Andrea Braithwaite, PhD
Senior Teaching Professor
Vice-President, Canadian Game Studies Association
Faculty of Social Science and Humanities
Vice-President, Canadian Game Studies Association
Faculty of Social Science and Humanities
Dr. Braithwaite’s current research focuses on gendered and affective discourses of crime, deviance, and justice in media, particularly games, gaming communities, and Canadian pop culture.
Full biography
Dr. Andrea Braithwaite’s research analyses how popular discourses of gender, sexuality and sociability become political—that is, how popular texts and the talk they inspire vivify North American public debate about gender and sexual equality. Her work pays special attention to the strategies popular and everyday texts identify for challenging the political cultures of neoliberalism, and how feminist and proto-feminist ideas circulate in popular forms often deemed apolitical or anti-feminist. Identifying and critiquing gendered discourses of self-management and social justice, she tracks the traces and material practices of these affective discourses to representational and experiential spaces in pop culture and digital media. Her current work tracks representations of the 'chick detective' across media forms, focusing particularly on video games and on Canadian genre films. Games and Culture New Media & Society Feminist Media Studies Screening Justice: Canadian Crime Films, Culture and Society Teen Television: Essays in Programming and Fandom Video Games, Culture, and Justice Her work has appeared in journals including , , and . She also has chapters published in and , and in the forthcoming collection . She has recently been awarded a SSHRC Insight Grant with colleagues across Canada to investigate Canadian crime films. Her courses in Communication and Digital Media Studies draw on these research interests. An award-winning educator, her teaching is cross-textual and interdisciplinary, and examines how media and political discourses circulate, change and are changed in our everyday encounters with them. Her courses—from Game Studies and Pop Culture to Television and Canadian Media—help students pinpoint the spaces that emerge within popular and digital cultures for critical reflection and intervention. Prioritizing social justice and equality, Dr. Braithwaite encourages students to contribute their original insights to critical conversations about social change. Her research and teaching foreground the principle of praxis that guides Communication and Digital Media Studies: knowledge as the basis for action and change.
Areas of expertise
Courses
- COMM 1100UIntroduction to Communication StudiesThis course introduces students to communication studies with an overview of key topics in the field as defined by the various courses included in this degree. It will examine how knowledge of communication theory, communication processes, and communication skills can be applied to successful communication practices.
- COMM 2210UResearching Communication and Digital CultureThis course introduces students to the major research approaches in communication, cultural and digital media studies, and acquaints them with a variety of field-specific qualitative and quantitative methods. Students learn to formulate research questions, evaluate and select appropriate methods, design a research project and interpret and report research findings to peers.
- COMM 2220UThe Media in CanadaThis course examines the history, economics, and policies of the media in Canada. What is “Canadian” about the media? How do media goods represent Canada? What policies protect and promote the “Canadian” media industry, how and why? These questions are addressed through a survey of Canadian publishing, film, radio, television, games and digital media.
- COMM 2240UTelevisionIn this course, students learn to think critically about television’s history, business, politics, genres, viewers and effects in society.
- COMM 2410UHistory of Communication TechnologyThis course focuses on the history of communication technologies. Students learn about the development and impact of tablets, the printing press, the telegraph, the telephone, the phonograph, the radio, the TV, satellites, cybernetics, personal computers, A.I. and smartphones.
- COMM 3250UPop CultureThis course surveys and applies competing theories of popular culture in society through case studies of ads, films, TV shows, video games, comic books, music, celebrities and more. The course helps students to understand, contextualize and critically analyze pop culture.
- COMM 3740UDigital Games Studies: From Pong to Pokémon GOVideo games are an increasingly prominent part of everyday experience. Games and gaming are becoming a core component of how we communicate, learn, relax, socialize, and engage with the world around us. In this course, students will explore the cultural impact, meanings, and uses of video games and become immersed in the emerging field of game studies. Core issues in game studies, such as play and pleasure, storytelling and genre, and representation and production will be introduced as part of a broader emphasis on games’ cultural and critical contexts. By the end of the course, students will have a critical understanding of how video games shape and are shaped by the cultures in which they exist.
Education
- 2009PhD, Communication StudiesMcGill University, Montréal, Quebec
- 2003MA - Popular CultureBrock University, Catharines, Ontario
- 2001BA (Honours) - Communication StudiesCarleton University, Ottawa, Ontario
Media appearances
- FlowTV December 31, 1969Epic Win: The Guild and Communities of PlayComedy web series The Guild follows a group of gamers who spend much of their time playing The Game – a thinly veiled version of the hugely successful massively multiplayer online game (MMOG) World of Warcraft. Created by and starring Felicia Day, The Guild has won numerous awards for excellence in web television, and a nod from Rolling Stone as one of the best web serials.
- FlowTV December 31, 1969"Buckle Up, Bitches. Nothing is as it Seems": Gothic Conventions in Pretty Little LiarsThe town of Rosewood is full of secrets. Its sleepy, bucolic streets and charming old homes hide scandal, treachery — and murderers. The setting for ABC Family’s Pretty Little Liars (PLL; 2010-present), Rosewood is simultaneously peaceful and frightening; we are more likely to hear crows cawing than children playing.
- FlowTV December 31, 1969Streets Behind: Nostalgia in CommunityShortly after NBC announced it wouldn’t be renewing its cult sitcom Community for a sixth season, I sat down to re- (re- re-) watch the series. I already miss the show – an apt reaction to a series that encourages nostalgia for a shared pop culture past. Through allusion and parody, Community chronicles how seven students at Greendale Community College evolved from study group to close-knit circle of friends. The show has even been called “perfectly postmodern television” for how it jumps playfully from genre to genre, self-consciously referencing cultural texts and trends along the way.
Speaking engagements
- University of Calgary, Calgary, Alberta December 31, 1969Nancy Drew and the Case of the Girl GamersCanadian Communication Association at the Congress of the Humanities and Social Sciences
- Brock University, St. Catharines, Ontario December 31, 1969MMO Gaming and Virtual Worlds EthnographyQualitative Analysis Conference
- University of Winnipeg, Winnipeg, Manitoba December 31, 1969Bon Cop, Bad Cop: Canadianizing the Buddy Cop FilmCriminal Justice Speaker Series
- McGill University, Montréal, Québec December 31, 1969Spreading the Message – The Art of CommunicatingInternational Baccalaureate World Student Conference on Human Rights
- McGill University, Montréal, Québec February 3, 2011Industrial-Strength Celebrity: Glee, A Case StudyMedia Stardom & Celebrity Cultures
Affiliations
- Canadian Communication Association