Author: Henry Jenkins
Publisher: NYU Press
ISBN: 081474284X
Category : Mass media
Languages : en
Pages : 287
Book Description
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.
Fans, Bloggers, and Gamers
Author: Henry Jenkins
Publisher: NYU Press
ISBN: 081474284X
Category : Mass media
Languages : en
Pages : 287
Book Description
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.
Publisher: NYU Press
ISBN: 081474284X
Category : Mass media
Languages : en
Pages : 287
Book Description
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.
Fans, Bloggers, and Gamers
Author: Henry Jenkins
Publisher: NYU Press
ISBN: 9780814742853
Category : Mass media
Languages : en
Pages : 298
Book Description
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.
Publisher: NYU Press
ISBN: 9780814742853
Category : Mass media
Languages : en
Pages : 298
Book Description
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
Author: Henry Jenkins
Publisher: Routledge
ISBN: 0415533287
Category : Art
Languages : en
Pages : 426
Book Description
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.
Publisher: Routledge
ISBN: 0415533287
Category : Art
Languages : en
Pages : 426
Book Description
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.
Textual Poachers
Author: Henry Jenkins
Publisher: Routledge
ISBN: 1135964696
Category : Art
Languages : en
Pages : 354
Book Description
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.
Publisher: Routledge
ISBN: 1135964696
Category : Art
Languages : en
Pages : 354
Book Description
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.
How to Do Things with Videogames
Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194
Book Description
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194
Book Description
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Participatory Culture in a Networked Era
Author: Henry Jenkins
Publisher: John Wiley & Sons
ISBN: 0745689434
Category : Social Science
Languages : en
Pages : 160
Book Description
In the last two decades, both the conception and the practice of participatory culture have been transformed by the new affordances enabled by digital, networked, and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media. Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression and argue for an ethos of “doing it together” in addition to “doing it yourself.” Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society and will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.
Publisher: John Wiley & Sons
ISBN: 0745689434
Category : Social Science
Languages : en
Pages : 160
Book Description
In the last two decades, both the conception and the practice of participatory culture have been transformed by the new affordances enabled by digital, networked, and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media. Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression and argue for an ethos of “doing it together” in addition to “doing it yourself.” Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society and will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.
Digital Fandom
Author: Paul Booth
Publisher: Peter Lang
ISBN: 9781433110702
Category : Art
Languages : en
Pages : 254
Book Description
"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.
Publisher: Peter Lang
ISBN: 9781433110702
Category : Art
Languages : en
Pages : 254
Book Description
"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.
Someone Comes to Town, Someone Leaves Town
Author: Cory Doctorow
Publisher: Tor Books
ISBN: 1250196469
Category : Fiction
Languages : en
Pages : 336
Book Description
The repackaged trade paperback of Cory Doctorow's miraculous novel of family history, Internet connectivity, and magical secrets—now with a new cover! Alan is a middle-aged entrepeneur who moves to a bohemian neighborhood of Toronto. Living next door is a young woman who reveals to him that she has wings—which grow back after each attempt to cut them off. Alan understands. He himself has a secret or two. His father is a mountain, his mother is a washing machine, and among his brothers are sets of Russian nesting dolls. Now two of the three dolls are on his doorstep, starving, because their innermost member has vanished. It appears that Davey, another brother who Alan and his siblings killed years ago, may have returned, bent on revenge. Under the circumstances it seems only reasonable for Alan to join a scheme to blanket Toronto with free wireless Internet, spearheaded by a brilliant technopunk who builds miracles from scavenged parts. But Alan's past won't leave him alone—and Davey isn't the only one gunning for him and his friends. Whipsawing between the preposterous, the amazing, and the deeply felt, Someone Comes to Town, Someone Leaves Town is unlike any novel you have ever read.
