Henry Jenkins is an expert in fandom and participatory culture. Key to
this idea is the concept of the ‘prosumer’ – audiences that create as well as
consume media. This culture has revolutionised fan communities with the
opportunity to create and share content. It also links to Clay Shirky’s work on
‘mass amateurisation’.
Participatory culture has been an encompassing concern of much of Jenkins' scholarly work which has focussed on developing media theory and practice principles by which media users are primarily understood as active and creative participants rather than merely as passive consumers and simplistically receptive audiences
Fandom is now big business – with Comic-Con events making millions. More
importantly, the internet has demonstrated the size of fan communities so it is
no longer a minority of ‘geek’ stereotypes but mainstream popular culture (such
as Marvel, Harry Potter or Doctor Who).
https://youtu.be/ZCKoLB1kUsY
Jenkins defends fan cultures and argues that
fans are often stereotyped negatively in the media because they value popular
culture (e.g. films or games) over traditional cultural capital (high brow
culture or knowledge). The irony is fan culture is often dominated by middle
class, educated audiences.
Jenkins discusses ‘textual poaching’ – when fans take texts and re-edit or
develop their meanings, a process called semiotic productivity. Fan communities
are also quick to criticise if they feel a text or character is developing in a
way they don’t support.
EU copyright law: a threat to participatory culture?
A new copyright law currently moving through the European Parliament has been
described as a potential 'meme-ban'. It would place the responsibility for the
distribution of copyrighted material with the platform rather than the user or
copyright holder - and therefore could lead to huge amounts of content being
removed. If implemented in full, it could end textual poaching, fan-made texts
and re-edits and many more examples of fandom and participatory culture. You
can read more on the potential implications in this
Wired feature.
Henry
Jenkins - fandom
1) What is the definition of a fan?
A fan, or fanatic, sometimes also termed aficionado or supporter, is a person who is enthusiastically devoted to something or somebody, such as a singer or band, a sport or a sports team, a genre, a politician, a book, a movie or an entertainer.
2) What are the different types of fan
book fan
movie fan
sport fan
entertainer fan
3) What makes a ‘fandom’?
A fandom is a subculture composed of fans characterized by a feeling of empathy and camaraderie with others who share a common interest. ... The subject of fan interest can be narrowly defined, focused on something like an individual celebrity, or more widely defined, encompassing entire hobbies, genres or fashions.
4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom?
fandom is mainly the middle class who can afford all its merchandise and attend conventions. they are devoted to buying and supporting fans.
5) What are examples of fandom broadening audience?
introduction of merchandise?
6.) CAN YOU FIND SOME
FANDOM OR EXAMPLES OF PROSUMERS FOR EACH OF THE CSP’s?
First list ALL your
CSP’s. Then find an example!
Fanatic: a person
with an extreme and uncritical enthusiasm or zeal - shortened to fan.
·
Hard core fan: identify themselves as the ‘insiders’ within any given fandom and
consider themselves to be aficionados of their chosen media text. They spend a
lot of time and often money in becoming hard core fans. They take pride in how
long they have been a fan and also the quantity and quality of the knowledge
they have amassed whilst being a fan.
·
Newbies: new fans of any given text and do not have the longevity of
devotion or depth of knowledge that hard core fans have and are initially
viewed as the ‘outgroup’ within fandoms.
·
Anti-fans: those which identify themselves with media texts but negatively
so; they loathe or hate the text but unlike ‘true’ fans they do not form their
relationship with a text through close readings, they develop their emotional
attachment ‘at a distance’ (Gray) through marketing publicity such as trailers.
Hills argues that the ‘anti-fan’ seems to be a negative stereotype of a text or
genre such as ‘all people who watch chick flicks are dim’ or ‘people who watch
horror must be sick in the head’.
Fandoms exhibit a
‘passion that binds enthusiasts in the manner of people who share a secret —
this secret just happens to be shared with millions of others.’ Fandoms are
subcultures within which fans experience and share a sense of camaraderie with
each other and engage in particular practices of their given fandom. Fandoms
can be narrowly defined and can focus on something like an individual
celebrity, or be more widely defined, encompassing entire hobbies, genres or
fashions.
Bordieu argues a
kind of ‘cultural capital’ which confers a symbolic power and status for the
fan, especially within the realm of their fandom.
Fans use the original media texts and
get creative and innovative with the material. Crawford suggests that it is
this which distinguishes fans from ordinary consumers. They engage in diverse
activities such as ‘the production of websites, mods and hacks, private
servers, game guides, walkthroughs and FAQs, fan fiction and forms of fan art,
fan vids’ all of which have been aided by digital technology. Digital
fandoms use technology in multiple ways and Fiske sees this as the ‘cultural
economy’ of fandoms, one that is focused not on making money but on expressing
the complex ideas and value systems behind fandoms.