READING and WRITING INTERNET FAN FICTION by Juli J
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Collaborative Storytelling 2.0: a Framework for Studying Forum-Based Role-Playing Games
COLLABORATIVE STORYTELLING 2.0: A FRAMEWORK FOR STUDYING FORUM-BASED ROLE-PLAYING GAMES Csenge Virág Zalka A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2017 Committee: Kristine Blair, Committee Co-Chair Lisa M. Gruenhagen Graduate Faculty Representative Radhika Gajjala, Committee Co-Chair Jeremy Wallach ii ABSTRACT Kristine Blair and Radhika Gajjala, Committee Co-Chairs Forum-based role-playing games are a rich, yet barely researched subset of text- based digital gaming. They are a form of storytelling where narratives are created through acts of play by multiple people in an online space, combining collaboration and improvisation. This dissertation acts as a pilot study for exploring these games in their full complexity at the intersection of play, narrative, and fandom. Building on theories of interactivity, digital storytelling, and fan fiction studies, it highlights forum games’ most unique features, and proves that they are is in no way liminal or secondary to more popular forms of role-playing. The research is based on data drawn from a large sample of forums of various genres. One hundred sites were explored through close textual analysis in order to outline their most common features. The second phase of the project consisted of nine months of participant observation on select forums, in order to gain a better understanding of how their rules and practices influence the emergent narratives. Participants from various sites contributed their own interpretations of forum gaming through a series of ethnographic interviews. This did not only allow agency to the observed communities to voice their thoughts and explain their practices, but also spoke directly to the key research question of why people are drawn to forum gaming. -
Roll 2D6 to Kill
1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis. -
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ADAMS, ELLERY 11.Indigo Dying 6. The Darling Dahlias and Books by the Bay Mystery 12.A Dilly of a Death the Eleven O'Clock 1. A Killer Plot* 13.Dead Man's Bones Lady 2. A Deadly Cliché 14.Bleeding Hearts 7. The Unlucky Clover 3. The Last Word 15.Spanish Dagger 8. The Poinsettia Puzzle 4. Written in Stone* 16.Nightshade 9. The Voodoo Lily 5. Poisoned Prose* 17.Wormwood 6. Lethal Letters* 18.Holly Blues ALEXANDER, TASHA 7. Writing All Wrongs* 19.Mourning Gloria Lady Emily Ashton Charmed Pie Shoppe 20.Cat's Claw 1. And Only to Deceive Mystery 21.Widow's Tears 2. A Poisoned Season* 1. Pies and Prejudice* 22.Death Come Quickly 3. A Fatal Waltz* 2. Peach Pies and Alibis* 23.Bittersweet 4. Tears of Pearl* 3. Pecan Pies and 24.Blood Orange 5. Dangerous to Know* Homicides* 25.The Mystery of the Lost 6. A Crimson Warning* 4. Lemon Pies and Little Cezanne* 7. Death in the Floating White Lies Cottage Tales of Beatrix City* 5. Breach of Crust* Potter 8. Behind the Shattered 1. The Tale of Hill Top Glass* ADDISON, ESME Farm 9. The Counterfeit Enchanted Bay Mystery 2. The Tale of Holly How Heiress* 1. A Spell of Trouble 3. The Tale of Cuckoo 10.The Adventuress Brow Wood 11.A Terrible Beauty ALAN, ISABELLA 4. The Tale of Hawthorn 12.Death in St. Petersburg Amish Quilt Shop House 1. Murder, Simply Stitched 5. The Tale of Briar Bank ALLAN, BARBARA 2. Murder, Plain and 6. The Tale of Applebeck Trash 'n' Treasures Simple Orchard Mystery 3. -
Crossmedia Adaptation and the Development of Continuity in the Dc Animated Universe
“INFINITE EARTHS”: CROSSMEDIA ADAPTATION AND THE DEVELOPMENT OF CONTINUITY IN THE DC ANIMATED UNIVERSE Alex Nader A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS May 2015 Committee: Jeff Brown, Advisor Becca Cragin © 2015 Alexander Nader All Rights Reserved iii ABSTRACT Jeff Brown, Advisor This thesis examines the process of adapting comic book properties into other visual media. I focus on the DC Animated Universe, the popular adaptation of DC Comics characters and concepts into all-ages programming. This adapted universe started with Batman: The Animated Series and comprised several shows on multiple networks, all of which fit into a shared universe based on their comic book counterparts. The adaptation of these properties is heavily reliant to intertextuality across DC Comics media. The shared universe developed within the television medium acted as an early example of comic book media adapting the idea of shared universes, a process that has been replicated with extreme financial success by DC and Marvel (in various stages of fruition). I address the process of adapting DC Comics properties in television, dividing it into “strict” or “loose” adaptations, as well as derivative adaptations that add new material to the comic book canon. This process was initially slow, exploding after the first series (Batman: The Animated Series) changed networks and Saturday morning cartoons flourished, allowing for more opportunities for producers to create content. References, crossover episodes, and the later series Justice League Unlimited allowed producers to utilize this shared universe to develop otherwise impossible adaptations that often became lasting additions to DC Comics publishing. -
