Participatory Toolboxes: Franchise Fan Wikis As Tools of Textual Production
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Myth, Metatext, Continuity and Cataclysm in Dc Comics’ Crisis on Infinite Earths
WORLDS WILL LIVE, WORLDS WILL DIE: MYTH, METATEXT, CONTINUITY AND CATACLYSM IN DC COMICS’ CRISIS ON INFINITE EARTHS Adam C. Murdough 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 August 2006 Committee: Angela Nelson, Advisor Marilyn Motz Jeremy Wallach ii ABSTRACT Angela Nelson, Advisor In 1985-86, DC Comics launched an extensive campaign to revamp and revise its most important superhero characters for a new era. In many cases, this involved streamlining, retouching, or completely overhauling the characters’ fictional back-stories, while similarly renovating the shared fictional context in which their adventures take place, “the DC Universe.” To accomplish this act of revisionist history, DC resorted to a text-based performative gesture, Crisis on Infinite Earths. This thesis analyzes the impact of this singular text and the phenomena it inspired on the comic-book industry and the DC Comics fan community. The first chapter explains the nature and importance of the convention of “continuity” (i.e., intertextual diegetic storytelling, unfolding progressively over time) in superhero comics, identifying superhero fans’ attachment to continuity as a source of reading pleasure and cultural expressivity as the key factor informing the creation of the Crisis on Infinite Earths text. The second chapter consists of an eschatological reading of the text itself, in which it is argued that Crisis on Infinite Earths combines self-reflexive metafiction with the ideologically inflected symbolic language of apocalypse myth to provide DC Comics fans with a textual "rite of transition," to win their acceptance for DC’s mid-1980s project of self- rehistoricization and renewal. -
Reverse Backstory Tool
REVERSE BACKSTORY TOOL Filling in this Reverse Backstory Tool for your characters will help you understand the big picture: what they want and need, what motivates them, what their backstories might be. Planning out their wounds and the lies they tell themselves will also help you choose what traits might help them succeed and which will get in the way. Plotting this information in the brainstorming stage (or even as you revise, to add depth to your character) will help you determine what sensitive areas to target, creating challenges for your hero. © Angela Ackerman & Becca Puglisi, 2013 1 http://writershelpingwriters.net PRAISE FOR THE EMOTION THESAURUS “One of the challenges a fiction writer faces, especially when prolific, is coming up with fresh ways to describe emotions. This handy compendium fills that need. It is both a reference and a brainstorming tool, and one of the resources I'll be turning to most often as I write my own books.” ~ James Scott Bell, best-selling author of Deceived and Plot & Structure PRAISE FOR THE POSITIVE AND NEGATIVE TRAIT THESAURUS BOOKS “In these brilliantly conceived, superbly organized and astonishingly thorough volumes, Angela Ackerman and Becca Puglisi have created an invaluable resource for writers and storytellers. Whether you are searching for new and unique ways to add and define characters, or brainstorming methods for revealing those characters without resorting to clichés, it is hard to imagine two more powerful tools for adding depth and dimension to your screenplays, novels or plays.” ~ Michael Hauge, Hollywood script consultant and story expert, author of Writing Screenplays That Sell and Selling Your Story in 60 Seconds: The Guaranteed Way to Get Your Screenplay or Novel Read © Angela Ackerman & Becca Puglisi, 2013 2 http://writershelpingwriters.net. -
Plot? What Is Structure?
