Videogames: Henry Jenkins - fandom and participatory culture

Factsheet #107 - Fandom

1) What is the definition of a fan?

A fan is someone that does more than just consume a media text, they are devoted and passionate about a particular media text, so much so it becomes a part of their identity.

2) What are the different types of fan identified in the factsheet?

1) Hard core/True fan- People who identify themselves as insiders within a fandom. They are very knowledgeable and consider themselves aficionados of their chosen media text.

2) Newbie - 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.

3) Anti-fan - 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.

3) What makes a ‘fandom’?

A fandom is created when a group of people share a very deep passion and love for a particular celebrity, media text or brand. These people will often come together and engage in particular practices of their given fandom as well as share their secrets of what they are a fan of.

4) What is Bordieu’s argument regarding the ‘cultural capital’ of fandom?

Bordieu argues a kind of ‘cultural capital’ which confers a symbolic power and status for the fan, especially within the realm of their fandom.
5) What examples of fandom are provided on pages 2 and 3 of the factsheet?


  • Fans who watch the texts over and over again and they also participate in cosplay and attend conventions and specialist screenings of their texts. (For example, midnight screenings of The Rocky Horror Picture Show (1975) helped secure its cult status with students and gay and lesbian fans who would cross-dress like the characters, use props and re-enact the actions in particular scenes.)
  • Fandoms who engage in philosophical debates around the texts and impose meanings which other fans can engage with. (For example, debates surrounding sexuality within The Lord of the Rings)
  • Fans who challenge media institutions and opinion leaders such as critics. (The writers of Vampire Diaries had to re-write the script and explain that the previous owners of a house were vampires to appease the fans when Katherine entered a house without an invitation and fans took to Twitter to comment on a scene in the season two finale)
  • Fans who use the original media texts and get creative and innovative with the material. 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. (e.g. Harry Potter fans who created stories where Harry Potter and Hermione Granger get together instead of Ron Weasley and Hermione.)
 6) Why is imaginative extension and text creation a vital part of digital fandom?
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.

Tomb Raider and Metroid fandom research

Look at this Tomb Raider fansite and answer the following questions: 

1) What types of content are on offer in this fansite?
The site offers links to all other Tomb Raider and Lara Croft sites (directory) with a checklist of what each site has to offer (e.g fanfiction, fanart, chatrooms, etc) Also, the website contains many blog posts and videos regarding walkthroughs of the games, Lara's history, news page, game downloads and much much more.


2) What does the number of links and content suggest about the size of the online fan community for Tomb Raider and Lara Croft? Pick out some examples from this page.
The massive number of links and contents on offer suggests that the online fan community for Tomb Raider and Lara Croft is huge. Not only do they play the game, but they actively engage in producing their own content and sharing it with others.


3) Scroll to the bottom of the page and look at the short ‘About me’ bio and social media updates. Is this a typical example of ‘fandom’ in the digital age? Why?
I think that it is a typical example of 'fandom' in the digital age - the writer is a 'caffeine junkie', 'optimist' and 'otaku' (a Japanese term for people with obsessive interests) and I think these are quite stereotypical traits that we would expect from fans.




Now look at this Metroid fansite and answer the following: 

1) What does the site offer?
The site offers interviews, features, news and many more.


2) Look at the Community Spotlight page. What does this suggest about the types of people who enjoy and participate in fan culture?
This page suggests that the types of people who enjoy and engage in fan culture are usually very creative people. The majority of the people featured on the page are artists, musicians or cosplayers.



3) There is a specific feature on Metroid Prime 2: Echoes. What do the questions from fans tell you about the level of engagement and interest in the game and franchise from the fan community?
This tells me that the fans are extremely committed and care about very specific details regarding the game.



Henry Jenkins: degree-level reading

Read the final chapter of ‘Fandom’ – written by Henry Jenkins. This will give you an excellent introduction to the level of reading required for seminars and essays at university as well as degree-level insight into our current work on fandom and participatory culture. Answer the following questions:

1) There is an important quote on the first page: “It’s not an audience, it’s a community”. What does this mean?
This means that the 'audinence' don't just passively watch media texts or play games with no thoughts. They actively engage with their media products, bringing their own creativity and ideas into a fandom.

2) Jenkins quotes Clay Shirky in the second page of the chapter. Pick out a single sentence of the extended quote that you think is particularly relevant to our work on participatory culture and the ‘end of audience’ (clue – look towards the end!)
Audiences are now being called 'prosumers' -  suggesting that as consumers produce and circulate media, they are blurring the line between amateur and professional.
They may also be called 'inspirational consumers' - suggesting that some people play a more active role than others in shaping media flows and creating new values.

3) What are the different names Jenkins discusses for these active consumers that are replacing the traditional audience?
“connectors” or “influencers”

4) On the third page of the chapter, what does Wired editor Chris Anderson suggest regarding the economic argument in favour of fan communities?
Chris Anderson suggests that 'investing in niche properties with small but committed consumer bases may make economic sense if you can lower costs of production and replace marketing costs by building a much stronger network with your desired consumers.'

This means that if you have a good connection with the fandom of a niche product, it can be extremely beneficial to invest in it.

5) What examples does Jenkins provide to argue that fan culture has gone mainstream?
Harry Potter fans - AKA 'Potterheads'

6) Look at the quote from Andrew Blau in which he discusses the importance of grassroots creativity. Pick out a sentence from the longer quote and decide whether you agree that audiences will ‘reshape the media landscape from the bottom up’.
"A new generation of media makers and viewers are [sic] emerging which could lead to a sea change in how media is made and consumed"
I think that audiences will reshape the media landscape but not compleytely. Yes audiences have become consumers themselves now, but they are only able to do that because of a media text that has already been created. Therefore, companies and those higher up will still be in control of how the media operates.

7) What does Jenkins suggest the new ideal consumer is?
A fan.

8) Why is fandom 'the future'?
Fandom is the future because media companies cannot exist without them. "Media companies act differently today because they have been shaped by the increased visibility of participatory culture: they are generating new kinds of content and forming new kinds of relationships with their consumers."

9) What does it mean when Jenkins says we shouldn’t celebrate ‘a process that commodifies fan cultural production’?
I believe he is referring to the fan-made products; such as fanfiction, fanart, fan music and many more that results in the fan making a profit thanks to the original media text.

10) Read through to the end of the chapter. What do you think the future of fandom is? Are we all fans now? Is fandom mainstream or are real fan communities still an example of a niche media audience?
I think that fandom will grow even more as time goes by. There will be lots of fan-produced content and perhaps fans will start making their own content too. However, I don't think that fandom can be said to be mainstream; real fans are those who fully engage with the media text and produce their own content into the fandom. Not everyone does this but it has become more than a niche because of the fact that fans from all around the world can engage through social media and digital platforms.


Extension: EU copyright law - is a meme ban coming?

Read this Wired feature on the upcoming EU copyright law (Article 13 and Article 11) and discuss the potential implications for participatory culture and fandom. 
How might this impact on fans' 'textual poaching'?
Article 13 states that “online content sharing service providers and right holders shall cooperate in good faith in order to ensure that unauthorised protected works or other subject matter are not available on their services.” This means that websites that provide user generated content (like Youtube and Facebook) will be in charge or removing any content that violates copyright guidelines. 

Article 11 intends to get news aggregator sites, such as Google News, to pay publishers for using snippets of their articles on their platforms. 

This could really impact textual poaching because textual poaching is all about taking content that already exists and changing it so that it becomes your own. If these articles come into play, fans may be restricted on what they can do.

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