digital-fandom

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Digital Fandom

Author : Paul Booth
ISBN : 1433110709
Genre : Business & Economics
File Size : 67. 53 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.

Sherlock And Digital Fandom

Author : Jennifer Wojton
ISBN : 9781476670201
Genre : Performing Arts
File Size : 32. 40 MB
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When the BBC's Sherlock debuted in summer 2010--and appeared in the U.S. on PBS a few months later--no one knew it would become an international phenomenon. The series has since gathered a diverse and enthusiastic fandom. Like their hero, Sherlock fans scrutinize clues about the show's deeper meaning, as well as happenings off screen. They postulate theories and readings of the characters and their relationships. They have tweeted with "The Powers That Be," mobilized to filming locations via #Setlock, and become advocates for LGBTQ communities. Sherlock's digital communities have changed the way that fans and series creators interact in person and online, as each publicly takes "ownership" of beloved television characters who represent far more than entertainment to fans.

Millennial Fandom

Author : Louisa Ellen Stein
ISBN : 9781609383558
Genre : Social Science
File Size : 48. 80 MB
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In an ambitious study encompassing a wide range of media texts, including popular television series like "Kyle XY," "Glee," "Gossip Girl," "Veronica Mars," and "Pretty Little Liars" and online works like "The Lizzie Bennet Diaries," as well as fan texts from blog posts and tweets to remix videos, YouTube posts, and image-sharing streams, author Louisa Ellen Stein traces the circulation of the contradictory tropes of millennial hope and millennial noir. Looking at what millennials do with digital technology demonstrates the molding impact of commercial representations, and at the same time reveals how millennials are undermining, negotiating, and changing those narratives.

The Routledge Companion To Digital Consumption

Author : Russell W. Belk
ISBN : 9781136253379
Genre : Business & Economics
File Size : 22. 91 MB
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The first generation that has grown up in a digital world is now in our university classrooms. They, their teachers and their parents have been fundamentally affected by the digitization of text, images, sound, objects and signals. They interact socially, play games, shop, read, write, work, listen to music, collaborate, produce and co-produce, search and browse very differently than in the pre-digital age. Adopting emerging technologies easily, spending a large proportion of time online and multitasking are signs of the increasingly digital nature of our everyday lives. Yet consumer research is just beginning to emerge on how this affects basic human and consumer behaviours such as attention, learning, communications, relationships, entertainment and knowledge. The Routledge Companion to Digital Consumption offers an introduction to the perspectives needed to rethink consumer behaviour in a digital age that we are coming to take for granted and which therefore often escapes careful research and reflective critical appraisal.

Multidisciplinary Perspectives On Media Fandom

Author : Dunn, Robert Andrew
ISBN : 9781799833253
Genre : Games & Activities
File Size : 87. 46 MB
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Leisure time today is driven by fandom. Once viewed as a social pariah, the fan and associated fandom as a whole has transformed into a popularized social construct researchers are still attempting to understand. Popular culture in the modern era is defined and dominated by the fan, and the basis of fandom has established its own identity across several platforms of media. As some forms of fandom have remained constant, including sports and cinema, other structures of fandom are emerging as the mass following of video games and cosplay are becoming increasingly prominent. Fandom has been established as an important facet in today?s society, and necessary research is required for understanding how fandom is shaping society as a whole. Multidisciplinary Perspectives on Media Fandom is a pivotal reference source that provides vital research that reviews some of the most exigent facets of today?s fandom and highlights understudied cultures of fandom as well as emerging intricacies of established fandom. While promoting topics such as esports, influencer culture, and marketing trends, this publication explores both qualitative and quantitative approaches as well as the methods of social science and critical perspectives. This book is ideally designed for marketers, media strategists, brand managers, consumer behavior analysts, researchers, academics, and students.

Fandom

Author : Jonathan Gray
ISBN : 9780814732380
Genre : Social Science
File Size : 39. 6 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.

Post Object Fandom

Author : Rebecca Williams
ISBN : 9781623562106
Genre : Social Science
File Size : 58. 44 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.

The Ashgate Research Companion To Fan Cultures

Author : Dr Stijn Reijnders
ISBN : 9781409455622
Genre : Social Science
File Size : 87. 42 MB
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The twenty-two chapters of this volume elucidate the key themes of the fan studies vernacular. As the contributing authors draw from recent empirical work around the globe, the book provides fresh insights and innovative angles on the latest developments within fan cultures, both online and offline. Because the volume is specifically set up as companion for researchers, the chapters include recommendations for the further study of fan cultures. As such, it represents an essential reference volume for researchers and scholars in the fields of cultural and media studies, communication, cultural geography and the sociology of culture.

