New Media Studies
Part 2: Digital Fandom 2.0
part 2 digital fandom 2.0 · 6 · demediation and hybrid fandom He realized that he’d thrown the dice. That he’d moved to the first square in a dangerous game … but he felt like playing. —Pérez-Reverte, The Club Dumas (pp. 62–3) All throughout history Magi have wandered the globe, spreading their teachings of pow- erful magic. The magic they wield comes from the enchanted Runes they have collected over the ages. In order to learn this magic, a Magi must complete a Rune Quest for the specific power that they seek. Only those that complete all Rune Quests can be given the illustrious title of Master Magi. —Magiquest, Runes of the Questmaster In the conclusion to the first edition of Digital Fandom, I introduced a con- cept I called “demediation,” drawn largely from my experiences with gaming, alternate reality, and pervasive games.1 Demediation drew from postmod- ern theories as well as the book Remediation by Jay David Bolter and Rich- ard Grusin. I defined demediation in relation specifically to alternate reality games, those games played in a combination of physical and digital worlds, where the game world would often overtake and encompass the non-game world. Demediation is certainly not limited just to alternate reality games, but in the first edition I felt that ARGs were the most obvious and exem- plary examples. Demediation was what happened when all component 168 digital fandom 2.0 media of ARGS (web pages, wikis, tangible books, puzzles, etc.) immerse the player in an environment where...
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