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Productive Fandom
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Book Synopsis Productive Fandom by : Nicolle Lamerichs
Download or read book Productive Fandom written by Nicolle Lamerichs and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Anti-Fandom written by Melissa A. Click and published by NYU Press. This book was released on 2019-01-08 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: A revealing look at the pleasure we get from hating figures like politicians, celebrities, and TV characters, showcased in approaches that explore snark, hate-watching, and trolling The work of a fan takes many forms: following a favorite celebrity on Instagram, writing steamy fan fiction fantasies, attending meet-and-greets, and creating fan art as homages to adored characters. While fandom that manifests as feelings of like and love are commonly understood, examined less frequently are the equally intense, but opposite feelings of dislike and hatred. Disinterest. Disgust. Hate. This is anti-fandom. It is visible in many of the same spaces where you see fandom: in the long lines at ComicCon, in our politics, and in numerous online forums like Twitter, Tumblr, Reddit, and the ever dreaded comments section. This is where fans and fandoms debate and discipline. This is where we love to hate. Anti-Fandom,a collection of 15 original and innovative essays, provides a framework for future study through theoretical and methodological exemplars that examine anti-fandom in the contemporary digital environment through gender, generation, sexuality, race, taste, authenticity, nationality, celebrity, and more. From hatewatching Girls and Here Comes Honey Boo Boo to trolling celebrities and their characters on Twitter, these chapters ground the emerging area of anti-fan studies with a productive foundation. The book demonstrates the importance of constructing a complex knowledge of emotion and media in fan studies. Its focus on the pleasures, performances, and practices that constitute anti-fandom will generate new perspectives for understanding the impact of hate on our identities, relationships, and communities.
Book Synopsis Squee from the Margins by : Rukmini Pande
Download or read book Squee from the Margins written by Rukmini Pande and published by University of Iowa Press. This book was released on 2018-12-01 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rukmini Pande’s examination of race in fan studies is sure to make an immediate contribution to the growing field. Until now, virtually no sustained examination of race and racism in transnational fan cultures has taken place, a lack that is especially concerning given that current fan spaces have never been more vocal about debating issues of privilege and discrimination. Pande’s study challenges dominant ideas of who fans are and how these complex transnational and cultural spaces function, expanding the scope of the field significantly. Along with interviewing thirty-nine fans from nine different countries about their fan practices, she also positions media fandom as a postcolonial cyberspace, enabling scholars to take a more inclusive view of fan identity. With analysis that spans from historical to contemporary, Pande builds a case for the ways in which non-white fans have always been present in such spaces, though consistently ignored.
Book Synopsis Eating Fandom by : CarrieLynn D. Reinhard
Download or read book Eating Fandom written by CarrieLynn D. Reinhard and published by Routledge. This book was released on 2020-10-29 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book considers the practices and techniques fans utilize to interact with different aspects and elements of food cultures. With attention to food cultures across nations, societies, cultures, and historical periods, the collected essays consider the rituals and values of fan communities as reflections of their food culture, whether in relation to particular foods or types of food, those who produce them, or representations of them. Presenting various theoretical and methodological approaches, the anthology brings together a series of empirical studies to examine the intersection of two fields of cultural practice and will appeal to sociologists, geographers and scholars of cultural studies with interests in fan studies and food cultures.
Download or read book Fanocracy written by David Meerman Scott and published by Penguin. This book was released on 2020-01-07 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Wall Street Journal bestseller From the author of New Rules of Marketing & PR, a bold guide to converting customer passion into marketing power. How do some brands attract word-of-mouth buzz and radical devotion around products as everyday as car insurance, b2b software, and underwear? They embody the most powerful marketing force in the world: die-hard fans. In this essential book, leading business growth strategist David Meerman Scott and fandom expert Reiko Scott explore the neuroscience of fandom and interview young entrepreneurs, veteran business owners, startup founders, nonprofits, and companies big and small to pinpoint which practices separate organizations that flourish from those stuck in stagnation. They lay out a road map for converting customers’ ardor into buying power, pulling one-of-a-kind examples from a wide range of organizations, including: · MeUndies, the subscription company that’s revolutionizing underwear · HeadCount, the nonprofit that registers voters at music concerts · Grain Surfboards, the board-building studio that willingly reveals its trade secrets with customers · Hagerty, the classic-car insurance provider with over 600,000 premier club members · HubSpot, the software company that draws 25,000 attendees to its annual conference For anyone who seeks to harness the force of fandom to revolutionize his or her business, Fanocracy shows the way.
Book Synopsis Understanding Games and Game Cultures by : Ingrid Richardson
Download or read book Understanding Games and Game Cultures written by Ingrid Richardson and published by SAGE. This book was released on 2021-03-24 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Download or read book Fandom Unbound written by Mizuko Ito and published by Yale University Press. This book was released on 2012-02-28 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Playing Fans written by Paul Booth and published by University of Iowa Press. This book was released on 2015-03-15 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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"--
Book Synopsis Productive Fandom by : Nicolle Lamerichs
Download or read book Productive Fandom written by Nicolle Lamerichs and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "To dismantle negative stereotypes of fans, 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. By examining the fandoms of Sherlock, Glee, Firefly, and other popular television-based franchises, the author appeals to fans and scholars alike in her empirically grounded methodology and insightful analysis of production hierarchies, gender, sexuality, play, and affect."--Publisher's website, November 19, 2020.