Game Play

Author : Paul Booth
ISBN : 9781628927429
Genre : Games & Activities
File Size : 65. 20 MB
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The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today's board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.

Playing Fans

Author : Paul Booth
ISBN : 9781609383190
Genre : Social Science
File Size : 71. 91 MB
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"From Gifs to vids, from tourist attractions to digital costuming, from Trekkers to Inspector Spacetime, Media Play illuminates the multiple economic, cultural, and social links between fans and the media industries"--

Sherlock And Transmedia Fandom

Author : Louisa Ellen Stein
ISBN : 9780786490684
Genre : Performing Arts
File Size : 74. 13 MB
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The critically-acclaimed BBC television series Sherlock (2010– ) re-envisions Sir Arthur Conan Doyle’s detective for the digital age, joining participants in the active traditions of Sherlockians/Holmesians and fans from other communities, including science fiction, media, and anime. This collection explores the cultural intersections and fan traditions that converge in Sherlock and its fandoms. Essays focus on the industrial and cultural contexts of Sherlock’s release, on the text of Sherlock as adaptation and transformative work, and on Sherlock’s critical and popular reception. The volume’s multiple perspectives examine Sherlock Holmes as an international transmedia figure with continued cultural impact, offering insight into not only the BBC series itself, but also into its literary source, and with it, the international resonance of the Victorian detective and his sidekick. Instructors considering this book for use in a course may request an examination copy here.

Writing And The Digital Generation

Author : Heather Urbanski
ISBN : 9780786455867
Genre : Literary Criticism
File Size : 45. 91 MB
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Is it true that, in this era of digitization and mass media, reading and writing are on the decline? In a thought-provoking collection of essays and profiles, 30 contributors explore what may instead be a rise in rhetorical activity, an upsurge due in part to the sudden blurring of the traditional roles of creator and audience in participatory media. This collection explores topics too often overlooked by traditional academic scholarship, though critical to an exploration of rhetoric and popular culture, including fan fiction, reality television, blogging, online role-playing games, and Fantasy Football. Both scholarly and engaging, this text draws rhetorical studies into the digital age.

Fan Phenomena Supernatural

Author : Lynn Zubernis
ISBN : 9781783202034
Genre : Performing Arts
File Size : 65. 68 MB
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Supernatural premiered on September 13, 2005, on what was then called the WB Network. Creator Eric Kripke was inspired by Jack Kerouac'sOn The Road, putting his heroes, brothers Sam and Dean Winchester, in a big black '67 Impala and sending them in search of the urban legends that fascinated him. The series attracted a passionate fan base from the start and was described as a “cultural attractor” that tapped into the zeitgeist of the moment, reflecting global fears of terrorism with its themes of fighting unseen evil. The chemistry between the lead actors, Jared Padalecki and Jensen Ackles, contributed to the show's initial success, andSupernatural found its niche when it combined demon-hunting adventures with a powerful relationship drama that explored the intense, complicated bond between the brothers.Supernatural is as much a story of familial ties, love, and loyalty as it is of “saving people, hunting things.” Fan Phenomena: Supernatural explores the ongoing fascination and passion for a show that developed a relationship with fans through eight seasons and continues to have an impact on fan culture to the present day. Essays here explore the rich dynamic that has developed between fans and producers, actors, writers, directors, the show creator, and showrunners through online interactions on Twitter and Facebook, face-to-face exchanges at conventions, and representations of fandom within the show's meta-episodes. Contributors also explore gender and sexuality in the show and in fan art; the visual dynamics, cinematography, and symbolism in the episodes as well as the fan videos they inspire; and the culture of influence, learning, and teaching in the series.

Cult Collectors

Author : Lincoln Geraghty
ISBN : 9781136474309
Genre : Social Science
File Size : 36. 99 MB
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Cult Collectors examines cultures of consumption and the fans who collect cult film and TV merchandise. Author Lincoln Geraghty argues that there has been a change in the fan convention space, where collectible merchandise and toys, rather than just the fictional text, have become objects for trade, nostalgia, and a focal point for fans’ personal narratives. New technologies also add to this changing identity of cult fandom whereby popular websites such as eBay and ThinkGeek become cyber sites of memory and profit for cult fan communities. The book opens with an analysis of the problematic representations of fans and fandom in film and television. Stereotypes of the fan and collector as portrayed in series such as The Big Bang Theory and films like The 40 Year Old Virgin are discussed alongside changes in consumption practices and the mainstreaming of cult media. Following this, theoretical chapters consider issues of gender, representation, nostalgia and the influence of social media. Finally, extended case study chapters examine in detail the connections between the fan community and the commodities bought and sold. Topics discussed include: The San Diego Comic-Con and the cult geographies of the fan convention Hollywood memorabilia and collecting cinema history The Star Wars franchise, merchandising and the adult collector Online stores and the commercialisation of cult fandom Mattel, Hasbro and nostalgia for animated eighties children’s television

