40–41; Western-centrism, 25, 40–41
Western Europe, 48
Western New Guinea, 27
“Why Europe Needs a Digital Single Market,” 92
Wii, 56–57
WikiLeaks, 44
Wilson, Timothy, 50
Winter Sonata (serial drama), 147
Wired, 90
Wood, Denis, 38
World Cup, 87
World Economic Forum, 92
“The Wrath of Region Codes” (Arab Gamer), 69–71, 71
Xbox game consoles, 50, 55–62, 64
xenophobia, 146
Xroxy.com, 125
Yarnton, David, 51
YesAsia, 129
Yoshida, Shuhei, 60
YouTube, 1, 16–17, 61, 69, 145, 154
Zackariasson, Peter, 50
Zuckerman, Ethan, 110