Magazines Such As "Sassy," Which Theymaintain Are Not Sassy at All but Sexist and Oppressive in Theirideas About Who Women Should Be
DOCUMENT RESUME ED 376 510 CS 214 644 AUTHOR Livingston-Webber, Joan TITLE How Sassy Are Grrrl Zines? PUB DATE 17 Mar 94 NOTE 13p.; Paper presented at the AnnualMeeting of the Conference on College Composition andCommunication (45th, Nashville, TN, March 16-19, 1994). Project supported in part by a grant from theUniversity of Nebraska at Omaha Committee on Research. PUB TYPE Viewpoints (Opinion/Position Papers, Essays,etc.) (120) Speeches/Conference Papers (150) EDRS PRICE MFO1 /PCO1 Plus Postage. DESCRIPTORS Audience Awareness; *Creative Writing; Females; *Feminism; Higher Education; Language Role;*Literary Genres; *Periodicals; *Popular Culture;*Sex Role; Writing Instruction IDENTIFIERS Empowerment; *Zines ABSTRACT According to Lawrence Chua, "zines" are"xeroxed broadsides" which "make marginality theirstarting point, empowering voices excluded from the slickerjournals." According to "Ms," they are "downsized stapledrags...often defiantly tasteless." A subgenre of zines, "Grrrl zines" are thosewritten, produced, and distributed by young women, usually those of the20-something generation and younger. Swearing, obscenities,scandalous, provocative language are important elements in the arsenal the grrrlzines throw at the mainstream window from their fringe. Theirstatements of purpose say, in essence, that they exist to give young women avoice, to find others, to build community, to reassure andbe reassured. Exhorting women to "do something?"is an element of almost all the grrrlzines. Feminist in their orientation, zines are verycritical -
Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation
Intellectual Property Brief Volume 8 Issue 2 Article 1 2016 Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation Mynda Rae Krato George Washington University Follow this and additional works at: https://digitalcommons.wcl.american.edu/ipbrief Part of the Intellectual Property Law Commons Recommended Citation Krato, Mynda Rae (2016) "Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation," Intellectual Property Brief: Vol. 8 : Iss. 2 , Article 1. Available at: https://digitalcommons.wcl.american.edu/ipbrief/vol8/iss2/1 This Article is brought to you for free and open access by the Washington College of Law Journals & Law Reviews at Digital Commons @ American University Washington College of Law. It has been accepted for inclusion in Intellectual Property Brief by an authorized editor of Digital Commons @ American University Washington College of Law. For more information, please contact [email protected]. Fictious Flattery: Fair Use, Fan Fiction, and the Business of Imitation This article is available in Intellectual Property Brief: https://digitalcommons.wcl.american.edu/ipbrief/vol8/iss2/1 FICTITIOUS FLATTERY: FAIR USE, FANFICTION, AND THE BUSINESS OF IMITATION Mynda Rae Krato INTRODUCTION ............. 92 L Background............................................................. 94 A. Foundational Statutory and Case Law..................................94 B. Fanfiction Case Law..............................................96 C. Popular Culture and the Power of Fandoms ............................. -
Alternate Universe Fan Videos and the Reinterpretation of the Media
Alternate Universe Fan Videos and the Reinterpretation of the Media Source Introduction According to the Francesca Coppa, American scholar and co-founder of the Organization for Transformative Works1, fan videos are “a form of grassroots filmmaking in which clips from television shows and movies are set to music.”2 Fan videos are commonly referred to as: fanvid, songvid, vid, AMV (for Anime Music Video); their process of creation is called vidding and their editors (fan)vidders. While the “media tradition” described above in Francesca Coppa‟s definition is a crucial part of the fan video production, many other fan videos are created for anime, especially Asian ones (AMV), for video games (some of them called Machinima), or even for other subjects, from band tributes to other types of remix. The vidding tradition – in its current “shape” – goes back to the era of the first VCR; but the very first fan videos may be traced back to the seventies in a slideshow format. When channel mixers and numerous machines available to a large group of consumers emerged, this fan activity easily became an expanding one amongst the fan communities, who were often interested in new technology, whatever era it is. Vidding has now become a digital process, thanks to the expansion of computer and related technical means, including at least semiprofessional editing software. It seems relevant to point out how rare it is that a vidder goes through editing training when they begin to create fan videos, or even become a professional editor later on. Of course, exceptions exist, but vidding generally remains a hobby. -
