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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?
Digital Games; Paratext; Fan Studies; Let's Plays; Media; Popular Culture; Computer Games; Digital Media; Media Aesthetics; Media Studies --- SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Digital Media. --- Fan Studies. --- Let's Plays. --- Media Aesthetics. --- Media Studies. --- Media. --- Paratext. --- Popular Culture. --- Computer games. --- Application software --- Electronic games --- Computer games --- Internet games --- Television games --- Videogames --- Games --- Digital Games --- Paratext --- Fan Studies --- Let's Plays --- Media --- Popular Culture --- Computer Games --- Digital Media --- Media Aesthetics --- Media Studies --- Video games.
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This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC's Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos).
Popular culture and globalization. --- Adaptation (Literary, artistic, etc.) --- Culture populaire. --- Mondialisation. --- Adaptation Studies. --- Fan Studies. --- Media Convergence. --- Media Franchising. --- Transmedia. --- Globalization and popular culture --- Globalization --- Arts --- Inspiration --- Literature
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Covering literary, cinematic, media, cultural, game, philosophical, and interdisciplinary research in the broadly understood fantastic, fantasy & science fiction across media.
science fiction studies --- fantasy studies --- utopian and dystopian studies --- fan studies --- popular culture studies --- Science fiction --- Fantasy fiction --- Science fiction. --- Fantasy fiction. --- History and criticism --- Fantastic fiction --- Heroic fantasy (Fiction) --- Fantasy literature --- Fiction --- Science stories --- Future, The, in literature
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"This comprehensive work presents a thorough exploration of celebrity 'bromances,' interrogating how bromances are portrayed in media and consumed by audiences to examine themes of celebrity persona, performativity, and authenticity. The authors examine how the performance of intimate male friendships functions within broadly 'Western' celebrity culture from three primary perspectives: construction of persona; interactions with audiences and fans; and commodification. Case studies from film and television are used to illustrate the argument that, regardless of their authenticity (real or staged), bromances are useful for engaging audiences and creating an extension of entertainment beyond the film the actors originally sought to promote. The first truly interdisciplinary study of its kind, this book will be of great interest to scholars and students of communications, advertising, marketing, Internet studies, media, journalism, cultural studies, and film and television"--
Bromance in motion pictures. --- Bromance on television. --- Bromance. --- Celebrities --- Fame --- Social aspects --- Celebrity --- Renown --- Glory --- Male friendship --- Bromance (Male friendship) --- Friendship between men --- Friendship in men --- Men's friendship --- Friendship --- Male friendship in motion pictures. --- Motion pictures --- advertising;authenticity;branding;bromances;Celebrity;celebrities;fandom;fan studies;film;Hollywood;masculinities;masculinity;media;personas;television;X-men
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Reader-response criticism --- Authors and readers --- Fans (Persons) --- Social media --- Fan magazines --- Popular culture --- Authors and readers. --- Fan magazines. --- Popular culture. --- Reader-response criticism. --- Social media. --- User-generated media --- Communication --- User-generated content --- Reader-oriented criticism --- Reception aesthetics --- Criticism --- Reading --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Intellectual life --- Mass society --- Recreation --- Culture --- Aficionados --- Devotees --- Enthusiasts (Fans) --- Supporters (Persons) --- Persons --- Hobbyists --- Fanzines --- Periodicals --- Readers and authors --- Authorship --- 2000-2099 --- Arts and Humanities --- Literature --- media studies --- fan studies --- transformative works --- literary criticism --- popular media
