fandom identities and communities in a mediated world

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Fandom

Author : Jonathan Gray
ISBN : 9780814732380
Genre : Social Science
File Size : 80. 8 MB
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We are all fans. Whether we log on to Web sites to scrutinize the latest plot turns in Lost, “stalk” our favorite celebrities on Gawker, attend gaming conventions, or simply wait with bated breath for the newest Harry Potter novel—each of us is a fan. Fandom extends beyond television and film to literature, opera, sports, and pop music, and encompasses both high and low culture. Fandom brings together leading scholars to examine fans, their practices, and their favorite texts. This unparalleled selection of original essays examines instances across the spectrum of modern cultural consumption from Karl Marx to Paris Hilton, Buffy the Vampire Slayer to backyard wrestling, Bach fugues to Bollywood cinema ̧ and nineteenth-century concert halls to computer gaming. Contributors examine fans of high cultural texts and genres, the spaces of fandom, fandom around the globe, the impact of new technologies on fandom, and the legal and historical contexts of fan activity. Fandom is key to understanding modern life in our increasingly mediated and globalized world.

Fandom Second Edition

Author : Jonathan Gray
ISBN : 9781479812769
Genre : Social Science
File Size : 45. 30 MB
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A completely updated edition of a seminal work on fans and communities We are all fans. Whether we follow our favorite celebrities on Twitter, attend fan conventions such as Comic Con, or simply wait with bated breath for the next episode of our favorite television drama—each of us is a fan. Recognizing that fandom is not unusual, but rather a universal subculture, the contributions in this book demonstrate that understanding fans--whether of toys, TV shows, celebrities, comics, music, film, or politicians--is vital to an understanding of media audiences, use, engagement, and participatory culture in a digital age. Including eighteen new, original essays covering topics such as activism directed at racism in sports fandom, fan/producer interactions at Comic Con, the impact of new technologies on fandom, and the politics and legality of fanfic, this wide-ranging collection provides diverse approaches to fandom for anyone seeking to understand modern life in our increasingly mediated, globalized and binge-watching world.

Digital Fandom

Author : Paul Booth
ISBN : 1433110709
Genre : Business & Economics
File Size : 50. 49 MB
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"This book re-evaluates the way we examine today's digital media environment By looking at how popular culture uses different digital technologies, Digital Fandom bolsters contemporary media theory by introducing new methods of analysis Using the exemplars of alternate reality gaming and fan studies, this book takes into account a particular "philosophy of playfulness" in today's media in order to establish a "new media studies."" "Digital Fandom augments traditional studies of popular media fandom with descriptions of the contemporary fan in a converged media environment. The book shows how changes in the study of fandom can be applied in a larger scale to the study of new media in general, and formulates new conceptions of traditional media theories." ""In this web 2.0 world, where community and not content is king, the fan marks a new form of interactive subjectivity that deconstructs the usual categories of consumer and producer. Paul Booth's Digital Fandom breaks new ground in the investigation of this subject, demonstrating how it reorganizes and reorients the field of new media studies" ---David J. Gunkel, Presidential Teaching Professor, Northern Illinois University, Author of Hacking Cyberspace and Thinking Otherwise" ""From blogs to ARGS, wikis to social networking sites, Paul Booth provides an in-depth tour of how fans straddle and traverse the boundary between television and digital media. With a theoretically rich analytic eye, Digital Fandom breaks new ground for the next generation of media scholarship" ---Jason Mittell, Middlebury College, Author of Television & American Culture"--BOOK JACKET.

Bitten By Twilight

Author : Melissa A. Click
ISBN : 1433108941
Genre : Social Science
File Size : 39. 6 MB
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"Bitten by Twilight presents us with an enlightened look into the world of vampires, werewolves, and fan culture and romance narratives. The editors and contributors to this book appreciate the significance of the stories, movies, and artifacts as a culturally gendered phenomenon and present a variety of lenses through which to appreciate this popular franchise."---Norma Pecora, Author of The Business of Children's Entertainment; Professor, School of Media Arts and Studies, Ohio University. --

Fractured Fandoms

Author : CarrieLynn D. Reinhard
ISBN : 9781498552578
Genre : Language Arts & Disciplines
File Size : 62. 17 MB
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This book explores the communication issues and power dynamics in fandoms and fan communities to understand the problems fans experience when they interact with one another. It uses fractured fandoms as the case study to consider how these problems relate to all areas of people’s lives.

Battleground A N

Author : Robin Andersen
ISBN : 0313341680
Genre : Mass media
File Size : 33. 75 MB
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Provides an overview of the many debates and controversial topics currently connected with our media, providing context, definitions, notable programs, important media events and their historical significance, and future trends.

The Routledge Companion To Media Fandom

Author : Melissa A. Click
ISBN : 9781317268253
Genre : Social Science
File Size : 77. 7 MB
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The field of fan studies has seen exponential growth in recent years and this companion brings together an internationally and interdisciplinarily diverse group of established scholars to reflect on the state of the field and to point to new research directions. Engaging an impressive array of media texts and formats and incorporating a variety of methodologies, this collection is organized into six main sections: methods and ethics, technologies and practices, identities, race and transcultural fandom, industry, and futures. Each section concludes with a conversation among some of the field’s leading scholars and industry insiders to address a wealth of questions relevant to each section topic.

Post Object Fandom

Author : Rebecca Williams
ISBN : 9781623562106
Genre : Social Science
File Size : 57. 30 MB
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Fandom is generally viewed as an integral part of everyday life which impacts upon how we form emotional bonds with ourselves and others in a modern, mediated world. Whilst it is inevitable for television series to draw to a close, the reactions of fans have rarely been considered. Williams explores this everyday occurence through close analysis of television fans to examine how they respond to, discuss, and work through their feelings when shows finish airing. Through a range of case studies, including The West Wing (NBC, 2000-2006), Lost (ABC 2004 -2010), Buffy the Vampire Slayer (1997-2003), Doctor Who (BBC 1963-1989; 2005-), The X-Files (FOX, 1993-2002), Firefly (FOX, 2002) and Sex and the City (HBO, 1998-2004), Williams considers how fans prepare for the final episodes of shows, how they talk about this experience with fellow fans, and how, through re-viewing, discussion and other fan practices, they seek to maintain their fandom after the show's cessation.

Female Football Fans

Author : C. Dunn
ISBN : 9781137398239
Genre : Social Science
File Size : 61. 48 MB
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Most sociological work on football fandom has focused on the experience of men, and it usually talks about alcohol, fighting and general hooliganism. This book shows that there are some unique facets of female experience and fascinating negotiations of identity within the male-dominated world of men's professional football.

As If

Author : Michael Saler
ISBN : 9780199711253
Genre : Literary Criticism
File Size : 86. 10 MB
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Many people throughout the world "inhabit" imaginary worlds communally and persistently, parsing Harry Potter and exploring online universes. These activities might seem irresponsibly escapist, but history tells another story. Beginning in the late nineteenth century, when Sherlock Holmes became the world's first "virtual reality" character, readers began to colonize imaginary worlds, debating serious issues and viewing reality in provisional, "as if" terms rather than through essentialist, "just so" perspectives. From Lovecraft's Cthulhu Mythos and Tolkien's Middle-earth to the World of Warcraft and Second Life, As If provides a cultural history that reveals how we can remain enchanted but not deluded in an age where fantasy and reality increasingly intertwine.

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