Fans, Bloggers, and Gamers


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


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


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


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.




Fans and Videogames


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.




Participatory Culture in a Networked Era


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.




Fans


Book Description

“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 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.




Someone Comes to Town, Someone Leaves Town


Book Description

Cory Doctorow's miraculous novel of family history, Internet connectivity, and magical secrets 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, Cory Doctorow's Someone Comes to Town, Someone Leaves Town is unlike any novel you have ever read. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




A Fan's Notes


Book Description

This fictional memoir, the first of an autobiographical trilogy, traces a self professed failure's nightmarish decent into the underside of American life and his resurrection to the wisdom that emerges from despair.




A Companion to Media Fandom and Fan Studies


Book Description

A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.