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Digital Fandom 2.0

New Media Studies

Series:

Paul Booth

In this completely revised and updated version of Digital Fandom, Paul Booth extends his analysis of fandom in the digital environment. With new chapters that focus on the economics of crowdfunding, the playfulness of Tumblr, and the hybridity of the fan experience, alongside revised chapters that explore blogs, wikis, and social networking sites, Digital Fandom 2.0 continues to develop the «philosophy of playfulness» of the contemporary fan. Booth’s analysis reveals the many facets of the digital fan experience, including hybrid fandom, demediation, and the digi-gratis economy. With a foreword from noted fan scholar Matt Hills, Booth's new Digital Fandom 2.0 shows the power of the fan in the digital age.

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Table of Contents

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Foreword by Matt Hills xi Acknowledgments xxi Introduction to the Second Edition 1 Introduction to the First Edition 7 Part I: Historical Digital Fandom 17 Chapter 1: Fandom in the Digital Environment 19 Re-Writing Media Studies 21 Digital Fandom 25 Web Commons 30 Digi-Gratis Economy 34 Digital Fandom, the Web Commons, and the Digi-Gratis Economy in Practice 41 Chapter 2: Digital Fandom between Text and Intertext 53 The Blog: A Critical Understanding 56 Text, Intertext, Intra-Text 59 The New Carnival 63 Self-Reflexivity 65 Organization 67 viii digital fandom 2.0 Direct Address 68 Meta-Knowledge 70 Ludicity 71 Recursive Expansion 73 Intra-Textuality and the Blog Document 75 Chapter 3: The Narrative Database and the Web Commons 83 Wikis and Fandom 86 Narrative Database 87 The Wiki as Archive 94 Narractive Impression: Constructing the Narrative 97 Narractive Scattering: Trace-ing Narrative Futures 99 Narractive Research: Memory of the Narrative Moment 104 Narractivity and the Narrative Database 107 Chapter 4: Interreality and the Digi-Gratis 113 Identity Definitions 117 Interreal Identities and the Digi-Gratis Economy 119 Social Network Sites and Fandom 122 MySpace Roleplay and Parasocial Theory 125 Identity Roleplay 130 Fragmented Identity 131 Reconstruction through Branched Narratives 134 Roleplay through Fan-Created Dialogue 136 Identity Roleplay and Fandom 138 Chapter 5: Digital Fandom, Alternate Reality Games, and Demediation 147 Media/Technology 149 Remediation/Demediation 152 The Demediation of the ARG 155 Demediation and Digital Fandom 158 Part II: Digital Fandom 2.0 165 Chapter 6: Demediation and Hybrid Fandom 167 MagiQuest 168 MagiQuest and Hybrid Fandom 171 ARGs, MagiQuest,...

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