Publisher: Tor Books
ISBN: 1250196469
Category : Fiction
Languages : en
Pages : 336
Book Description
The repackaged trade paperback of Cory Doctorow's miraculous novel of family history, Internet connectivity, and magical secrets—now with a new cover! Alan is a middle-aged entrepeneur who moves to a bohemian neighborhood of Toronto. Living next door is a young woman who reveals to him that she has wings—which grow back after each attempt to cut them off. Alan understands. He himself has a secret or two. His father is a mountain, his mother is a washing machine, and among his brothers are sets of Russian nesting dolls. Now two of the three dolls are on his doorstep, starving, because their innermost member has vanished. It appears that Davey, another brother who Alan and his siblings killed years ago, may have returned, bent on revenge. Under the circumstances it seems only reasonable for Alan to join a scheme to blanket Toronto with free wireless Internet, spearheaded by a brilliant technopunk who builds miracles from scavenged parts. But Alan's past won't leave him alone—and Davey isn't the only one gunning for him and his friends. Whipsawing between the preposterous, the amazing, and the deeply felt, Someone Comes to Town, Someone Leaves Town is unlike any novel you have ever read.
Fans
Author: Cornel Sandvoss
Publisher: Polity
ISBN: 0745629725
Category : Social Science
Languages : en
Pages : 204
Book Description
Explores the social, cultural, and psychological premises and consequences of fan consumption. This book describes the nature and development of whole fan cultures, and focuses on the experience and identity of the individual fan.
Publisher: Polity
ISBN: 0745629725
Category : Social Science
Languages : en
Pages : 204
Book Description
Explores the social, cultural, and psychological premises and consequences of fan consumption. This book describes the nature and development of whole fan cultures, and focuses on the experience and identity of the individual fan.
Fans
Author: Larry Olmsted
Publisher: Algonquin Books
ISBN: 1616208465
Category : Sports & Recreation
Languages : en
Pages : 321
Book Description
The perfect book for everyone cheering from the couch during the Tokyo Olympics Larry Olmsted’s writing and research have been called “eye-opening” (People), “impressive” (Publishers Weekly, starred review), and “enlightening” (Kirkus Reviews). Now, the New York Times and Washington Post bestselling author turns his expertise to a subject that has never been fully explored, delivering a highly entertaining game changer that uses brand-new research to show us why being a sports fan is good for us individually and is a force for positive change in society. Fans is a passionate reminder of how games, teams, and the communities dedicated to them are vital to our lives. Citing fascinating new studies on sports fandom, Larry Olmsted makes the case that the more you identify with a sports team, the better your social, psychological, and physical health is; the more meaningful your relationships are; and the more connected and happier you are. Fans maintain better cognitive processing as their gray matter ages; they have better language skills; and college students who follow sports have higher GPAs, better graduation rates, and higher incomes after graduating. And there’s more: On a societal level, sports help us heal after tragedies, providing community and hope when we need it most. Fans is the perfect gift for anyone who loves sports or anyone who loves someone who loves sports. “Olmsted opens a window into a psychologically compelling world of passion and purpose.” —Harvey Araton, author of Our Last Season: A Writer, a Fan, a Friendship
Publisher: Algonquin Books
ISBN: 1616208465
Category : Sports & Recreation
Languages : en
Pages : 321
Book Description
The perfect book for everyone cheering from the couch during the Tokyo Olympics Larry Olmsted’s writing and research have been called “eye-opening” (People), “impressive” (Publishers Weekly, starred review), and “enlightening” (Kirkus Reviews). Now, the New York Times and Washington Post bestselling author turns his expertise to a subject that has never been fully explored, delivering a highly entertaining game changer that uses brand-new research to show us why being a sports fan is good for us individually and is a force for positive change in society. Fans is a passionate reminder of how games, teams, and the communities dedicated to them are vital to our lives. Citing fascinating new studies on sports fandom, Larry Olmsted makes the case that the more you identify with a sports team, the better your social, psychological, and physical health is; the more meaningful your relationships are; and the more connected and happier you are. Fans maintain better cognitive processing as their gray matter ages; they have better language skills; and college students who follow sports have higher GPAs, better graduation rates, and higher incomes after graduating. And there’s more: On a societal level, sports help us heal after tragedies, providing community and hope when we need it most. Fans is the perfect gift for anyone who loves sports or anyone who loves someone who loves sports. “Olmsted opens a window into a psychologically compelling world of passion and purpose.” —Harvey Araton, author of Our Last Season: A Writer, a Fan, a Friendship