Author: Paul Booth
Publisher: University of Iowa Press
ISBN: 1609383192
Category : Computers
Languages : en
Pages : 240
Book Description
"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"--
Playing Fans
Author: Paul Booth
Publisher: University of Iowa Press
ISBN: 1609383192
Category : Computers
Languages : en
Pages : 240
Book Description
"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"--
Publisher: University of Iowa Press
ISBN: 1609383192
Category : Computers
Languages : en
Pages : 240
Book Description
"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"--
Mediatized Fan Play
Author: Line Nybro Petersen
Publisher: Routledge
ISBN: 1351001825
Category : Social Science
Languages : en
Pages : 159
Book Description
Addressing fans’ digital practices, this book places fans’ play at the centre of a networked mainstream culture that seems to increasingly cater to, amalgamate with and adapt to fans’ mediatized play. Through case studies of the fan communities of the Hamilton musical, and Norwegian streaming hit SKAM, along with examples from many other online fan communities, the book dives into how fans navigate and create play rules as part of their community-building in a networked digital landscape and how they use the digital affordances of social media to engage in language play. It analyses the role of mediatized fan play in the context of political culture and identifies processes of fanization as fans’ play moods and modes are integrated into politics. Finally, the book discusses the role of fan play in the context of the global conspiracy theory, QAnon, as those instigating the conspiracy and those who are fans of the movement engage in dark play and deep play, respectively. The book suggests that we might understand fan communities as pioneer communities in the sense that there is increased value placed on fans’ mood work and fan play is integrated into other societal domains. This is an engaging book for scholars and students studying media studies and cultural studies, particularly courses on fan studies, film studies, television studies and mediatization.
Publisher: Routledge
ISBN: 1351001825
Category : Social Science
Languages : en
Pages : 159
Book Description
Addressing fans’ digital practices, this book places fans’ play at the centre of a networked mainstream culture that seems to increasingly cater to, amalgamate with and adapt to fans’ mediatized play. Through case studies of the fan communities of the Hamilton musical, and Norwegian streaming hit SKAM, along with examples from many other online fan communities, the book dives into how fans navigate and create play rules as part of their community-building in a networked digital landscape and how they use the digital affordances of social media to engage in language play. It analyses the role of mediatized fan play in the context of political culture and identifies processes of fanization as fans’ play moods and modes are integrated into politics. Finally, the book discusses the role of fan play in the context of the global conspiracy theory, QAnon, as those instigating the conspiracy and those who are fans of the movement engage in dark play and deep play, respectively. The book suggests that we might understand fan communities as pioneer communities in the sense that there is increased value placed on fans’ mood work and fan play is integrated into other societal domains. This is an engaging book for scholars and students studying media studies and cultural studies, particularly courses on fan studies, film studies, television studies and mediatization.
Playing with Sound
Author: Karen Collins
Publisher: MIT Press
ISBN: 0262312301
Category : Games & Activities
Languages : en
Pages : 199
Book Description
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Publisher: MIT Press
ISBN: 0262312301
Category : Games & Activities
Languages : en
Pages : 199
Book Description
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Sports Fans, Identity, and Socialization Exploring the Fandemonium
Author: Adam C. Earnheardt
Publisher: Lexington Books
ISBN: 0739146238
Category : Social Science
Languages : en
Pages : 313
Book Description
Once deemed an unworthy research endeavor, the study of sports fandom has garnered the attention of seasoned scholars from a variety of academic disciplines. Identity and socialization among sports fans are particular burgeoning areas of study among a growing cadre of specialists in the social sciences. Sports Fans, Identity, and Socialization, edited by Adam C. Earnheardt, Paul Haridakis, and Barbara Hugenberg, captures an eclectic collection of new studies from accomplished scholars in the fields such as communication, business, geography, kinesiology, media, and sports management and administration, using a wide range of methodologies including quantitative, qualitative, and critical analyses. In the communication revolution of the twenty-first century, the study of mediated sports is critical. As fans use all media at their disposal to consume sports and carry their sports-viewing experience online, they are seizing the initiative and asserting themselves into the mediated sports-dissemination process. They are occupying traditional roles of consumers/receivers of sports, but also as sharers and sports content creators. Fans are becoming pseudo sports journalists. They are interpreting mediated sports content for other fans. They are making their voice heard by sports organizations and athletes. Mediated sports, in essence, provide a context for studying and understanding where and how the communication revolution of the twenty-first century is being waged. With their collection of studies by scholars from North America and Europe, Earnheardt, Haridakis, and Hugenberg illuminate the symbiotic relationship among and between sports organizations, the media, and their audiences. Sports Fans, Identity, and Socialization spurs both the researcher and the interested fan to consider what the study of sports tells us about ourselves and the society in which we live.
