Cult Yet? The 'Miracle' of Internationalization?
in Williams, R. (ed.) (forthcoming, 2013) Torchwood Declassified: Investigating Mainstream Cult Television, London: I.B. Tauris.
The sci-fi series Torchwood started on BBC3 as a small spin-off from an immensely successful programme, Doctor Who.... more The sci-fi series Torchwood started on BBC3 as a small spin-off from an immensely successful programme, Doctor Who. After discussing Torchwood's prior positioning in relation to the cult and mainstream labels, this chapter analyses the unexpectedly violent reaction of Torchwood's fans with regards to the use of American cult Television writers on the programme's latest series, and how the latter impacted on Torchwood's cult and mainstream status. By addressing the viewers' negative response towards Miracle Day, this paper exposes the opposite consequences which resulted from the latter. It finally outlines the impermanency of this situation, and the long term repercussions which may arise from it.
Communication in online fan communities: The ethics of intimate strangers
Published in Empedocles: European Journal for the Philosophy of Communication, vol. 2, no. 2, pp279-289, December 2011.
Beyond the virtual realm: Fallout fans, producers, and the troublesome issue of ownership in videogame fandom
by R.M. Milner
(2012). In D. G. Embrick, T. J. Wright & A. Lukacs (Eds.), Social exclusion, power, and video game play: New research in digital media and technology (pp. 219-244). Lanham, MD: Lexington Books.
Let's Play Super Rutgers RPG: Interactivity by Proxy in an Online Gaming Culture
by Kris Ligman
Presented at Game Behind the Video Game conference, Rutgers, April 2011.
This paper sets out to identify the major emerging taxonomies and prevalent media forms associated with Let’s Play... more This paper sets out to identify the major emerging taxonomies and prevalent media forms associated with Let’s Play walkthroughs as well as the prevailing interests of active LPers. In doing so, we can obtain a closer look at how LPs serve their audiences, be they oppositional historiographies using voice commentary to author a particular play experience, investigations into rare and obscure titles, deepening the play experience with hypertext documentation, or any of the other manifold LP methodologies employed to entertain, educate, inspire or archive.
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Seen by:Fan Fiction, Fandom and Who the f**k does it belong to anyway?
Shellie Gray 2010
This paper discusses Henry Jenkin's 'insider' approach to the study of fandom and the dispositions of fandoms and fan... more This paper discusses Henry Jenkin's 'insider' approach to the study of fandom and the dispositions of fandoms and fan fiction writers. This paper contrasts the views of Jenkins and John Fiske interestingly, as the combined efforts of these two writers serve to provide a basis for the study on fandom. Including a historical perspective on fanzine numbers and circulation figures and the advent of the internet and its subsequent removal of the 'gate keeper' role of the fanzine editor. There is a short case study of 'Colin Gray' from 'Jennifers Body' and the type of topics fan fiction covers and its motivations.
Wpływ internetu na rozwój fandomów, czyli o tym jak elektroniczna sieć rozwija i popularyzuje społeczności fanów
by Piotr Siuda
Wpływ Internetu na rozwój fandomów, czyli o tym, jak elektroniczna sieć rozwija i popularyzuje społeczności fanów [w:] Media i społeczeństwo. Nowe strategie komunikacyjne, (red.) M. Sokołowski, Toruń 2008, s. 239-256.
Od dewiacji do głównego nurtu. Ewolucja akademickiego spojrzenia na fanów
by Piotr Siuda
Od dewiacji do głównego nurtu - ewolucja akademickiego spojrzenia na fanów, "Studia Medioznawcze" 2010, nr 3 (42): 87-99.
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Seen by:Mine, Yours and Ours - How narrative structures may influence User Generated Content
Published at McLuhan Galaxy 2011 annals.
This article investigates the existence of different kinds of User
Generated Content (UGC) and the connection... more
This article investigates the existence of different kinds of User
Generated Content (UGC) and the connection between UGC and some narrative structures of the media product itself. The corpus of the analysis is constituted by videogames and the UGC related to them, in particular Halo and Metroid series and illustrates how small differences in, for instance, character presentation may influence both player’s understanding of the character itself and the kind of production is mainly created in the subject.
Negotiating text integrity: An analysis of fan-producer interaction in an era of digital-connectivity
by R.M. Milner
(2010). Information, Communication & Society, 13(5), 722-746.
"In this study, I undertook a discourse analysis of the interaction between fans and producers of the... more "In this study, I undertook a discourse analysis of the interaction between fans and producers of the digital-game series Fallout, with a goal to better understand fan–producer interaction in an era where it is increasingly common and consequential. I argued that we must understand the tension between the two parties not only as a struggle over ownership or censorship, but more fundamentally as a struggle over the less material concept of text integrity (defined as an ideal about the wholeness, validity, and truth of a media text). Guided by this concept, I found that fans of the game series Fallout enacted four roles when communicating with producers: consular/managerial, antagonistic/adversarial, cynical/jaded, and deferential/respectful. Conversely, when producers communicated with fans, they simultaneously enacted Jenkins' three strategies: support, contempt, or supervision. The study concluded by arguing for a more nuanced understanding of fan–producer interaction in an era where fans and producers are seeing increased interaction with increased consequence."