The Writing and Reading of Fan Fiction and Transformation Theory
CLCWeb: Comparative Literature and Culture ISSN 1481-4374 Purdue University Press ©Purdue University Volume 13 (2011) Issue 4 Article 4 The Writing and Reading of Fan Fiction and Transformation Theory Veerle Van Steenhuyse Ghent University Follow this and additional works at: https://docs.lib.purdue.edu/clcweb Part of the Comparative Literature Commons, and the Critical and Cultural Studies Commons Dedicated to the dissemination of scholarly and professional information, Purdue University Press selects, develops, and distributes quality resources in several key subject areas for which its parent university is famous, including business, technology, health, veterinary medicine, and other selected disciplines in the humanities and sciences. CLCWeb: Comparative Literature and Culture, the peer-reviewed, full-text, and open-access learned journal in the humanities and social sciences, publishes new scholarship following tenets of the discipline of comparative literature and the field of cultural studies designated as "comparative cultural studies." Publications in the journal are indexed in the Annual Bibliography of English Language and Literature (Chadwyck-Healey), the Arts and Humanities Citation Index (Thomson Reuters ISI), the Humanities Index (Wilson), Humanities International Complete (EBSCO), the International Bibliography of the Modern Language Association of America, and Scopus (Elsevier). The journal is affiliated with the Purdue University Press monograph series of Books in Comparative Cultural Studies. Contact: <[email protected]> Recommended Citation Van Steenhuyse, Veerle. "The Writing and Reading of Fan Fiction and Transformation Theory." CLCWeb: Comparative Literature and Culture 13.4 (2011): <https://doi.org/10.7771/1481-4374.1691> This text has been double-blind peer reviewed by 2+1 experts in the field. -
Give Me Something to Sing About": Intertextuality and the Audience in "Once More, with Feeling"
Chapter 12 "Give Me Something to Sing About": Intertextuality and the Audience in "Once More, with Feeling" Amy Bauer "I love all musicals." (Joss Whedon, audio commentary to "Once More, with Feeling.") Critics hailed "Once More, with Feeling" (6.7) as a brilliant example of the television musical. Its musical numbers flow from the narrative, yet prove integral to the seven-year arc of the series, and its eclectic but unified score was written expressly for the talents of a cast (mostly) new to the genre. Notably, its book, score, and concept all sprang from one mind, that of the Buffyverse's primary architect, Joss Whedon. Although untrained in musical composition, Whedon's affection for and knowledge of the American musical are everywhere evident, even if we did not have John Kenneth Muir's admission that he is a "virtual encyclopedia of musical film history."1 Analogous to the combined cinematic genres-from horror to religious epic-that mark Buf/Y the Vampire Slayer and Angel, "Once More, with Feeling" alludes to Sondheim and Loesser alongside the sardonic charm of 1940s music, 1950s swing jazz, 1970s arena rock, 1980s power ballads, and 1990s soft-rock confessionals, all within a lean, swift-moving structure that performs the dramatic functions of the classic American musical. Much has already been written regarding the novelty, influence, and intertextual richness of the Buf/Y musical.2 My contribution to that literature analyzes the musical structure of the songs themselves and places it in a dialogic relationship to the sources they summon. Such intertextual richness acknowledges fans' devotion to and knowledge of both the show's history and cultural references to the John Kenneth Muir, Singing a New Tune: The Rebirth ofthe Modern Film Musical, from Evita to De-Lovely and Beyond (New York, 2005), p. -
Representations and Reality: Defining the Ongoing Relationship Between Anime and Otaku Cultures By: Priscilla Pham