Publisher: Lexington Books
ISBN: 0739146238
Category : Social Science
Languages : en
Pages : 313
Book Description
Once deemed an unworthy research endeavor, the study of sports fandom has garnered the attention of seasoned scholars from a variety of academic disciplines. Identity and socialization among sports fans are particular burgeoning areas of study among a growing cadre of specialists in the social sciences. Sports Fans, Identity, and Socialization, edited by Adam C. Earnheardt, Paul Haridakis, and Barbara Hugenberg, captures an eclectic collection of new studies from accomplished scholars in the fields such as communication, business, geography, kinesiology, media, and sports management and administration, using a wide range of methodologies including quantitative, qualitative, and critical analyses. In the communication revolution of the twenty-first century, the study of mediated sports is critical. As fans use all media at their disposal to consume sports and carry their sports-viewing experience online, they are seizing the initiative and asserting themselves into the mediated sports-dissemination process. They are occupying traditional roles of consumers/receivers of sports, but also as sharers and sports content creators. Fans are becoming pseudo sports journalists. They are interpreting mediated sports content for other fans. They are making their voice heard by sports organizations and athletes. Mediated sports, in essence, provide a context for studying and understanding where and how the communication revolution of the twenty-first century is being waged. With their collection of studies by scholars from North America and Europe, Earnheardt, Haridakis, and Hugenberg illuminate the symbiotic relationship among and between sports organizations, the media, and their audiences. Sports Fans, Identity, and Socialization spurs both the researcher and the interested fan to consider what the study of sports tells us about ourselves and the society in which we live.
Fans and Videogames
Author: Melanie Swalwell
Publisher: Taylor & Francis
ISBN: 1317191919
Category : Games & Activities
Languages : en
Pages : 253
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1317191919
Category : Games & Activities
Languages : en
Pages : 253
Book Description
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.
A Guide to Playing Professional Basketball Overseas
Author: Levell Sanders
Publisher: Xlibris Corporation
ISBN: 1465389210
Category : Sports & Recreation
Languages : en
Pages : 66
Book Description
Levell Sanders has spent the past decade excelling in European Basketball. He has truly 'learned the ropes' of the European leagues and maximized his career and his life experience. This book is a 'must-read' for any player or family member who is considering a basketball career overseas." Tommy Amaker Head Coach at Harvard University A Guide to Playing Professional Basketball Overseas is a great read and should be considered by every basketball player, who is trying to play overseas or just started their professional career. Playing professionally always sounds like the best thing in the world, because we are able to do what we love and even make money with it, but Levell Sanders will tell you also about the negative sides of this job, and give you important advice that can help you in pursuing your professional career. Not everyone is made for this job, and if you want to know, if you are read this book! Juliane Hhne Professional Basketball Player Overseas 2008-present Played in Italy,Germany,Belgium and currently playing in France A Guide to Playing Professional Basketball Overseas is an absolutely great book for players that aspire to play professional basketball overseas, players currently playing professionally overseas as well as basketball fans everywhere. Levell Sanders shares his wealth of experience about life and basketball overseas and gives you a first hand look at the pros and cons of what it takes to really make a career out of being a professional athlete. This book is a must read and it's long overdue! Corey Muirhead Professional Basketball Player Overseas 2006-present Played in France,Austria,Switzerland and currently playing in the Czech Republic
Publisher: Xlibris Corporation
ISBN: 1465389210
Category : Sports & Recreation
Languages : en
Pages : 66
Book Description
Levell Sanders has spent the past decade excelling in European Basketball. He has truly 'learned the ropes' of the European leagues and maximized his career and his life experience. This book is a 'must-read' for any player or family member who is considering a basketball career overseas." Tommy Amaker Head Coach at Harvard University A Guide to Playing Professional Basketball Overseas is a great read and should be considered by every basketball player, who is trying to play overseas or just started their professional career. Playing professionally always sounds like the best thing in the world, because we are able to do what we love and even make money with it, but Levell Sanders will tell you also about the negative sides of this job, and give you important advice that can help you in pursuing your professional career. Not everyone is made for this job, and if you want to know, if you are read this book! Juliane Hhne Professional Basketball Player Overseas 2008-present Played in Italy,Germany,Belgium and currently playing in France A Guide to Playing Professional Basketball Overseas is an absolutely great book for players that aspire to play professional basketball overseas, players currently playing professionally overseas as well as basketball fans everywhere. Levell Sanders shares his wealth of experience about life and basketball overseas and gives you a first hand look at the pros and cons of what it takes to really make a career out of being a professional athlete. This book is a must read and it's long overdue! Corey Muirhead Professional Basketball Player Overseas 2006-present Played in France,Austria,Switzerland and currently playing in the Czech Republic
Playing to the Crowd
Author: Nancy K. Baym
Publisher: NYU Press
ISBN: 1479803030
Category : Business & Economics
Languages : en
Pages : 263
Book Description
Explains what happened to music—for both artists and fans—when music went online. Playing to the Crowd explores and explains how the rise of digital communication platforms has transformed artist-fan relationships into something closer to friendship or family. Through in-depth interviews with musicians such as Billy Bragg and Richie Hawtin, as well as members of the Cure, UB40, and Throwing Muses, Baym reveals how new media has facilitated these connections through the active, and often required, participation of the artists and their devoted, digital fan base. Before the rise of social sharing and user-generated content, fans were mostly seen as an undifferentiated and unidentifiable mass, often mediated through record labels and the press. However, in today’s networked era, musicians and fans have built more active relationships through social media, fan sites, and artist sites, giving fans a new sense of intimacy and offering artists unparalleled information about their audiences. However, this comes at a price. For audiences, meeting their heroes can kill the mystique. And for artists, maintaining active relationships with so many people can be both personally and financially draining, as well as extremely labor intensive. Drawing on her own rich history as an active and deeply connected music fan, Baym offers an entirely new approach to media culture, arguing that the work musicians put in to create and maintain these intimate relationships reflect the demands of the gig economy, one which requires resources and strategies that we must all come to recognize and appreciate.
