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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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A academia xviii, 196, 212, 222–3, 236 academia, as crowdfunding 212 academic publishing xix, 1 academics, similar to fans 225, 229, 240 advertising 23, 26, 36, 39, 73, 118, 122, 125, 160, 176, 202, 209 affect xviii, 13, 22, 194–95, 208–11, 212, 239 affect, commoditization of 208 affective economy 194 affective publics xviii already-read 60 Alternate Reality Game xiii, 3, 12, 148, 150, 160, 175, 195 Alternate Reality Game, and demediation 155–60 Alternate Reality Game, as marketing 175 antiescapist, games as 175 archive 11, 84, 85–6, 87, 94–7, 98–9, 102–3, archontic properties 86, 89, 94–6, 105 authorship, collaborative 13, 26, 57, 60, 84 90, 223 B belonging 124, 235 blog 11, 54–5, 56–9 blog, image 221, 234 blog, text 56 branched narratives 134–136 C Campbell hero quest 171 canon 27, 70, 97, 135, 229 capital, social 28, 100, 195, 197 capitalism xv, 28, 185 carnivalesque 11, 55, 63–5, 67–8, 74 centrifugal force 63, 70 centripetal force 63–4, 70 278 digital fandom 2.0 chrono-logic 85, 91 cloudmakers 160, 162 collaborative interpretation 85 collaborative potential 205 collecting 199 collective intelligence 23, 84, 89, 96–7, 199 Comic-Con 170 commentfic 57, 237 comments 11, 31, 36, 54–60, 65–75, 118, 123, 131–7 commodity fetishism 119–21 common-pool 31 common-property 31 commons 31–2 competition, in games 183, 185 consignation 95–6 constructivism 24–5 consumption implies destruction 26, 38 consumption, aspect of the world 184 consumption/production...

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