LYCOS RETRIEVER
Media Fandom
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[One] definition of Fandom (Media Fandom is sometimes used) is the shared appreciation of your favorite books, movies, TV, comics, etc. This can be expressed either through talking with other fans at conventions or via the Internet, or phone, or by whatever means -- or not at all. You can of course be a fan in the privacy of your own home. Fandom takes a wide variety of forms, many of which are creative, like costuming, art and writing, or don't require much creativity at all, like buying a book.
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While there has been significant scholarship done on media fandom and on gaming, very little has looked at the convergence of the two. Mikael Johnson and Kalle Toiskallio, of the Helsinki University of Technology, have done one of the few studies on MMOG fandom: “Fansites as Sources for User Research: Case Habbo Hotel.” The two analyzed fansites of Habbo Hotel, an online chat and game environment very popular among Finnish teenagers. Their goal was to investigate the content of the fansites and determine what could ... be learned about the social world of the users. They concluded that the sites offered news, hints, reviews, lists, graphics, and other articles. Their subsequent declaration of 8 distinct user groups and 11 popular activities led them to deduce that fansites are a useful source for user research, because they complement other sources (15).
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Harrison: Textual Poachers (1992) treats Star Trek as only one part of a much larger media fandom environment. Do you read Star Trek as a baseline for other kinds of media fandoms?
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Media fandom is one of the most creative, dynamic and interesting communities online. Their work extending stories and universes is an object lesson in the importance of fair use, and everyone who cares about read/write culture should be excited and inspired by the formation of the Organization for Transformative Works.
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Media fandom is a fan term invented in the late 1970s to describe the collective fandoms for contemporary television shows and movies. The term generally does not encompass fan communities based on anime, [1] sports, [2] books and video games.
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Cyberspaces of Their Own interrogates the social and spatial relations of the rapidly expanding virtual terrain of media fandom. For the first time, issues of identity, community and space are brought together in this in-depth ethnographic study of two female internet communities. Members are fans of the American television series The X-Files and the Canadian series Due South. Forging links between media, cultural and internet studies, this book examines negotiations of gender, class, sexuality and nationality in making meaning out of a television show, producing fiction based on television characters, creating and maintaining online communal relations, and organizing cyberspace in a way that marks it out as alternative to that which surrounds it.
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