Fanáticos. La cultura fan


Book Description

Los fans han sido tradicionalmente menospreciados como objeto de estudio serio para las aproximaciones sociológicas y culturales de la comunicación. Los fans son, en muchos aspectos, la sublimación del modelo de consumidor de cultura vulgar carente de cualquier clase de gusto. La legitimidad de los fans como objeto de estudio es relativamente reciente. Sin embargo, en los últimos años, los fans se han consolidado como un tema digno de observación y reflexión. A ello ha contribuido sin duda el establecimiento de una buena base de estudios sobre la comunicación en internet. Las tecnologías digitales, y especialmente la infraestructura de internet, han ocupado un papel central en sus relaciones. Internet amplía y configura las relaciones y la producción de los fans, con lo que se convierte en un agente capital de un cambio cultural. Es imposible dar cuenta de la relevancia social y cultural sin pasar en algún momento por la observación de las comunidades formadas por fans. A pesar de que la producción académica sobre fans es ya extensa en lengua inglesa, no es fácil encontrar textos sobre el tema en español. Este libro pretende ser una aportación al estudio de los fans dirigida a todo tipo de personas interesadas en el fenómeno.




Global Convergence Cultures


Book Description

Today’s convergent media industries readily produce stories that span multiple media, telling the tales of superheroes across comics, film and television, inviting audiences to participate in the popular universes across cinema, novels, the Web, and more. This transmedia phenomenon may be a common strategy in Hollywood’s blockbuster fiction factory, tied up with digital marketing and fictional world-building, but transmediality is so much more than global movie franchises. Different cultures around the world are now making new and often far less commercial uses of transmediality, applying this phenomenon to the needs and structures of a nation and re-thinking it in the form of cultural, political and heritage projects. This book offers an exploration of these national and cultural systems of transmediality around the world, showing how national cultures – including politics, people, heritage, traditions, leisure and so on – are informing transmediality in different countries. The book spans four continents and twelve countries, looking across the UK, Spain, Portugal, France, Estonia, USA, Canada, Colombia, Brazil, Japan, India, and Russia.







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.




Televisión social y transmedia


Book Description

La forma de consumir televisión está cambiando a gran velocidad. Las narrativas transmedia, el consumo en dispositivos móviles, la gamificación, las llamadas «segundas pantallas», la implicación con redes 2.0 y la audiencia social representan un reto, pero también ofrecen enormes posibilidades para los creadores de contenidos audiovisuales. El concepto de televisión basada en el broadcasting cede su protagonismo a los contenidos con implicación en social media y concepción transmedia. Este libro nos acerca a las nuevas rutinas productivas y al diseño de estrategias acordes con este nuevo paradigma comunicativo, y lo hace combinando los referentes académicos con aportaciones directas de la industria de la comunicación y el análisis de casos de éxito para ofrecer a los lectores la posibilidad de comprender en qué medida está cambiando el audiovisual, los espectadores y las dinámicas sociales en torno a la televisión.




Rubén Ortiz Torres


Book Description




Stranger Things: Worlds Turned Upside Down


Book Description

NEW YORK TIMES BESTSELLER • The official behind-the-scenes companion guide to the first two seasons and beyond, featuring exclusive photos and stunning concept art. Stranger things have happened. . . . When the first season of Stranger Things debuted on Netflix in the summer of 2016, the show struck a nerve with millions of viewers worldwide and received broad critical acclaim. The series has gone on to win six Emmy Awards, but the its success was driven more than anything by word of mouth, resonating across generations. Viewers feel personal connections to the characters. Now fans can immerse themselves in the world—or worlds—of Hawkins, Indiana, like never before. Inside you’ll find • original commentary and a foreword from creators Matt and Ross Duffer • exclusive interviews with the stars of the show, including Millie Bobby Brown, Finn Wolfhard, and David Harbour • the show’s earliest drafts, pitches to Netflix, and casting calls • insights into the Duffers’ creative process from the entire crew—from costume and set designers to composers and visual-effects specialists • deep dives into the cultural artifacts and references that inspired the look and feel of the show • a map of everyday Hawkins—with clues charting the network of the Upside Down • a digital copy of the Morse code disk Eleven uses, so you can decipher secret messages embedded throughout the text • a look into the future of the series—including a sneak preview of season three! Adding whole new layers to enrich the viewing experience, this keepsake is essential reading for anyone and everyone who loves Stranger Things. Note: This ebook is best viewed on a color device with a larger screen.







The Game Console 2.0


Book Description

This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.




The Simpsons and Philosophy


Book Description

This unconventional and lighthearted introduction to the ideas of the major Western philosophers examines The Simpsons — TV’s favorite animated family. The authors look beyond the jokes, the crudeness, the attacks on society — and see a clever display of irony, social criticism, and philosophical thought. The writers begin with an examination of the characters. Does Homer actually display Aristotle’s virtues of character? In what way does Bart exemplify American pragmatism? The book also examines the ethics and themes of the show, and concludes with discussions of how the series reflects the work of Aristotle, Marx, Camus, Sartre, and other thinkers.