Tagged / popular culture

Top baby names in England and Wales in 2024

Earlier this week the Office for National Statistics (ONS) published its annual list of the most popular baby names for boys and girls.  The top three names for girls were: Olivia, Amelia and Lily and for boys these were Muhammad, Noah and Oliver.  Interestingly two different spellings of Muhammad, namely Mohammed and Muhammed also made it to the top hundred most common names.  There is a clear sociology in the naming of babies.  First, there is an element of culture and religion, but there is also a clear element of fashion.

To make a simple comparison I looked at the top three most common names for girls and boys in neighbouring the Netherlands.  According to Dutch official statistics the top girls’ names were in 2024: Emma, Olivia and Lily, and the top three boys names were: Noah, Luca and Lucas. Interestingly, the top name in England and Wales Muhammad is not even in the top 40 most popular boys’ names in the Netherlands, and neither are Mohammed and Muhammed.  However, whereas England and Wales listed three different spellings of Muhammad, the Netherlands had six different ones (these were names used at least ten times that year): Muhammad, Mohammed, Mohamed, Mohamad, Muhammed, and Muhammad.  All variants together made it the fourth most popular boys name in the Netherlands.

Charles Dickens | Mystery of Edwin Drood | 9780140439267 | Daunt Books

To highlight the fashion element of naming babies, the name Edwin was not listed on either country’s list.  The ONS website also offers historic lists of top 100 names for baby boys and girls for 1904 to 2024 at ten-yearly intervals.  The very last year Edwin was in the top 100 boys’ names was in 1944 when it reached number 89 in the top 100!

 

Prof. Edwin van Teijlingen

Professor of Reproductive Health, Centre for Midwifery & Women’s Health

New Book from BU Researcher: The Popular Emergence of Digital Fiction

Lyle Skains’ Neverending Stories: The Popular Emergence of Digital Fiction (Bloomsbury) has just been released, exploring the many ways narrative storytelling has evolved and risen to popular awareness since the “disruptive” innovation of the computer.

Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek.

“By putting the work of authors historically marginalized in discussions of the ‘computational’ at the forefront, [R. Lyle Skains] offers an alternative history of digital fiction that points to an exciting and expansive future.” Anastasia Salter, Associate Professor of English, University of Central Florida, USA

Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more.

“Unlike many exclusionary scholarly works in the field, Neverending Stories celebrates inclusiveness and diversity by tracing the emergence and development of digital fiction variations in various languages and cultures around the world. As foundational and comprehensive, this book is indispensable for scholars and students interested in perceiving the creativity and versatility of popular culture and fiction in digital environments.” Reham Hosny, Digital Creative Writer and Assistant Professor of Literary Theory and Criticism, Minia University, Egypt

The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.