Playing fans :: negotiating fandom and media in the digital age /
"Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they're paying...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Iowa City :
University Of Iowa Press,
2015.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they're paying attention and a lot of money to develop a whole new wave of products intended to harness the power of fandom. What impact do such corporate media efforts have on fan practice and fan identities? And are the media industries actually responding to fans as fans want them to? In Playing Fans, Paul Booth argues that the more attention entertainment businesses pay to fans, the more mainstream fans have become popularized. But such mainstreaming ignores important creative fan work and tries to channel fandom into activities lucrative for the companies. Offering a new approach to the longstanding debate about the balance between manipulation and subversion in popular culture, the author argues that we can understand the current moment best through the concepts of pastiche and parody. This sophisticated alternative to conceiving of fans as either dupes of the media industry or rebels against it takes the discussion of "transformative" and "affirmative" fandom in a productive new direction. With nuanced analyses of the Doctor Who Experience in Cardiff, the representations of fans in TV shows like Community and films like Fanboys, SuperWhoLock fans' use of gifs, and the similarities in discussions of slash fandom and pornographic parody films, this book reveals how fans borrow media techniques and media industries mimic fan activities. Just as the entertainment industry needs fans to succeed, so too do fans need-and desire-the media, and they represent their love through gif fics, crowdfunding, and digital cosplay. Everyone who wants to understand how consumers are making themselves at home in the brave new world being built by the contemporary media should read this book."-- "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"-- |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781609383206 1609383206 |
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245 | 1 | 0 | |a Playing fans : |b negotiating fandom and media in the digital age / |c Paul Booth. |
264 | 1 | |a Iowa City : |b University Of Iowa Press, |c 2015. | |
300 | |a 1 online resource | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
520 | |a "Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they're paying attention and a lot of money to develop a whole new wave of products intended to harness the power of fandom. What impact do such corporate media efforts have on fan practice and fan identities? And are the media industries actually responding to fans as fans want them to? In Playing Fans, Paul Booth argues that the more attention entertainment businesses pay to fans, the more mainstream fans have become popularized. But such mainstreaming ignores important creative fan work and tries to channel fandom into activities lucrative for the companies. Offering a new approach to the longstanding debate about the balance between manipulation and subversion in popular culture, the author argues that we can understand the current moment best through the concepts of pastiche and parody. This sophisticated alternative to conceiving of fans as either dupes of the media industry or rebels against it takes the discussion of "transformative" and "affirmative" fandom in a productive new direction. With nuanced analyses of the Doctor Who Experience in Cardiff, the representations of fans in TV shows like Community and films like Fanboys, SuperWhoLock fans' use of gifs, and the similarities in discussions of slash fandom and pornographic parody films, this book reveals how fans borrow media techniques and media industries mimic fan activities. Just as the entertainment industry needs fans to succeed, so too do fans need-and desire-the media, and they represent their love through gif fics, crowdfunding, and digital cosplay. Everyone who wants to understand how consumers are making themselves at home in the brave new world being built by the contemporary media should read this book."-- |c Provided by publisher | ||
520 | |a "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"-- |c Provided by publisher | ||
588 | 0 | |a Print version record. | |
