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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 
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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