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The 1980's saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion-as a socially constructed world of shared meaning-can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock's clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Fantasy games --- Role playing --- Dungeons and Dragons (Game) --- Advanced Dungeons and Dragons (Game) --- D & D (Game) --- Dungeons & Dragons (Game) --- Role enactment --- Role-taking ability --- Roleplaying --- Social role --- Acting games --- Fantasy role playing games --- Role-playing games --- Games --- Moral and ethical aspects. --- alter egos. --- christian right. --- christianity. --- conspiracy theory. --- constructed world. --- dungeons and dragons. --- fan studies. --- fantasy games. --- fantasy. --- game theory. --- gaming. --- history. --- imagination. --- law enforcement. --- media. --- mental health. --- morality. --- nonfiction. --- occult. --- play theory. --- popular culture. --- psychology. --- religion. --- religious studies. --- role playing games. --- role playing. --- roleplaying. --- rpgs. --- social behavior. --- social theory. --- sociology. --- supernatural. --- worship --- God --- fantasy and reality --- panic --- fantasy role-playing games --- 'Dungeons & Dragons' --- religious phenomena --- madness --- Satanic panic --- the imagination
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Reveals the diversity crisis in children's and young adult media as not only a lack of representation, but a lack of imagination. Stories provide portals into other worlds, both real and imagined. The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter. The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries, Rue from Suzanne Collins’s The Hunger Games, Gwen from the BBC’s Merlin, and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world. In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reenvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”
Fantasy fiction, American --- Fantasy fiction, English --- Literature and race. --- Black people in literature. --- History and criticism --- Theory, etc. --- African American studies. --- Afrofuturism. --- Angelina Johnson. --- Bonnie Bennett. --- Christina Sharpe. --- Guinevere. --- Hamilton. --- King Arthur. --- Kinitra Brooks. --- Merlin. --- Rue. --- Suzanne Collins. --- The Vampire Diaries. --- Toni Morrison. --- colorblind casting. --- counterstorytelling. --- critical media studies. --- critical medieval studies. --- critical race theory. --- dystopia. --- fairy tale. --- fairy tales. --- fan studies. --- fantasy. --- horror. --- imagination gap. --- legend. --- monster culture. --- racial innocence. --- romance. --- science fiction. --- speculative fiction. --- storytelling. --- teen television. --- vampires. --- young adult literature. --- 18.06 Anglo-American literature. --- African Americans --- Blacks in literature. --- Jugendliteratur. --- Kinderliteratur. --- Race in literature. --- Schwarze Frau --- Storytelling in mass media. --- Weibliche Jugend --- Intellectual life. --- Englisch, ... --- Imagination --- Race --- Fantasy anglaise --- Storytelling. --- Noirs américains --- Dans la littérature. --- Thèmes, motifs --- Grande-Bretagne. --- Vie intellectuelle. --- Fiction --- Children's literature. Juvenile literature --- Sociology of literature --- American literature --- English literature --- fantasy --- racisme --- jeugdliteratuur
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The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic the doors are often barred. This problem lies not only with children's publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter. In an engaging and provocative exploration of race in popular youth and young adult speculative fiction, Thomas considers four black girl protagonists from some popular stories of the early 21st century and reveals how these characters mirror the violence against black and brown people in our own world. -- adapted from jacket.
Literature --- 18.06 Anglo-American literature. --- African Americans --- Blacks in literature. --- Fantasy fiction, American --- Fantasy fiction, English --- Jugendliteratur. --- Kinderliteratur. --- Literature and race. --- Race in literature. --- Schwarze Frau --- Storytelling in mass media. --- Weibliche Jugend --- Intellectual life. --- History and criticism --- Theory, etc. --- Englisch, ... --- Black people in literature. --- African American studies. --- Afrofuturism. --- Angelina Johnson. --- Bonnie Bennett. --- Christina Sharpe. --- Guinevere. --- Hamilton. --- King Arthur. --- Kinitra Brooks. --- Merlin. --- Rue. --- Suzanne Collins. --- The Vampire Diaries. --- Toni Morrison. --- colorblind casting. --- counterstorytelling. --- critical media studies. --- critical medieval studies. --- critical race theory. --- dystopia. --- fairy tale. --- fairy tales. --- fan studies. --- fantasy. --- horror. --- imagination gap. --- legend. --- monster culture. --- racial innocence. --- romance. --- science fiction. --- speculative fiction. --- storytelling. --- teen television. --- vampires. --- young adult literature. --- Imagination --- Race --- Fantasy anglaise --- Storytelling. --- Noirs américains --- Dans la littérature. --- Thèmes, motifs --- Grande-Bretagne. --- Vie intellectuelle. --- Fiction --- Children's literature. Juvenile literature --- Sociology of literature --- American literature --- English literature --- fantasy --- racisme --- jeugdliteratuur
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