LEADER 00000cam a2200769 i 4500 001 ocn902724973 003 OCoLC 005 20220702022102.0 006 m o d 007 cr cnu---unuuu 008 150204s2015 iau ob s001 0 eng d 015 GBB6D1858|2bnb 016 7 017175777|2Uk 019 1058188564 020 9781609383206|q(electronic book) 020 1609383206|q(electronic book) 020 |z9781609383190 020 |z1609383192 024 8 40024684595 035 (OCoLC)902724973|z(OCoLC)1058188564 037 22573/ctt20p5pz8|bJSTOR 040 N$T|beng|erda|epn|cN$T|dYDXCP|dP@U|dE7B|dOCLCF|dRRP|dEBLCP |dOCLCQ|dOCLCO|dDEBSZ|dOCLCO|dIDB|dUBY|dMOR|dZ5A|dMERUC |dOCLCQ|dJSTOR|dOCLCQ|dCEF|dOCLCA|dOCLCQ|dXC$|dTKN|dUKAHL |dAU@|dOCLCQ|dMM9|dOCLCQ|dOCLCO 049 RIDW 050 4 HM851|b.B676 2015eb 072 7 PSY|x031000|2bisacsh 072 7 SOC000000|2bisacsh 072 7 SOC052000|2bisacsh 082 04 302.23/1|223 084 SOC052000|2bisacsh 090 HM851|b.B676 2015eb 100 1 Booth, Paul,|d1981-|0https://id.loc.gov/authorities/names/ n2010022940 245 10 Playing fans :|bnegotiating fandom and media in the digital age /|cPaul Booth. 264 1 Iowa City :|bUniversity Of Iowa Press,|c2015. 300 1 online resource 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 340 |gpolychrome|2rdacc 347 text file|2rdaft 504 Includes bibliographical references and index. 505 0 Ch. 1 SuperWhoLock, GIF Fics, and Fan Pastiche -- ch. 2 Inspector Spacetime as Fan Pastiche -- ch. 3 Hyperreal Parody: Mocking Hyperfans -- ch. 4 Fan Spaces as Media Parody -- ch. 5 Porn Parodies and Slash Discourses -- ch. 6 Digital Cosplay. 520 "Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they're paying attention and a lot of money to develop a whole new wave of products intended to harness the power of fandom. What impact do such corporate media efforts have on fan practice and fan identities? And are the media industries actually responding to fans as fans want them to? In Playing Fans, Paul Booth argues that the more attention entertainment businesses pay to fans, the more mainstream fans have become popularized. But such mainstreaming ignores important creative fan work and tries to channel fandom into activities lucrative for the companies. Offering a new approach to the longstanding debate about the balance between manipulation and subversion in popular culture, the author argues that we can understand the current moment best through the concepts of pastiche and parody. This sophisticated alternative to conceiving of fans as either dupes of the media industry or rebels against it takes the discussion of "transformative" and "affirmative" fandom in a productive new direction. With nuanced analyses of the Doctor Who Experience in Cardiff, the representations of fans in TV shows like Community and films like Fanboys, SuperWhoLock fans' use of gifs, and the similarities in discussions of slash fandom and pornographic parody films, this book reveals how fans borrow media techniques and media industries mimic fan activities. Just as the entertainment industry needs fans to succeed, so too do fans need-and desire-the media, and they represent their love through gif fics, crowdfunding, and digital cosplay. Everyone who wants to understand how consumers are making themselves at home in the brave new world being built by the contemporary media should read this book."--|cProvided by publisher 520 "From Gifs to vids, from tourist attractions to digital costuming, from Trekkers to Inspector Spacetime, Media Play illuminates the multiple economic, cultural, and social links between fans and the media industries"-- |cProvided by publisher 588 0 Print version record. 590 eBooks on EBSCOhost|bEBSCO eBook Subscription Academic Collection - North America 650 0 Digital media|xSocial aspects.|0https://id.loc.gov/ authorities/subjects/sh2009123379 650 0 Fans (Persons)|0https://id.loc.gov/authorities/subjects/ sh85047108|xPsychology.|0https://id.loc.gov/authorities/ subjects/sh2002011487 650 0 Mass media and culture.|0https://id.loc.gov/authorities/ subjects/sh94007034 650 0 Popular culture|0https://id.loc.gov/authorities/subjects/ sh85104904|xSocial aspects.|0https://id.loc.gov/ authorities/subjects/sh00002758 650 7 Digital media|xSocial aspects.|2fast|0https:// id.worldcat.org/fast/1766776 650 7 Fans (Persons)|xPsychology.|2fast|0https://id.worldcat.org /fast/920678 650 7 Fans (Persons)|2fast|0https://id.worldcat.org/fast/920677 650 7 Mass media and culture.|2fast|0https://id.worldcat.org/ fast/1011339 650 7 SOCIAL SCIENCE|xMedia Studies.|2bisacsh 650 7 Popular culture|xSocial aspects.|2fast|0https:// id.worldcat.org/fast/1071386 650 7 PSYCHOLOGY|xSocial Psychology.|2bisacsh 650 7 Popular culture.|2fast|0https://id.worldcat.org/fast/ 1071344 650 7 SOCIAL SCIENCE|xGeneral.|2bisacsh 655 4 Electronic books. 776 08 |iPrint version:|aBooth, Paul, 1981-|tPlaying fans |z9781609383190|w(DLC) 2014034807|w(OCoLC)892163737 856 40 |uhttps://rider.idm.oclc.org/login?url=https:// search.ebscohost.com/login.aspx?direct=true&scope=site& db=nlebk&AN=945973|zOnline ebook via EBSCO. Access restricted to current Rider University students, faculty, and staff. 856 42 |3Instructions for reading/downloading the EBSCO version of this ebook|uhttp://guides.rider.edu/ebooks/ebsco 901 MARCIVE 20231220 948 |d202207013|cEBSCO|tEBSCOebooksacademic July NEW 6029 |lridw 994 92|bRID