Discourses on text integrity: Information and interpretation in the contested Fallout knowledge community
by R.M. Milner
(2011). Convergence: The International Journal of Research into New Media Technologies, 17(2), 159-176.
"In an effort to further understand the nature of the productive consumption of media fans in an era of digital... more "In an effort to further understand the nature of the productive consumption of media fans in an era of digital connectivity, this article expands on Lévy’s (1997) concept of the knowledge community as it applies to fans of the digital-game series Fallout. Lévy proposed that the age of digital-connectivity would usher in knowledge communities where participation was voluntary, aggregate, and democratic. I argue that Baym’s (2000) interpretive and informative practices, which serve as the lynchpins of fan discourse, may be understood as the lynchpins of the knowledge community as well. Further, here interpretive and informative practices are not only used to build community and negotiate values, but also to define status and position within the contested Fallout knowledge community. By testing the knowledge community against such an environment, and integrating it into previous research on the role of fan labor in an era where producers are increasingly interested in that labor, this article proposes an understanding of the concept that may well add nuance and context beyond the theory’s utopian roots."
Working for the text: Fan labor and the New Organization
by R.M. Milner
(2009). International Journal of Cultural Studies, 12(5), 491-508.
"This study used a discourse analysis of the official Fallout 3 forum to investigate how fans of the digital-game... more "This study used a discourse analysis of the official Fallout 3 forum to investigate how fans of the digital-game series perceived their labor contribution to the game development process. Framing this analysis, I proposed that the concept of the New Organization is a useful paradigm when considering the autonomous and collaborative nature of fan labor. As knowledge workers in the New Organization, fans contribute an immaterial labor (consisting of information and interpretation) to the texts they esteem. In my analysis, I observed that fans view uncompensated labor as a foregone conclusion, and that fans were more loyal to the text than the organization producing it. Both of these results have implications for how producers and researchers might approach fan labor. Given fan preference for autonomous and collaborative input, researchers and producers alike could benefit from understanding fan labor from a New Organizational perspective."
Football and Conflict in a New Century
Co-authored with Pierre McDonagh. Presented at the Irish Academy of Management Conference 2008.
Chuck Versus The Fans: The Empowered/Entitled in Modern Cult Fandom
by Cory Barker
Final paper for a graduate seminar on the Spy genre.
When the low-rated series was in jeopardy of being cancelled during its second season in the spring of 2009, fans (and... more
When the low-rated series was in jeopardy of being cancelled during its second season in the spring of 2009, fans (and to a lesser extent, critics) took to the internet and its most popular applications in hopes of “saving” it. Chuck fans’ attempts to save their favorite series was particularly in-depth and expansive, crossing over from general awareness about how and when to watch the final new episodes, voting in random “Save our show!” polls and sending letters to NBC executives to an impressive “real world” operation that involved donating money to the American Heart Association in the series’ name and buying and eating as many sandwiches from a primary series’ sponsor Subway. By the end of April 2009, just weeks before NBC was to decide on Chuck’s fate, the Subway campaign had been so effective that the series’ star Zachary Levi was joining in, taking over hundreds of fans to a Subway in the United Kingdom. When NBC made the somewhat shocking decision to renew Chuck a few weeks later, executive Ben Silverman specifically acknowledged that the fans played an extremely important role in helping the series survive, noting “Both the fans of the shows that matter and the advertisers of the shows raised their hands to say, ‘We need ‘Chuck on the schedule.’ We will send you Nerds. We will buy Subway $5 footlongs. We will do whatever it takes.”
In many respects, Chuck fans serve as one of the most impressive representations of what empowered fans of a cult text can do in the 21st century with the assistance of the internet and social media. However, in the time after the whirlwind global movement and subsequent renewal, specific incidents have arisen that suggest the empowerment Chuck fans felt in the spring of 2009 has transitioned into something more like entitlement. After doing all of that hard work to save their favorite series, it appears as though some Chuck fans feel a certain larger sense of investment or ownership it the series and its characters. When a plot does not turn out the way they expected it to, as it did with a specific episode early in season three, the fans have rebelled in outrage, threatened to boycott, etc.
Therefore, Chuck fans fill a particularly complicated representation of 21st century cult fandom, serving as what I will be calling the “empowered/entitled.” This a group that has literally had one of the largest and most successful fan impacts on the trajectory of its favorite text, but it is my belief that because of that impact, the fans are now in an uncharted, awkward territory where their believed ownership of Chuck has affected in the series in multiple, potentially problematic ways. This essay will explore how this empowered/entitled dynamic has been created and continues to exist within Chuck fandom and will also suggest how and why this specific series and this specific fandom serves as a perfect test case for what is probably to come in the future for the fan-producer relationship.
Mad About Saffron: Identity Construction In “Our Mrs. Reynolds”
Presented at Battleground States Conference 2009. Still under revisions.
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