Publisher: NYU Press
ISBN: 1479803030
Category : Business & Economics
Languages : en
Pages : 263
Book Description
Explains what happened to music—for both artists and fans—when music went online. Playing to the Crowd explores and explains how the rise of digital communication platforms has transformed artist-fan relationships into something closer to friendship or family. Through in-depth interviews with musicians such as Billy Bragg and Richie Hawtin, as well as members of the Cure, UB40, and Throwing Muses, Baym reveals how new media has facilitated these connections through the active, and often required, participation of the artists and their devoted, digital fan base. Before the rise of social sharing and user-generated content, fans were mostly seen as an undifferentiated and unidentifiable mass, often mediated through record labels and the press. However, in today’s networked era, musicians and fans have built more active relationships through social media, fan sites, and artist sites, giving fans a new sense of intimacy and offering artists unparalleled information about their audiences. However, this comes at a price. For audiences, meeting their heroes can kill the mystique. And for artists, maintaining active relationships with so many people can be both personally and financially draining, as well as extremely labor intensive. Drawing on her own rich history as an active and deeply connected music fan, Baym offers an entirely new approach to media culture, arguing that the work musicians put in to create and maintain these intimate relationships reflect the demands of the gig economy, one which requires resources and strategies that we must all come to recognize and appreciate.
Role-Playing Game Studies
Author: Sebastian Deterding
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Killer Fandom: Fan Studies and the Celebrity Serial Killer
Author: Judith May Fathallah
Publisher: mediastudies.press
ISBN: 1951399250
Category : Social Science
Languages : en
Pages : 259
Book Description
Killer Fandom is the first long-form treatment of serial killer fandom. Fan studies have mostly ignored this most moralized form of fandom, as a stigmatized Bad Other in implicit tension with the field’s successful campaign to recuperate the broader fan category. Yet serial killer fandom, as Judith May Fathallah shows in the book, can be usefully studied with many of the field’s leading analytic frameworks. After tracing the pre-digital history of fans, mediated celebrity, and killers, Fathallah examines contemporary fandom through the lens of textual poaching, affective community, subcultural capital, and play. With close readings of fan posts, comments, and mashups on Tumblr, TikTok, and YouTube, alongside documentaries, podcasts, and a thriving “murderabilia” industry, Killer Fandom argues that this fan culture is, in many ways, hard to distinguish from more “mainstream” fandoms. Fan creations around Aileen Wuornos, Jeffrey Dahmer, Ted Bundy, and Richard Ramirez, among others, demonstrate a complex and shifting stance toward their objects—marked by parodic humor and irony in many cases. Killer Fandom ultimately questions—given our crime-and violence-saturated media culture—whether it makes sense to set Dahmer and Wuornos “fans” apart from the rest of us.
Publisher: mediastudies.press
ISBN: 1951399250
Category : Social Science
Languages : en
Pages : 259
Book Description
Killer Fandom is the first long-form treatment of serial killer fandom. Fan studies have mostly ignored this most moralized form of fandom, as a stigmatized Bad Other in implicit tension with the field’s successful campaign to recuperate the broader fan category. Yet serial killer fandom, as Judith May Fathallah shows in the book, can be usefully studied with many of the field’s leading analytic frameworks. After tracing the pre-digital history of fans, mediated celebrity, and killers, Fathallah examines contemporary fandom through the lens of textual poaching, affective community, subcultural capital, and play. With close readings of fan posts, comments, and mashups on Tumblr, TikTok, and YouTube, alongside documentaries, podcasts, and a thriving “murderabilia” industry, Killer Fandom argues that this fan culture is, in many ways, hard to distinguish from more “mainstream” fandoms. Fan creations around Aileen Wuornos, Jeffrey Dahmer, Ted Bundy, and Richard Ramirez, among others, demonstrate a complex and shifting stance toward their objects—marked by parodic humor and irony in many cases. Killer Fandom ultimately questions—given our crime-and violence-saturated media culture—whether it makes sense to set Dahmer and Wuornos “fans” apart from the rest of us.
Game Love
Author: Jessica Enevold
Publisher: McFarland
ISBN: 0786496932
Category : Games & Activities
Languages : en
Pages : 284
Book Description
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
Publisher: McFarland
ISBN: 0786496932
Category : Games & Activities
Languages : en
Pages : 284
Book Description
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.