Book Synopsis The Information Behavior of Wikipedia Fan Editors by : Paul A. Thomas
Download or read book The Information Behavior of Wikipedia Fan Editors written by Paul A. Thomas and published by Rowman & Littlefield. This book was released on 2024-07-30 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Situated at the intersection of library and information science (LIS), Wikipedia studies, and fandom studies, this book is a digital (auto)ethnography that documents the information behavior of Wikipedia “fan editors”—that is, individuals who edit articles about pop culture media. Given Wikipedia’s prominence in LIS and fan studies scholarship, both as one of the world’s most heavily used reference sources and as an important archive for fan communities, fan editors are a crucial component of this ecosystem as some of Wikipedia’s most active contributors. Through a combination of fieldwork observations, insight from key informants, and the author’s own experiences as a Wikipedia editor, this monograph provides a rich articulation of fan editor information behavior and offers a significant contribution to scholarship in a number of fields. Scholars of library and information science, media studies, fandom studies, and popular culture will find this book of particular interest.
Book Synopsis Modes of Esports Engagement in Overwatch by : Maria Ruotsalainen
Download or read book Modes of Esports Engagement in Overwatch written by Maria Ruotsalainen and published by Springer Nature. This book was released on 2022 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon's cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology.
Download or read book EA Sports FIFA written by Raiford Guins and published by Bloomsbury Publishing USA. This book was released on 2022-07-14 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA's football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA's FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium's culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance of EA's FIFA. From looking at the cultures of fandom to analyzing the technical elements of the sports simulation, and covering the complicated relations that EA's FIFA has with gender, embodiment, and masculinity, this collection provides a comprehensive understanding of a video game series that is changing the way the most popular sport in the world is experienced. In doing so, the book serves as a reference text for scholars in many disciplines, including game studies, sociology of sports, history of games, and sports research.
Book Synopsis Everyday Feminist Research Praxis by : Koen Leurs
Download or read book Everyday Feminist Research Praxis written by Koen Leurs and published by Cambridge Scholars Publishing. This book was released on 2014-10-02 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Everyday Feminist Research Praxis: Doing Gender in The Netherlands offers a selection of previously unpublished work presented during the 2011, 2012 and 2013 Netherlands Research School of Gender Studies (NOG) conferences. Reflecting the wide spectrum of interdisciplinary gender studies, this volume is organised into four sections along four conceptual knots. These thematic entry-points are space/time, affectivity, public/private, and technological mediation. The central emphasis of this volume is twofold: first, the everyday is approached as a concretely grounded site of micro-political power struggles. Second, the contributors make explicit connections between theory and their everyday feminist research practices. As a whole, the interventions – ranging from fashion modelling, child-birthing discourses and digital documentaries – show how feminist research praxis remains crucial in critically disentangling naturalized routines of daily life, which in turn enables the scrutiny of, for example, the arbitrariness of entrenched power relations and contradictory, personal and collective, everyday trajectories. Everyday Feminist Research Praxis, thus, energises possibilities for new forms of recognition, representation and redistribution of power.
Book Synopsis Paratextualizing Games by : Benjamin Beil
Download or read book Paratextualizing Games written by Benjamin Beil and published by transcript Verlag. This book was released on 2021-11-30 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Download or read book Game Love written by Jessica Enevold and published by McFarland. This book was released on 2015-01-28 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Fifty Years of Dungeons & Dragons by : Premeet Sidhu
Download or read book Fifty Years of Dungeons & Dragons written by Premeet Sidhu and published by MIT Press. This book was released on 2024-11-19 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, despite worldwide lockdowns—and offers readers the opportunity to critically reflect on their own experiences, perceptions, and play of D&D. Fifty Years of Dungeons & Dragons draws on fascinating research and insight from expert scholars in the field, including: Gary Alan Fine, whose 1983 book Shared Fantasy remains a canonical text in game studies; Jon Peterson, celebrated D&D historian; Daniel Justice, Canada Research Chair in Indigenous Literature and Expressive Culture; and numerous leading and emerging scholars from the growing discipline of game studies, including Amanda Cote, Esther MacCallum-Stewart, and Aaron Trammell. The chapters cover a diverse range of topics—from D&D’s adoption in local contexts and classrooms and by queer communities to speculative interpretations of what D&D might look like in one hundred years—that aim to deepen readers’ understanding of the game.
Book Synopsis Role Playing Materials by : Rafael Bienia
Download or read book Role Playing Materials written by Rafael Bienia and published by Zauberfeder Verlag. This book was released on 2016-04-11 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Die Dissertation Role Playing Materials untersucht die materielle Seite von Larp, Mixed Reality und Pen'n'Paper Rollenspielen. Wie kooperieren Gewandung, Virtuelle-Realität-Brille, oder ein Bleistift mit Erzählung und Spielregeln? Neben Antworten auf diese Frage versucht das Buch das Verständnis von Rollenspiel als eine Handlung zu erweitern, die nicht nur von Menschen geprägt wird. Role Playing Materials examines how larp, mixed and tabletop role-playing games work. Costumes, computers, pen and paper are not passive elements. Materials change and are changed during role-playing game sessions, because they work together with narrative and ludic elements. If we think about materials as social elements, how do they make role-playing games work? To answer this question, Role Playing Materials draws on ethnographic fieldwork among role-playing communities in Germany. The analysis draws upon the fields of game studies, and science, technology and society studies.