Fans, Bloggers, and Gamers

Fans, Bloggers, and Gamers
Title Fans, Bloggers, and Gamers PDF eBook
Author Henry Jenkins
Publisher NYU Press
Total Pages 298
Release 2006
Genre Mass media
ISBN 9780814742853

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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

Textual Poachers
Title Textual Poachers PDF eBook
Author Henry Jenkins
Publisher Routledge
Total Pages 354
Release 2003-09-02
Genre Art
ISBN 1135964696

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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.

Textual Poachers

Textual Poachers
Title Textual Poachers PDF eBook
Author Henry Jenkins
Publisher Routledge
Total Pages 426
Release 2013
Genre Art
ISBN 0415533287

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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.

Spreadable Media

Spreadable Media
Title Spreadable Media PDF eBook
Author Henry Jenkins
Publisher NYU Press
Total Pages 398
Release 2018-04-03
Genre Law
ISBN 1479856053

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"Spreadable Media" maps fundamental changes taking place in the contemporary media environment, a space where corporations no longer tightly control media distribution. This book challenges some of the prevailing frameworks used to describe contemporary media.

Convergence Culture

Convergence Culture
Title Convergence Culture PDF eBook
Author Henry Jenkins
Publisher NYU Press
Total Pages 361
Release 2008-09
Genre Social Science
ISBN 0814742955

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“What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.

Gaming Sexism

Gaming Sexism
Title Gaming Sexism PDF eBook
Author Amanda C. Cote
Publisher NYU Press
Total Pages 274
Release 2020-09-01
Genre Social Science
ISBN 1479802204

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Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Fans and Videogames

Fans and Videogames
Title Fans and Videogames PDF eBook
Author Melanie Swalwell
Publisher Taylor & Francis
Total Pages 242
Release 2017-03-03
Genre Social Science
ISBN 1317191919

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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.