Novel Structure What is plot? What is structure? • Plot is a series of interconnected events in which every occurrence has a specific purpose. A plot is all about establishing connections, suggesting causes, and and how they relate to each other. • Structure (also known as narrative structure), is the overall design or layout of your story. Narrative Structure is about both these things: Story Plot • The content of a story • The form used to tell the story • Raw materials of dramatic action • How the story is told and in what as they might be described in order chronological order • About how, and at what stages, • About trying to determine the key the key conflicts are set up and conflicts, main characters, setting resolved and events • “How” and “when” • “Who,” “what,” and “where” Story Answers These Questions 1. Where is the story set? 2. What event starts the story? 3. Who are the main characters? 4. What conflict(s) do they face? What is at stake? 5. What happens to the characters as they face this conflict? 6. What is the outcome of this conflict? 7. What is the ultimate impact on the characters? Plot Answers These Questions 8. How and when is the major conflict in the story set up? 9. How and when are the main characters introduced? 10.How is the story moved along so that the characters must face the central conflict? 11.How and when is the major conflict set up to propel them to its conclusion? 12.How and when does the story resolve most of the major conflicts set up at the outset? Basic Linear Story: Beginning, Middle & End Ancient (335 B.C.)Greek philosopher and scientist, Aristotle said that every story has a beginning, a middle, and an end. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
Defining the Digital Services Landscape for the Middle East
Defining the Digital Services landscape for the Middle East Defining the Digital Services landscape for the Middle East 1 2 Contents Defining the Digital Services landscape for the Middle East 4 The Digital Services landscape 6 Consumer needs landscape Digital Services landscape Digital ecosystem Digital capital Digital Services Maturity Cycle: Middle East 24 Investing in Digital Services in the Middle East 26 Defining the Digital Services landscape for the Middle East 3 Defining the Digital Services landscape for the Middle East The Middle East is one of the fastest growing emerging markets in the world. As the region becomes more digitally connected, demand for Digital Services and technologies is also becoming more prominent. With the digital economy still in its infancy, it is unclear which global advances in Digital Services and technologies will be adopted by the Middle East and which require local development. In this context, identifying how, where and with whom to work with in this market can be very challenging. In our effort to broaden the discussion, we have prepared this report to define the Digital Services landscape for the Middle East, to help the region’s digital community in understanding and navigating through this complex and ever-changing space. Eng. Ayman Al Bannaw Today, we are witnessing an unprecedented change in the technology, media, and Chairman & CEO telecommunications industries. These changes, driven mainly by consumers, are taking Noortel place at a pace that is causing confusion, disruption and forcing convergence. This has created massive opportunities for Digital Services in the region, which has in turn led to certain industry players entering the space in an incoherent manner, for fear of losing their market share or missing the opportunities at hand. -
The Culture of Wikipedia
Good Faith Collaboration: The Culture of Wikipedia Good Faith Collaboration The Culture of Wikipedia Joseph Michael Reagle Jr. Foreword by Lawrence Lessig The MIT Press, Cambridge, MA. Web edition, Copyright © 2011 by Joseph Michael Reagle Jr. CC-NC-SA 3.0 Purchase at Amazon.com | Barnes and Noble | IndieBound | MIT Press Wikipedia's style of collaborative production has been lauded, lambasted, and satirized. Despite unease over its implications for the character (and quality) of knowledge, Wikipedia has brought us closer than ever to a realization of the centuries-old Author Bio & Research Blog pursuit of a universal encyclopedia. Good Faith Collaboration: The Culture of Wikipedia is a rich ethnographic portrayal of Wikipedia's historical roots, collaborative culture, and much debated legacy. Foreword Preface to the Web Edition Praise for Good Faith Collaboration Preface Extended Table of Contents "Reagle offers a compelling case that Wikipedia's most fascinating and unprecedented aspect isn't the encyclopedia itself — rather, it's the collaborative culture that underpins it: brawling, self-reflexive, funny, serious, and full-tilt committed to the 1. Nazis and Norms project, even if it means setting aside personal differences. Reagle's position as a scholar and a member of the community 2. The Pursuit of the Universal makes him uniquely situated to describe this culture." —Cory Doctorow , Boing Boing Encyclopedia "Reagle provides ample data regarding the everyday practices and cultural norms of the community which collaborates to 3. Good Faith Collaboration produce Wikipedia. His rich research and nuanced appreciation of the complexities of cultural digital media research are 4. The Puzzle of Openness well presented. -
