This thesis uses game theory as an approach to inform the way we might understand and analyse voice in television singing shows. It uses the concept of theoretical space to understand if there is a utopia of communication that happens as a result. Throughout this study, these ideas are developed by an exploration of four case studies that utilise vocal mismatch and deception. Each chapter places a different focus of game theory to understand how viewers are able to engage with these shows and also play along from home. Chapter one explains the conceptual framework used throughout this thesis by taking inspiration from Gilles Deleuze (1925-1995) and Félix Guattari (1930-1992) with smooth and striated space. It also discusses the cultural significance of this work as well as outlining previous literature that is considered. Chapter two explores the use of rules within the television shows and why they are so important for gameplay. This chapter also considers the motivation for these games to be played and why the rules are then followed. Chapter three analyses the use of the voice and deception created and if being deceived affects the harmony of the gameplay. The case studies used in this thesis utilise the concept of the mismatch and this is explored in more depth throughout the chapter. Chapter four then places these ideas into a physical context to understand what is happening globally as a result as well as understanding the relationships of fan communities and social media. In summary, this work concludes that there are four different spaces that these shows create and that communication is apparent as a result of these spaces.
|Date of Award||2023|
|Supervisor||Ben Macpherson (Supervisor)|