505 | 0 | |a Ch. 1 SuperWhoLock, GIF Fics, and Fan Pastiche -- ch. 2 Inspector Spacetime as Fan Pastiche -- ch. 3 Hyperreal Parody: Mocking Hyperfans -- ch. 4 Fan Spaces as Media Parody -- ch. 5 Porn Parodies and Slash Discourses -- ch. 6 Digital Cosplay. | |
504 | |a Includes bibliographical references and index. | ||
650 | 0 | |a Digital media |x Social aspects. | |
650 | 0 | |a Fans (Persons) |x Psychology. | |
650 | 0 | |a Mass media and culture. |0 http://id.loc.gov/authorities/subjects/sh94007034 | |
650 | 0 | |a Popular culture |x Social aspects. | |
650 | 6 | |a Médias numériques |x Aspect social. | |
650 | 6 | |a Médias et culture. | |
650 | 6 | |a Culture populaire |x Aspect social. | |
650 | 7 | |a SOCIAL SCIENCE |x Media Studies. |2 bisacsh | |
650 | 7 | |a PSYCHOLOGY |x Social Psychology. |2 bisacsh | |
650 | 7 | |a SOCIAL SCIENCE |x General. |2 bisacsh | |
650 | 7 | |a Digital media |x Social aspects |2 fast | |
650 | 7 | |a Fans (Persons) |x Psychology |2 fast | |
650 | 7 | |a Mass media and culture |2 fast | |
650 | 7 | |a Popular culture |x Social aspects |2 fast | |
758 | |i has work: |a Playing fans (Text) |1 https://id.oclc.org/worldcat/entity/E39PCG49fyXmXQgVhvbRt3XDbd |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Booth, Paul, 1981- |t Playing fans |z 9781609383190 |w (DLC) 2014034807 |w (OCoLC)892163737 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn902724973 |
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adam_text | |
any_adam_object | |
author | Booth, Paul, 1981- |
author_GND | http://id.loc.gov/authorities/names/n2010022940 |
author_facet | Booth, Paul, 1981- |
author_role | |
author_sort | Booth, Paul, 1981- |
author_variant | p b pb |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | H - Social Science |
callnumber-label | HM851 |
callnumber-raw | HM851 .B676 2015eb |
callnumber-search | HM851 .B676 2015eb |
callnumber-sort | HM 3851 B676 42015EB |
callnumber-subject | HM - Sociology |
collection | ZDB-4-EBA |
contents | Ch. 1 SuperWhoLock, GIF Fics, and Fan Pastiche -- ch. 2 Inspector Spacetime as Fan Pastiche -- ch. 3 Hyperreal Parody: Mocking Hyperfans -- ch. 4 Fan Spaces as Media Parody -- ch. 5 Porn Parodies and Slash Discourses -- ch. 6 Digital Cosplay. |
ctrlnum | (OCoLC)902724973 |
dewey-full | 302.23/1 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 302 - Social interaction |
dewey-raw | 302.23/1 |
dewey-search | 302.23/1 |
dewey-sort | 3302.23 11 |
dewey-tens | 300 - Social sciences |
discipline | Soziologie |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-11-27T13:26:27Z |
institution | BVB |
isbn | 9781609383206 1609383206 |
language | English |
oclc_num | 902724973 |
open_access_boolean | |
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psigel | ZDB-4-EBA |
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publisher | University Of Iowa Press, |
record_format | marc |
spelling | Booth, Paul, 1981- https://id.oclc.org/worldcat/entity/E39PCjCKQTxr6GPhDfyH7YhQ9C http://id.loc.gov/authorities/names/n2010022940 Playing fans : negotiating fandom and media in the digital age / Paul Booth. Iowa City : University Of Iowa Press, 2015. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier "Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they're paying attention and a lot of money to develop a whole new wave of products intended to harness the power of fandom. What impact do such corporate media efforts have on fan practice and fan identities? And are the media industries actually responding to fans as fans want them to? In Playing Fans, Paul Booth argues that the more attention entertainment businesses pay to fans, the more mainstream fans have become popularized. But such mainstreaming ignores important creative fan work and tries to channel fandom into activities lucrative for the companies. Offering a new approach to the longstanding debate about the balance between manipulation and subversion in popular culture, the author argues that we can understand the current moment best through the concepts of pastiche and parody. This sophisticated alternative to conceiving of fans as either dupes of the media industry or rebels against it takes the discussion of "transformative" and "affirmative" fandom in a productive new direction. With nuanced analyses of the Doctor Who Experience in Cardiff, the representations of fans in TV shows like Community and films like Fanboys, SuperWhoLock fans' use of gifs, and the similarities in discussions of slash fandom and pornographic parody films, this book reveals how fans borrow media techniques and media industries mimic fan activities. Just as the entertainment industry needs fans to succeed, so too do fans need-and desire-the media, and they represent their love through gif fics, crowdfunding, and digital cosplay. Everyone who wants to understand how consumers are making themselves at home in the brave new world being built by the contemporary media should read this book."