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Il Fumetto Digitale Tra Sperimentazione E Partecipazione: Il Caso Homestuck
H-ermes. Journal of Communication H-ermes, J. Comm. 18 (2020), 45-72 ISSN 2284-0753, DOI 10.1285/i22840753n18p45 http://siba-ese.unisalento.it Il fumetto digitale tra sperimentazione e partecipazione: il caso Homestuck Giorgio Busi Rizzi Digital comics halfway between experimentation and participation: the example of Homestuck. Digital comics that try to maximize the affordances of their medium seem to be condemned to in-betweenness: their strength (leveraging on unusual narrative potentials) often becomes their limit, and authors are hardly able to free themselves from the role of niche experimenters and open up to audience participation. A significant exception, however, is Homestuck, a gigantic webcomic by Andrew Hussie. Strongly connected to videogame culture and the very nature of the internet, Homestuck features animations, sounds, embedded flash games, and so on. The webcomic resulted in various transmedial branches (a videogame spin-off and several friendsims, a multi-volume soundtrack, a book epilogue) and an ongoing intermedial adaptation in book format. It has equally managed, over the years, to consolidate an extremely lively community active both in its interactions with the author (with a constant exchange of ideas and an endless readiness to subsidize his projects), in its interpretation of the canon production, and in providing an amazing extent of fan production. This contribution aims to analyze Homestuck as a possible mediation between the two inclinations (experimental and participated) of digital comics. Keywords: webcomics; Homestuck, transmedia, fan studies, digital comics. Introduzione Leggendo certa critica (accademica e non), il fumetto digitale pare godere di una sorta di eterna giovinezza: un medium eternamente potenziale, eternamente nuovo, eternamente sul punto di soppiantare la carta. -
Let Me Tell You About Homestuck: the Online Production of Place
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2014 Let Me Tell You About Homestuck: The Online Production of Place Jennifer Short University of Central Florida Part of the Rhetoric and Composition Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Short, Jennifer, "Let Me Tell You About Homestuck: The Online Production of Place" (2014). Electronic Theses and Dissertations, 2004-2019. 4806. https://stars.library.ucf.edu/etd/4806 LET ME TELL YOU ABOUT HOMESTUCK: THE ONLINE PRODUCTION OF PLACE by JENNIFER DIANE SHORT B.A. University of Central Florida, 2010 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of English in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Summer Term 2014 Major Professor: Gabriela Rios ABSTRACT This thesis investigates the potential for the online production of place, specifically as it applies to the host site for the Homestuck web comic, MS Paint Adventures, and its attendant fandom. The proliferation of digital environments such as video games, web sites, and chat rooms has led to numerous opportunities for the study of online spaces and the numerous practices that take place within them. The lack of physical location in online spaces can, however, make it difficult to conceptualize of a web site as real, a problem that has often led researchers to develop new theories of space that do not rely on material places. -
Petition for Cancelation
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA743501 Filing date: 04/30/2016 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Petition for Cancellation Notice is hereby given that the following party requests to cancel indicated registration. Petitioner Information Name Organization for Transformative Works, Inc. Entity Corporation Citizenship Delaware Address 2576 Broadway #119 New York City, NY 10025 UNITED STATES Correspondence Heidi Tandy information Legal Committee Member Organization for Transformative Works, Inc. 1691 Michigan Ave Suite 360 Miami Beach, FL 33139 UNITED STATES [email protected] Phone:3059262227 Registration Subject to Cancellation Registration No 4863676 Registration date 12/01/2015 Registrant Power I Productions LLC 163 West 18th Street #1B New York, NY 10011 UNITED STATES Goods/Services Subject to Cancellation Class 041. First Use: 2013/12/01 First Use In Commerce: 2015/08/01 All goods and services in the class are cancelled, namely: Entertainment services, namely, an ongo- ing series featuring documentary films featuring modern cultural phenomena provided through the in- ternet and movie theaters; Entertainment services, namely, displaying a series of films; Entertain- mentservices, namely, providing a web site featuring photographic and prose presentations featuring modern cultural phenomena; Entertainment services, namely, storytelling Grounds for Cancellation The mark is merely descriptive Trademark Act Sections 14(1) and 2(e)(1) The mark is or has become generic Trademark Act Section 14(3), or Section 23 if on Supplemental Register Attachments Fandom_Generic_Petition.pdf(2202166 bytes ) Fandom Appendix pt 1.pdf(4769247 bytes ) Fandom Appendix pt 2.pdf(4885778 bytes ) Fandom Appendix pt 3.pdf(3243682 bytes ) Certificate of Service The undersigned hereby certifies that a copy of this paper has been served upon all parties, at their address record by First Class Mail on this date. -
