Fans Bloggers and Gamers

Fans  Bloggers  and Gamers
Author: Henry Jenkins
Publsiher: NYU Press
Total Pages: 287
Release: 2006
Genre: Games & Activities
ISBN: 9780814742846

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Henry Jenkins at Authors@Google (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.

Fans Bloggers and Gamers

Fans  Bloggers  and Gamers
Author: Henry Jenkins
Publsiher: NYU Press
Total Pages: 298
Release: 2006
Genre: Mass media
ISBN: 0814742858

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Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active and socially connected consumers of popular culture. This volume maps the core theoretical and methodological issues in Fan Studies, and also charts the growth of participatory culture on the web.

Textual Poachers

Textual Poachers
Author: Henry Jenkins
Publsiher: Routledge
Total Pages: 354
Release: 2003-09-02
Genre: Art
ISBN: 9781135964696

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An ethnographic study of communities of media fans, their interpretative strategies, its social institutions and cultural practices. Jenkins focuses on fans of popular TV programmes, including Star Trek and The Professionals.

Textual Poachers

Textual Poachers
Author: Henry Jenkins
Publsiher: Routledge
Total Pages: 426
Release: 2013
Genre: Art
ISBN: 9780415533287

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The twentieth anniversary edition of Henry Jenkins's Textual Poachers brings this now-canonical text to a new generation of students interested in the intersections of fandom, participatory culture, popular consumption and media theory. This reissue of what's become a classic work includes an interview between Jenkins and Suzanne Scott and a supplemental study guide by Louisa Stein, encouraging students to consider fan cultures in relation to consumer capitalism, genre, gender, sexuality, interpretation and more.

Fans and Videogames

Fans and Videogames
Author: Melanie Swalwell,Angela Ndalianis,Helen Stuckey
Publsiher: Taylor & Francis
Total Pages: 242
Release: 2017-03-03
Genre: Social Science
ISBN: 9781317191919

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This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.

Productive Fandom

Productive Fandom
Author: Nicolle Lamerichs
Publsiher: Unknown
Total Pages: 0
Release: 2018
Genre: Performing Arts
ISBN: 9089649387

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This book offers a media ethnography of the digital culture, conventions, and urban spaces associated with fandoms, arguing that fandom is an area of productive, creative, and subversive value.

Confronting the Challenges of Participatory Culture

Confronting the Challenges of Participatory Culture
Author: Henry Jenkins
Publsiher: MIT Press
Total Pages: 146
Release: 2009-06-05
Genre: Technology & Engineering
ISBN: 9780262513623

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Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning

Dungeon Crawler Carl

Dungeon Crawler Carl
Author: Matt Dinniman
Publsiher: Penguin Group
Total Pages: 0
Release: 2024-08-27
Genre: Fiction
ISBN: 9780593820247

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The apocalypse will be televised! Welcome to the first book in the wildly popular and addictive Dungeon Crawler Carl series by Matt Dinniman—now with bonus material exclusive to this print edition. You know what’s worse than breaking up with your girlfriend? Being stuck with her prize-winning show cat. And you know what’s worse than that? An alien invasion, the destruction of all man-made structures on Earth, and the systematic exploitation of all the survivors for a sadistic intergalactic game show. That’s what. Join Coast Guard vet Carl and his ex-girlfriend’s cat, Princess Donut, as they try to survive the end of the world—or just get to the next level—in a video game–like, trap-filled fantasy dungeon. A dungeon that’s actually the set of a reality television show with countless viewers across the galaxy. Exploding goblins. Magical potions. Deadly, drug-dealing llamas. This ain’t your ordinary game show. Welcome, Crawler. Welcome to the Dungeon. Survival is optional. Keeping the viewers entertained is not. Includes part one of the exclusive bonus story “Backstage at the Pineapple Cabaret.”