Backstory-The Gospel Told As Story
BACKSTORY-THE GOSPEL TOLD AS STORY BACKSTORY LIFE@LARGE REVISITED Backstory is the new and revised version of Life@Large. We took all the best elements of the original version, simplified it, clarified it, and made it highly intuitive to use and wonderfuly visual to look at. The result is a very simple, very graphic, very clear presentation of the gospel message. Here is the opening premise: There are seven billion people in the world. Seven billion stories. And yet there are themes in our stories that are universal: betrayal, love, romance, redemption, sacrifice . The question is if there’s a larger story or narrative to which all our stories relate, one that makes sense of our shared experience—a common Back Story. The booklet goes on to explain the backstory which, of course, is the gospel: 1) Intimacy: God created us to know him 2) Betrayal: Humanity rebelled and sin seperated us from him 3) Anticipation: The Scriptures promise of a coming Deliverer 4) Pursuit: The coming of Christ 5) Sacrifice: Jesus’ death and resurrection 1 6) Invitation: God invites us to return to him 7) Reunion: The age to come—judgment and eternal life. As you can see, Backstory provides a broader more comprehensive BACKSTORY explanation of the gospel and thus a more compelling case for Christ. POSTCARDS FROM CORINTH ORDER ONLINE AT CRUPRESS.COM © 2010, CruPress, All Rights Reserved. CruPress.com HOW TO SHARE “BACKSTORY” 1. Read aloud the black pages, beginning with the “Does this prayer express the desire of your white text (the summary statements), followed by the heart?” If yes, ask if they’d like to pray the prayer right Bible passages. -
Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments by Christy Dena A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) School of Letters, Art and Media Department of Media and Communications Digital Cultures Program University of Sydney Australia Supervisor: Professor Gerard Goggin Associate Supervisor: Dr. Chris Chesher Associate Supervisor: Dr. Anne Dunn 2009 Let’s study, with objectivity and curiosity, the mutation phenomenon of forms and values in the current world. Let’s be conscious of the fact that although tomorrow’s world does not have any chance to become more fair than any other, it owns a chance that is linked to the destiny of the current art [...] that of embodying, in their works some forms of new beauty, which will be able to arise only from the meet of all the techniques. (Francastel 1956, 274) Translation by Regina Célia Pinto, emailed to the empyre mailing list, Jan 2, 2004. Reprinted with permission. To the memory of my dear, dear, mum, Hilary. Thank you, for never denying yourself the right to Be. ~ Transmedia Practice ~ Abstract In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. -
Teaching in the Fandom Realm Through Literacy: an Approach for English Teachers in Medellín, Colombia
TEACHING IN THE FANDOM REALM THROUGH LITERACY: AN APPROACH FOR ENGLISH TEACHERS IN MEDELLÍN, COLOMBIA MARÍA ELÍZABETH AGUDELO RAMÍREZ UNIVERSIDAD PONTIFICIA BOLIVARIANA ESCUELA DE EDUCACIÓN Y PEDAGOGÍA FACULTAD DE EDUCACIÓN LICENCIATURA INGLÉS - ESPAÑOL MEDELLÍN 2020 TEACHING IN THE FANDOM REALM THROUGH LITERACY: AN APPROACH FOR ENGLISH TEACHERS IN MEDELLÍN, COLOMBIA MARÍA ELÍZABETH AGUDELO RAMÍREZ Trabajo de grado para optar al título de Licenciatura Inglés - Español Asesor RAÚL ALBERTO MORA VÉLEZ Doctor of Philosophy in Secondary and Continuing Education UNIVERSIDAD PONTIFICIA BOLIVARIANA ESCUELA DE EDUCACIÓN Y PEDAGOGÍA FACULTAD DE EDUCACIÓN LICENCIATURA INGLÉS - ESPAÑOL MEDELLÍN 2020 Mayo 25 de 2020 María Elízabeth Agudelo Ramírez “Declaro que este trabajo de grado no ha sido presentado con anterioridad para optar a un título, ya sea en igual forma o con variaciones, en ésta o en cualquiera otra universidad”. Art. 92, parágrafo, Régimen Estudiantil de Formación Avanzada. Firma del autor: iii AGRADECIMIENTOS This undergraduate thesis is dedicated to my beloved parents, my brother, my grandmother, and my aunt Rosa. Thanks for your unwavering support. iv TABLE OF CONTENTS INTRODUCTION 1 SITUATING THE PROBLEM 2 CONCEPTUAL FRAMEWORK 7 APPROACHING FANDOM IN THE ELT CLASSROOM: A PROPOSAL 12 Group Work- Fandom in the classroom 12 Fandom and Wikis 13 Fanfiction in Fandom 17 Fandom and Literacy 19 My experience as a fan 21 Conclusion 24 BIBLIOGRAPHY 26 v ABSTRACT This critical literature review is part of a larger research geared to people’s second languages appropriation, led by the group Literacies in Second Languages Project (LSLP), of which the author is a member. The article first situates the problem of pursuing new approaches that foster students’ literacy practices in second languages within (and outside) the classroom. -
How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content