“Friendship Isn't an Emotion Fucknuts”: Manipulating Affective Materiality To
“friendship isn’t an emotion fucknuts”: Manipulating Affective Materiality to Shape the Experience of Homestuck’s Story Kevin Veale Massey University School of English and Media Studies College of Humanities and Social Sciences Wellington 6140 New Zealand Work: +64 04 8015799 Extn 63569 [email protected] ABSTRACT Homestuck is a textual and experiential chameleon that manipulates its own structure to shape the audience’s affective experience of the story by mimicking not just the storytelling techniques of other media forms, but their modes of engagement as well. This article introduces terminology to illustrate how and why the online serial Homestuck qualifies as a distinctive form of storytelling. I introduce the term transmodal engagement to illustrate how Homestuck uses the affective, experiential affordances of different media forms to sculpt and shape the experience of the text in completely different ways to ‘transmedia’ storytelling. The second term this article introduces is metamedia storytelling, which describes how the audience’s familiarity with storytelling across multiple media forms can be used to manipulate their experience of fiction. Homestuck deploys metamedia storytelling to continually destabilise the reader’s understanding of the text and their investments in the storyworld by forcing re-evaluations of not just what is happening, but what kind of mediated relationship the readers have with the content of the story. Keywords Affect, media-specific analysis, modes of engagement, materiality, metamedia storytelling, textual structure, transmedia, transmodal engagement, INTRODUCTION Homestuck’s (Hussie, 2009) story begins with four thirteen-year-old friends and their attempts to play a new videogame together, often thwarted by comedic timing, bad luck, or their own over-complicated plans falling apart. -
La Traducción Amateur De Webcómics: Análisis Traductológico De Homestuck
TRABAJO FINAL DE GRADO EN TRADUCCIÓN E INTERPRETACIÓN TREBALL FINAL DE GRAU EN TRADUCCIÓ I INTERPRETACIÓ Departament de Traducció i Comunicació La traducción amateur de webcómics: análisis traductológico de Homestuck Autora: Liza Pluijter Izquierdo Tutora: Maria Calzada Fecha de lectura: junio 2015 2 Resumen El webcómic es un género relativamente nuevo que, gracias a las nuevas tecnologías y la cada vez mayor relevancia de internet, está adquiriendo una importancia creciente. Como sus originales suelen publicarse en inglés, empiezan a proliferar las traducciones, especialmente aquellas realizadas por fans, los cuales en la mayoría de casos no han estudiado traducción ni tienen experiencia en este ámbito. A lo largo de este Trabajo de Fin de Grado se estudiará el perfil del lector de este tipo de publicaciones online y sus preferencias a la hora de consumirlo. Además, se analizarán los problemas de traducción de uno de los máximos exponentes del género: Homestuck. De hecho, se realizará el análisis de una de sus traducciones amateur, con el objetivo de comprender mejor el reto que supone para el traductor este formato tan novedoso así como la resolución de problemas por parte de traductores sin ningún tipo de experiencia. Palabras clave: Webcómics, Homestuck, análisis traductológico, traducción amateur, traducción de cómics 3 Índice 1. Introducción 5 1.1. Justificación y motivación 5 1.2. Contextualización del objeto de estudio 6 1.2.1. Webcómics 6 1.2.2. Homestuck 6 1.2.3. La traducción de cómics 8 2. Metodología 9 2.1. Procedimiento 9 2.1.1 Encuesta 9 2.1.2 Método de análisis de la encuesta 10 2.1.3 Justificación de la elección de textos 10 2.1.4 Método de análisis de la traducción 10 3. -
The Marginalization of Female Creators and Consumers in Comics
