Television Parlor Games

This essay offers a phenomenology of television parlor games —those games dedicated viewers imagine, develop, and play in response to their viewing—and traces a related genealogy of television’s parlor games —those that appear as content onscreen. Some substrate persists from the middle-class Victorians and their delight in wordplay and logic problems, which has been functionally reckoned into the games that accompany a certain kind of dedicated television viewing. Using both life writing and the British reality series Gogglebox as a case study, the essay analyzes the set of viewerly effects—and affects—that obtain for those who play these games, and theorizes what such phenomenological analyses may contribute to the field of audience studies.

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Publication Details

Journal
Television & New Media
Published
2025-12-01
DOI
https://doi.org/10.1177/15274764251396085
Primary Topic
Gender, Feminism, and Media
Type
article
Field-Weighted Citation Impact
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article

Television Parlor Games

Maria Francesca Fackler
Television & New Media
Gender, Feminism, and Media
article

Television Parlor Games

Maria Francesca Fackler
article en

Abstract

This essay offers a phenomenology of television parlor games —those games dedicated viewers imagine, develop, and play in response to their viewing—and traces a related genealogy of television’s parlor games —those that appear as content onscreen. Some substrate persists from the middle-class Victorians and their delight in wordplay and logic problems, which has been functionally reckoned into the games that accompany a certain kind of dedicated television viewing. Using both life writing and the British reality series Gogglebox as a case study, the essay analyzes the set of viewerly effects—and affects—that obtain for those who play these games, and theorizes what such phenomenological analyses may contribute to the field of audience studies.

Television & New MediaVol. 27(3)
Davidson College (US)
Openalex Percentile: Top 54%
Gender, Feminism, and Media
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