Everything I Need To Know I Learned from Fandom: How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content ABSTRACT With the growing popularity of YouTube and other platforms for user-generated content, such as blogs and wikis, copyright holders are increasingly concerned about potential infringing uses of their content. However, when enforcing their copyrights, owners often do not distinguish between direct piracy, such as uploading an entire episode of a television show, and transformative works, such as a fan-made video that incorporates clips from a television show. The line can be a difficult one to draw. However, there is at least one source of user- generated content that has existed for decades and that clearly differentiates itself from piracy: fandom and “fan fiction” writers. This note traces the history of fan communities and the copyright issues associated with fiction that borrows characters and settings that the fan-author did not create. The author discusses established social norms within these communities that developed to deal with copyright issues, such as requirements for non-commercial use and attribution, and how these norms track to Creative Commons licenses. The author argues that widespread use of these licenses, granting copyrighted works “some rights reserved” instead of “all rights reserved,” would allow copyright holders to give their consumers some creative freedom in creating transformative works, while maintaining the control needed to combat piracy. However, the author also suggests a more immediate solution: copyright holders, in making decisions concerning copyright enforcement, should consider using the norms associated with established user-generated content communities as a framework for drawing a line between transformative work and piracy. -
Supporting Sensemaking by the Masses for the Public Good
Supporting Sensemaking by the Masses for the Public Good Derek L. Hansen Assistant Professor, Maryland’s iSchool Director of CASCI (http://casci.umd.edu) Introduction One of the marvels of our time is the unprecedented use and development of technologies that support social interaction. Recent decades have repeatedly demonstrated human ingenuity as individuals and collectives have adopted and adapted these technologies to engender new ways of working, playing, and creating meaning. Although we already take for granted the ubiquity of social-mediating technologies such as email, Facebook, Twitter, and wikis, their potential for improving the human condition has hardly been tapped. There is a great need for researchers to 1) develop theories that better explain how and why technology-mediated collaborations succeed and fail, and 2) develop novel socio-technical strategies to address national priorities such as healthcare, education, government transparency, and environmental sustainability. In this paper, I discuss the need to understand and develop technologies and social structures that support large-scale, collaborative sensemaking. Sensemaking Humans can’t help but try to make sense of the world around them. When faced with an unfamiliar problem or situation we instinctively gather, organize, and interpret information, constructing meanings that enable us to move forward (Dervin, 1998; Lee & Abrams 2008; Russell, et al., 2008.). Individuals engage in sensemaking activities when we create a presentation, come to grips with a life-threatening illness, decide who to vote for, or produce an intelligence report. As collectives we engage in collaborative sensemaking activities at many levels of social aggregation ranging from small groups (e.g., co-authors of a paper) to hundreds (e.g., the scientific community developing a cure for cancer) to millions (e.g., fans of ABC’s Lost making sense of the complex show). -
A Portrait of Fandom Women in The
DAUGHTERS OF THE DIGITAL: A PORTRAIT OF FANDOM WOMEN IN THE CONTEMPORARY INTERNET AGE ____________________________________ A Thesis Presented to The Honors TutoriAl College Ohio University _______________________________________ In PArtiAl Fulfillment of the Requirements for Graduation from the Honors TutoriAl College with the degree of Bachelor of Science in Journalism ______________________________________ by DelAney P. Murray April 2020 Murray 1 This thesis has been approved by The Honors TutoriAl College and the Department of Journalism __________________________ Dr. Eve Ng, AssociAte Professor, MediA Arts & Studies and Women’s, Gender, and Sexuality Studies Thesis Adviser ___________________________ Dr. Bernhard Debatin Director of Studies, Journalism ___________________________ Dr. Donal Skinner DeAn, Honors TutoriAl College ___________________________ Murray 2 Abstract MediA fandom — defined here by the curation of fiction, art, “zines” (independently printed mAgazines) and other forms of mediA creAted by fans of various pop culture franchises — is a rich subculture mAinly led by women and other mArginalized groups that has attracted mAinstreAm mediA attention in the past decAde. However, journalistic coverage of mediA fandom cAn be misinformed and include condescending framing. In order to remedy negatively biAsed framing seen in journalistic reporting on fandom, I wrote my own long form feAture showing the modern stAte of FAndom based on the generation of lAte millenniAl women who engaged in fandom between the eArly age of the Internet and today. This piece is mAinly focused on the modern experiences of women in fandom spaces and how they balAnce a lifelong connection to fandom, professional and personal connections, and ongoing issues they experience within fandom. My study is also contextualized by my studies in the contemporary history of mediA fan culture in the Internet age, beginning in the 1990’s And to the present day.