INKING OVER THE GLASS CEILING: THE MARGINALIZATION OF FEMALE CREATORS AND CONSUMERS IN COMICS A thesis submitted to the College of the Arts of Kent State University School of Art in partial fulfillment of the requirements for the degree of Master of Arts. by Maria Campbell August, 2015 Thesis written by Maria Campbell B.F.A, Lesley University, 2011 M.F.A., Kent State University, 2015 Approved by Diane Scillia, Ph.D., Advisor Christine Havice, Ph.D., Director, School of Art John R. Crawford, Ed.D., Dean, College of the Arts TABLE OF CONTENTS Page LIST OF FIGURES……………………………………………………………….v ACKNOWLEDGMENTS………………………………………………………viii AUTHOR’S NOTE……………………………………………………………….ix INTRODUCTION………………………………………………………………...1 CHAPTER ONE THE ORIGINS OF COMICS AND THE GOLDEN AGE……………………….6 The Early History of Comic Strips…………………………………………...6 World War II and the Golden Age……………………………………….......9 Wonder Woman and Her Creators………………………………………….11 The Seduction of the Innocent………………………………………….......13 Jackie Ormes………………………………………………………………..17 The Silver (1956-1970) and Bronze Ages (1970-1985) of Comics Sales…..19 CHAPTER TWO UNDERGROUND COMICS TO MODERN DAY..……………………………23 Pop Art and Comix………………………………………………………....23 Feminist Anthologies……………………………………………………….26 Alternative Comics and Graphic Novels……………………………………27 Women in Refrigerators…………………………………………………….31 “No Girls Allowed” in Comic Books……………………………………….34 Feminist Writers and Heroines…………………………………………......37 Bitch Planet…………………………………………………………………42 CHAPTER THREE MANGA IN AMERICA AND WEBCOMICS….................................................45 -
A Silly Music Packet by Anderson Wang Note
A silly music packet by Anderson Wang Note: Two answers required. 1. In truly the most ambitious crossover of all time, EMI released a split EP of these two bands in 2001. A 2018 Onion headline says that the singer of one of these two bands “Admits Vast Majority of Musical Output Fueled By Constant Fear Of Being One-Upped By” the other band. Both of these bands were nominated for Best Album at the 2009 Grammys, but it was won by Robert Plant and Alison Krauss, so we still don’t know which one is superior. In 2017, one of these bands jokingly tweeted “Finally somebody had the balls to say it” after (*) Fox News personality Kat Timpf called one of these bands the “poor man’s [other of these bands]” and said they “stole everything from” the other. For 10 points, name these two often-compared British bands behind the albums In Rainbows and Viva la Vida. ANSWER: Radiohead and Coldplay Note: Three answers required. 2. The track “Rock It On” from the Jet Set Radio soundtrack repeatedly samples the lines “Viva la revolucion!”, “Rock that shit, homie!”, and a line mentioning these three things. The title of an album by the Japanese experimental rock band Ghost references these three actions, replacing the last one with “Free Tibet”. A line mentioning two of these three things is rhymed with “Ladies flock like bees to a hive” in the Beastie Boys song “Hey Ladies”. The “Taxi” commercial for Levi’s popularized a track whose title references these things, the most famous song by (*) Freak Power. -
Autism on Tumblr
WHERE EVERYONE WADDLES LIKE ME – AUTISM ON TUMBLR “WHERE EVERYONE WADDLES LIKE ME”: AN EXAMINATION OF THE AUTISTIC COMMUNITY ON TUMBLR.COM By ANDREW KIRKCONNELL, B.A. A Thesis Submitted to the School of Graduate Studies in Partial Fulfilment of the Requirements for the Degree Master of Arts McMaster University © Copyright by Andrew Kirkconnell, September 15 2019 McMaster University MASTER OF ARTS (2019) Hamilton, Ontario (Anthropology) TITLE: “Where Everyone Waddles Like Me”: An examination of the autistic community on Tumblr.com AUTHOR: Andrew Kirkconnell, B.A. (McMaster University) SUPERVISOR: Professor E. Badone NUMBER OF PAGES: ix, 95 ii LAY ABSTRACT: Using a purpose-built blog to learn about site culture and a series of online interviews to discover participant experiences, this study explores the culture of the autistic community on Tumblr and its impact on its members. The autistic community on Tumblr is a place that its members have more freedom to act and express themselves (through art, videos, shared stories etc.) than in the physical world. Through being a way to vent difficult experiences, get information, and enjoy site content made by and for them (in addition to broader appeal media), site users report a neutral to positive effect on their overall quality of life because of the site. Further research is required to confirm any of the patterns in the work. iii ABSTRACT: This study used a novel combination of interview methodologies, made possible through the nature of instant messaging, and ethnographic methods in order to determine the value of the autistic community on Tumblr.com to its members. -
Internal Antagonism in Online Fan Communities
Utah State University DigitalCommons@USU All Graduate Theses and Dissertations Graduate Studies 8-2019 "There Should be no Tolerance for Intolerance": Internal Antagonism in Online Fan Communities Michelle W. Jones Utah State University Follow this and additional works at: https://digitalcommons.usu.edu/etd Part of the American Studies Commons Recommended Citation Jones, Michelle W., ""There Should be no Tolerance for Intolerance": Internal Antagonism in Online Fan Communities" (2019). All Graduate Theses and Dissertations. 