Representations and Reality: Defining the Ongoing Relationship between Anime and Otaku Cultures By: Priscilla Pham Submitted to OCAD University in partial fulfillment of the requirements for the degree of Master of Arts in Contemporary Art, Design, and New Media Art Histories Toronto, Ontario, Canada, April 2021 © Priscilla Pham, 2021 Abstract This major research paper investigates the ongoing relationship between anime and otaku culture through four case studies; each study considers a single situation that demonstrates how this relationship changes through different interactions with representation. The first case study considers the early transmedia interventions that began to engage fans. The second uses Takashi Murakami’s theory of Superflat to connect the origins of the otaku with the interactions otaku have with representation. The third examines the shifting role of the otaku from that of consumer to producer by means of engagement with the hierarchies of perception, multiple identities, and displays of sexualities in the production of fan-created works. The final case study reflects on the 2.5D phenomenon, through which 2D representations are brought to 3D environments. Together, these case studies reveal the drivers of the otaku evolution and that the anime–otaku relationship exists on a spectrum that teeters between reality and representation. i Acknowledgements I would like to express my deepest gratitude to my primary advisor, Ala Roushan, for her continued support and confidence in my writing throughout this paper’s development. Her constructive advice, constant guidance, and critical insights helped me form this paper. Thank you to Dr. David McIntosh, my secondary reader, for his knowledge on anime and the otaku world, which allowed me to change my perspective of a world that I am constantly lost in. -
MATTHEW REILLY UNIVERSE a Jumpchain CYOA
MATTHEW REILLY UNIVERSE A Jumpchain CYOA Welcome to the shared universe of Matthew Reilly’s novels. You, visitor, are at the tip of the spear. This world of high stakes, nail-biting action needs heroes like you, now more than ever, to defend its people from forces that would seek to control it for their own ends. To explain a little more about the world you’ve stumbled into, to the vast bulk of humanity the world is quite mundane; your average citizen has as roughly the same concept of their world as you or I, and it would be quite easy to live your life as though nothing was any different. Yet behind the curtain, many wheels are in motion. Intelligence organisations and Special Forces units clash in exotic locations – Antarctic research labs, overgrown ruins, secret military facilities – often where highly unusual discoveries are made and where the most daring come away with the prize. Heavily-armed bounty hunters and Private Military Corporations chase lucrative contracts across the world for money and glory; careless of international law and often any collateral damage. In uncharted wilds, hidden cultures and tribes who have never been exposed to the modern world protect secrets from the forgotten past and carry out the rites of their forefathers to this day. Shadowy groups steer the courses of governments with hidden hands. Conspiracies of hate and enlightenment both grow inky webs throughout the military-industrial complex and permeate universities, corporations, the government and other institutions. And behind even these secret manipulators lie great mysteries which continue to shape the world as we know it after many thousands of years, and which may spell its doom...or its salvation. -
REQUEST for QUOTATION (RFQ) Translation Services
REQUEST FOR QUOTATION (RFQ) Translation Services UNDP Libya based at Tunis Immeuble SILAC, 6 rue des lacs mazuries, les Berges du DATE: December 9, 2016 Lac,1053 REFERENCE: UNDP/RFQ/12-Transaltion Services/2017 Dear Sir / Madam: We kindly request you to submit your quotation for Translation and interpretation Services, as detailed in Annex 1 of this RFQ. When preparing your quotation, please be guided by the form attached hereto as Annex 2. Quotations may be submitted on or before December 19, 2016and via ☒e-mail, ☒courier mail to the address below: United Nations Development Programme UNDP Libya based at Tunis Immeuble SILAC, 6 rue des lacs mazuries, les Berges du Lac,1053 Email: [email protected] Quotations submitted by email must be limited to a maximum of 04 MB, virus-free email transmissions. They must be free from any form of virus or corrupted contents, or the quotations shall be rejected. It shall remain your responsibility to ensure that your quotation will reach the address above on or before the deadline. Quotations that are received by UNDP after the deadline indicated above, for whatever reason, shall not be considered for evaluation. If you are submitting your quotation by email, kindly ensure that they are signed and in the .pdf format, and free from any virus or corrupted files. Please take note of the following requirements and conditions pertaining to the supply of the abovementioned required services; 1 Delivery Terms N/A [INCOTERMS 2010] Exact Address/es of Delivery N/A Location/s (identify all, if multiple)