-- Provided by publisher "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"-- Provided by publisher Print version record. Ch. 1 SuperWhoLock, GIF Fics, and Fan Pastiche -- ch. 2 Inspector Spacetime as Fan Pastiche -- ch. 3 Hyperreal Parody: Mocking Hyperfans -- ch. 4 Fan Spaces as Media Parody -- ch. 5 Porn Parodies and Slash Discourses -- ch. 6 Digital Cosplay. Includes bibliographical references and index. Digital media Social aspects. Fans (Persons) Psychology. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Popular culture Social aspects. Médias numériques Aspect social. Médias et culture. Culture populaire Aspect social. SOCIAL SCIENCE Media Studies. bisacsh PSYCHOLOGY Social Psychology. bisacsh SOCIAL SCIENCE General. bisacsh Digital media Social aspects fast Fans (Persons) Psychology fast Mass media and culture fast Popular culture Social aspects fast has work: Playing fans (Text) https://id.oclc.org/worldcat/entity/E39PCG49fyXmXQgVhvbRt3XDbd https://id.oclc.org/worldcat/ontology/hasWork Print version: Booth, Paul, 1981- Playing fans 9781609383190 (DLC) 2014034807 (OCoLC)892163737 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=945973 Volltext |
spellingShingle | Booth, Paul, 1981- Playing fans : negotiating fandom and media in the digital age / Ch. 1 SuperWhoLock, GIF Fics, and Fan Pastiche -- ch. 2 Inspector Spacetime as Fan Pastiche -- ch. 3 Hyperreal Parody: Mocking Hyperfans -- ch. 4 Fan Spaces as Media Parody -- ch. 5 Porn Parodies and Slash Discourses -- ch. 6 Digital Cosplay. Digital media Social aspects. Fans (Persons) Psychology. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Popular culture Social aspects. Médias numériques Aspect social. Médias et culture. Culture populaire Aspect social. SOCIAL SCIENCE Media Studies. bisacsh PSYCHOLOGY Social Psychology. bisacsh SOCIAL SCIENCE General. bisacsh Digital media Social aspects fast Fans (Persons) Psychology fast Mass media and culture fast Popular culture Social aspects fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh94007034 |
title | Playing fans : negotiating fandom and media in the digital age / |
title_auth | Playing fans : negotiating fandom and media in the digital age / |
title_exact_search | Playing fans : negotiating fandom and media in the digital age / |
title_full | Playing fans : negotiating fandom and media in the digital age / Paul Booth. |
title_fullStr | Playing fans : negotiating fandom and media in the digital age / Paul Booth. |
title_full_unstemmed | Playing fans : negotiating fandom and media in the digital age / Paul Booth. |
title_short | Playing fans : |
title_sort | playing fans negotiating fandom and media in the digital age |
title_sub | negotiating fandom and media in the digital age / |
topic | Digital media Social aspects. Fans (Persons) Psychology. Mass media and culture. http://id.loc.gov/authorities/subjects/sh94007034 Popular culture Social aspects. Médias numériques Aspect social. Médias et culture. Culture populaire Aspect social. SOCIAL SCIENCE Media Studies. bisacsh PSYCHOLOGY Social Psychology. bisacsh SOCIAL SCIENCE General. bisacsh Digital media Social aspects fast Fans (Persons) Psychology fast Mass media and culture fast Popular culture Social aspects fast |
topic_facet | Digital media Social aspects. Fans (Persons) Psychology. Mass media and culture. Popular culture Social aspects. Médias numériques Aspect social. Médias et culture. Culture populaire Aspect social. SOCIAL SCIENCE Media Studies. PSYCHOLOGY Social Psychology. SOCIAL SCIENCE General. Digital media Social aspects Fans (Persons) Psychology Mass media and culture Popular culture Social aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=945973 |
work_keys_str_mv | AT boothpaul playingfansnegotiatingfandomandmediainthedigitalage |