7602. https://digitalcommons.usu.edu/etd/7602 This Thesis is brought to you for free and open access by the Graduate Studies at DigitalCommons@USU. It has been accepted for inclusion in All Graduate Theses and Dissertations by an authorized administrator of DigitalCommons@USU. For more information, please contact [email protected]. “THERE SHOULD BE NO TOLERANCE FOR INTOLERANCE”: INTERNAL ANTAGONISM IN ONLINE FAN COMMUNITIES By Michelle W. Jones A thesis submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE in American Studies: Folklore Approved: ______________________ ____________________ Lynne S. McNeill, Ph.D. Jeannie B. Thomas, Ph.D. Major Professor Committee Member ______________________ ____________________ Henri Dengah, Ph.D. Richard S. Inouye, Ph.D. Committee Member Vice Provost for Graduate Studies UTAH STATE UNIVERSITY Logan, Utah 2019 ii Copyright © Michelle W. Jones 2019 All Rights Reserved iii ABSTRACT “There Should be no Tolerance for Intolerance”: Internal Antagonism in Online Fan Communities by Michelle W. Jones, Master of Science Utah State University, 2019 Major Professor: Dr. Lynne S. McNeill Department: English This thesis focuses on exploring cases of internal antagonism in fan communities, with a specific focus on the Steven Universe (2013 - ) and Undertale (2015) communities present on Tumblr and Twitter. -
Comics and Videogames
7 Homestuck as a game A webcomic between playful participation, digital technostalgia, and irritating inventory systems Tim Glaser Homestuck is a webcomic of truly epic proportions. Created by Andrew Hussie between 2009 and 2016, it consists of over 8,000 pages and contains various media formats. It has been called the “Ulysses of the Internet” (PBS Idea Channel 2012) and “a genre- fusing postmodern epic designed for and produced through the internet” (Litwhiler 2013, 1). As the creator himself put it: Homestuck is “a story about kids on the internet, that is told in a way that is like, made of pure internet” (O’Malley 2012, n.p., original emphasis). However, Homestuck not only utilizes the possibilities of digital production and reception, but the narration, style, and collaboration are themselves influenced by characteristics of digital media, especially game mechanics, obsolete technology, and playful interaction. For instance, the protagonists have to obey specific rules, such as a needlessly elaborate inven- tory system or leveling for inanimate objects, while simultaneously playing Sburb, a dangerous sandbox game that is superimposed over their real world. Furthermore, the first three chapters ofHomestuck were created on the basis of various suggestions by readers, enabling them to directly partici- pate in the game’s gestation (Short 2014, 45). This chapter argues that Homestuck is not only influenced by videogames and genre conventions, but that the webcomic can be understood as a playful yet critical appraisal of various aspects of gaming culture, digital technology, and fandom. Analyzing the interconnections between ludic, graphic, and narrative elements in this multilayered universe, which seems to be conver- ging and diverging simultaneously, enables us to reflect on the interactions between metamedia elements and different modes of engagement. -
Curation and Conservation of Digital Art INST745 Introduction to Digital Arts Curation Spring 2016, Mondays, 6:00Pm - 8:45Pm in HBK 0105
INST 745: Spring 2016 Digital Art Curation 1 Curation and Conservation of Digital Art INST745 Introduction to Digital Arts Curation Spring 2016, Mondays, 6:00pm - 8:45pm In HBK 0105 Instructor: Trevor Owens Office Hours: By Appointment Email: [email protected] Course Description: This course explores curation of digital art. The course is particularly focused on understanding the nature of digital works, and based on that, how to collect and manage born-digital and digitized works. This will include a range of art forms and media; including but not limited to video games, photography, architecture, music and sound, dance, theater, photography, film, and other web and new media art. In some of these cases, analog practices have shifted more or less entirely into digital practices (ex. digital photography, computer aided design, music, film and video). In others, digital media has enabled new kinds of works (ex. video games, flash interactives, net art, chiptunes, electronic literature, animated gifs, web comics). The course is focused just as much on vernacular art (everyday people’s digital photos, memes, lolcats, etc.) as more “highbrow” art. Frameworks for Understanding Digital Works The course provides a series of frameworks for understanding digital art works as; • fixed creative works to be conserved • performances or experiences to be documented or recorded • the result of a creative process of which produce a trail of potential archival records • the execution of an application or source code and data which could shared for use/reuse Key Conceptual Issues The course focus on a set of central conceptual issues that crosscut digital media and works and are in many cases in tension with each other. -
Adobe Flash Document Properties for Youtube
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