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Converging cultures : television, the internet and the fans of Lois and Clark /

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Abstract

Thesis (M.A. in Mass Communication)--University of Wisconsin--Milwaukee, 2001. Includes bibliographical references (leaves 83-85).

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... Another reason to study media fans is their creation of supplementary materials in relation to the primary text of interest. Bacon-Smith (1992), Jenkins (1992), and Lauters (2001 have found that many fans create such things as fan fiction (fanfic), poems and songs about favorite characters and stories, scripts for further episodes, and even awards for the best of these fan creations. Thus, 68 Journal of Communication Inquiry many fans are not only active in their understandings of media texts, but they take their activity further to the creation of related materials. ...
... Early use of the Internet by fans was often on newsgroups and listservs, where fans discussed episodes of television shows, shared fanfic, and reviewed shows (Baym 2000; Consalvo 1995). Scholars such as Susan Clerc (1996) have discussed how gender dynamics among fans began to alter through Internet use, while others have examined how the Internet has added to the fan experience in various ways, including the creation of a larger community , more opportunities to share creative activities, and new ways to recognize these creative endeavors (Baym 2000; Lauters 2001). Fan activity on the Internet allows for greater creative expression and, from its beginnings, has included a wider demographic of Internet users (the majority of media fans are women) than the original " middle-class white male " user that was initially defined (Consalvo 1995). ...
... While some fans argue that certain episodes or seasons are not true " canon " (meaning that the plot or character actions stray from what the original creators set the standards for), the center of their activity does remain (for most fans) the corporate-produced media product Buffy or Star Trek. This occurs unless the text in question has finished its official run, as was the case with Lois and Clark: The New Adventures of Superman, where fans began writing new seasons for the show (Lauters 2001). But even if fans do not claim to challenge the official production's place at the center, the production company does not automatically hold a place at the center of all fan experiences in regards to a particular text. ...
Article
This article examines media fans' Web sites devoted to Star Trek and Buffy the Vampire Slayer to determine how the code of the Internet allows fans some creative control over media artifacts of interest to them and how such actions pose a challenge to media corporations and their copyrights. However, this challenge is also limited by the changing code of the Internet, at varying levels, as corporations seek to change open code to closed-proprietary code and limit such actions. Thus, this article explores the resistances of fans to corporate actions and how the code of the Internet is gradually changing into a system more conducive to corporate capitalism than community creation or any other transformative space.
... Mia Consalvo has analyzed how the Internet allows fan communities of Star Trek and Buffy the Vampire Slayer some creative control over the media that interests them and how this poses a potential challenge to media corporations and copyrights (Consalvo, 2003a). Amy Lauters has studied the online culture of fans, focusing specifically on fan-fiction archives for the show Lois and Clark (Lauters, 2001). ...
... More recently Jenkins has turned to exploring how media fans organize and operate online, specifically highlighting game players as quintessential examples of online participatory culture (Jenkins, 2006). In addition, other scholars have used Jenkins' ideas as centerpieces in their own studies of online fan cultures, including Baym (1998;2000), Consalvo (2003a;, Newman (2005), and Lauters (2001). These scholars have expanded the study of participatory texts beyond Jenkins' original set to include online forum and bulletin board communications and video game walkthroughs. ...
... Other scholars expanded the bounds of participatory culture to include other kinds of fans, and other kinds of fan-made texts, notably online forums and message boards (Baym, 2000;Lauters, 2001). ...
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In early 2008, what started as a small report in an online conservative outlet on the Xbox 360 videogame Mass Effect was picked up by a number of news outlets and blogs. In particular, Fox News’s ‘Live Desk with Martha MacCallum’ produced a segment on the game, claiming it was fully interactive digital pornography. One of the show’s guests, pop psychologist Cooper Lawrence, argued that the game’s sexual content was harmful, but did so with no firsthand knowledge of the game, incensing fans of the game. Those fans proceeded to respond in various ways, particularly on the internet. The present research examines three distinct areas of these fan responses — forum discussions, YouTube videos, and the ‘review bombing’ of Cooper Lawrence’s books on Amazon.com. The various ways in which fans expressed their anger at, displeasure with, and opinions on the story and how the game was treated in the media present a chance not only to look into the mindset of these fans toward the various institutions involved in but also paint a picture of fan and gamer cultures in general.
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