Fandom Unbound

Author : Mizuko Ito
ISBN : 9780300178265
Genre : Social Science
File Size : 35. 17 MB
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In recent years, otaku culture has emerged as one of Japan s major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan s identity at home and abroad. In the American context, the word otaku is best translated as geek an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age."

Digital Labor

Author : Trebor Scholz
ISBN : 9780415896948
Genre : Social Science
File Size : 38. 95 MB
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Digital Labor calls on the reader to examine the shifting sites of labor markets to the Internet through the lens of their political, technological, and historical making. Internet users currently create most of the content that makes up the web: they search, link, tweet, and post updates—leaving their "deep" data exposed. Meanwhile, governments listen in, and big corporations track, analyze, and predict users' interests and habits. This unique collection of essays provides a wide-ranging account of the dark side of the Internet. It claims that the divide between leisure time and work has vanished so that every aspect of life drives the digital economy. The book reveals the anatomy of playbor (play/labor), the lure of exploitation and the potential for empowerment. Ultimately, the 14 thought-provoking chapters in this volume ask how users can politicize their troubled complicity, create public alternatives to the centralized social web, and thrive online. Contributors: Mark Andrejevic, Ayhan Aytes, Michel Bauwens, Jonathan Beller, Patricia Ticineto Clough, Sean Cubitt, Jodi Dean, Abigail De Kosnik, Julian Dibbell, Christian Fuchs, Lisa Nakamura, Andrew Ross, Ned Rossiter, Trebor Scholz, Tizania Terranova, McKenzie Wark, and Soenke Zehle

John Fawcett S Ginger Snaps

Author : Ernest Mathijs
ISBN : 9781442668720
Genre : Performing Arts
File Size : 21. 90 MB
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Few studies of Canadian cinema to date have engaged deeply with genre cinema and its connection to Canadian culture. Ernest Mathijs does just that in this volume, which traces the inception, production, and reception of Canada’s internationally renowned horror film, Ginger Snaps (2000). This tongue-in-cheek Gothic film, which centres on two death-obsessed teenage sisters, draws a provocative connection between werewolf monstrosity and female adolescence and boasts a dedicated world-wide fan base. The first book-length study of this popular film, John Fawcett’s Ginger Snaps is based on the author’s privileged access to most of its cast and crew and to its enthusiasts around the world. Examining themes of genre, feminism, identity, and adolescent belonging, Mathijs concludes that Ginger Snaps deserves to be recognized as part of the Canadian canon, and that it is a model example of the kind of crossover cult film that remains unjustly undervalued by film scholars.

Digital Media Sport

Author : Brett Hutchins
ISBN : 9781134108015
Genre : Social Science
File Size : 60. 3 MB
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Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .

Fans Bloggers And Gamers

Author : Henry Jenkins
ISBN : 0814743102
Genre : Psychology
File Size : 81. 26 MB
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Henry Jenkins at [email protected] (video) Henry Jenkins“s pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, media producers and advertisers, not to mention researchers and fans, take for granted the idea that the success of a media franchise depends on fan investments and participation. Bringing together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumers, Fans, Bloggers, and Gamers takes readers from Jenkins's progressive early work defending fan culture against those who would marginalize or stigmatize it, through to his more recent work, combating moral panic and defending Goths and gamers in the wake of the Columbine shootings. Starting with an interview on the current state of fan studies, this volume maps the core theoretical and methodological issues in Fan Studies. It goes on to chart the growth of participatory culture on the web, take up blogging as perhaps the most powerful illustration of how consumer participation impacts mainstream media, and debate the public policy implications surrounding participation and intellectual property.

Digital Cultures And The Politics Of Emotion

Author : Athina Karatzogianni
ISBN : 9780230391345
Genre : Social Science
File Size : 62. 51 MB
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Fifteen thought-provoking essays engage in an innovative dialogue between cultural studies of affect, feelings and emotions, and digital cultures, new media and technology. The volume provides a fascinating dialogue that cuts across disciplines, media platforms and geographic and linguistic boundaries.

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