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電視劇迷在虛擬社群中的交談意義謝佳凌 Unknown Date (has links)
文本的意義不僅是在觀看時協商,同時在對話中決定。本文目的在於了解電視劇迷在網路社群中談論電視劇的互動型態,以及如何實踐身為劇迷的身份。這個電視劇迷集結的網路空間,同時是虛擬社群、觀眾社群、也是迷的實踐社群的集合體。
研究過程以中情局BBS站中三個電視劇討論區以及奇摩家族中二個電視劇討論區為觀察主體,對討論區的文章作歸納分析、訪問討論區管理者以及進行迷們的電子問卷調查。研究發現,電視劇討論區受訪者認可其社群的存在,並感受尊敬、友善、溫馨、互助氣氛,但電視劇的播出壽命會主導著電視劇迷社群的興盛。這並非指該社群會消失,而是這群迷會轉往其它地方繼續存在。電視劇迷看電視劇原因以「喜愛該劇演員」為主,而電視劇討論區聚集了不同演員的支持者,因此電視劇討論區的凝聚力比起劇中演員的專門討論區來得小。
對電視劇迷群而言,電視劇觀看過程延攬至和朋友、同學、父母每日的對話,並融入網路這新興的口語書寫文化中。他╱她們從消化電視劇所提供的素材再生產出網路討論的文本,藉由對文本的共同詮釋來獲得歸屬感和友誼。
電視劇迷是具生產性的一群,不僅由書寫談論賦與媒體文本意義、創作同題材的網路小說,更聚集迷群力量,抗議製作體系拖戲及希望修改故事線。在討論區互動中,迷們接合現實空間和網際空間的分界,實踐、交換迷身份展現的論述。
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De série monde à série phénomène : analyse diégétique et de la réception de Xena la guerrière (1995-2001)Glangeaud, Chloé 03 1900 (has links)
Ce mémoire propose d’analyser une série phénomène à travers le concept de série monde développé dans les études télévisuelles et cinématographiques. Notre objet d’analyse est Xena la guerrière (Syndication 1995-2001), une série des années 1990 connue à l’ère contemporaine pour son phénomène de fandom autour de la série et des personnages Xena et Gabrielle. Les séries de la fin des années 1990 s’inscrivent dans une ère de transition, où numérique et mutations narratives vont participer à la création d’objets denses et complexes. Nous tenterons d’établir un parallèle entre la structure d’une série télévisée et sa réception qui reposent toutes les deux sur une logique de densification, à observer sous différentes formes : l’extension, la continuité et la dérivation, ainsi que sur deux niveaux : le texte et le fandom. L’analyse diégétique de la série nous permettra d’établir une conception de la série comme une expérience dense et complexe qui invite et suggère une pluralité interprétative. Les spectateurs/fans investissent l’objet de différentes façons jusqu’à produire des lectures riches et variées. Définir un phénomène sériel reviendrait donc à s’intéresser à cette corrélation : producteurs, texte, fans et contextes, qui permet l’expansion de l’objet dans de multiples directions. L’analyse de Xena la guerrière autour d’une logique de densification nous permettrait de mieux comprendre certains phénomènes de fandom autour de séries contemporaines. / This dissertation proposes an analysis of a series phenomenon through the concept of world series developed in television and film. Our object of analysis is Xena: Warrior Princess (Syndication 1995-2001), a television series from the 1990s known in the contemporary era for the phenomenon of fandom created around the series and characters Xena and Gabrielle. The series of the late 1990s are part of an era of transition, where digital and narratives mutations come together in the creation of dense and complex objects. We will try to draw a parallel between the structure of a television series and its reception, both of which are based on a logic of densification, to be observed in different forms: extension, continuity, and derivation, as well as on two levels: the text of Xena and the fandom of Xena. The diegetic analysis of the series will allow us to establish the conception and origins of the series as something dense and complex that invites and suggests a plurality of interpretations. Spectators/fans invest time and effort in the show in a variety of ways to produce rich and varied interpretations and fandom content. Defining a serial phenomenon would therefore take us back to examining the correlation of: producer, text, fans, and context, which allows this expansion of the series in multiple directions. The analysis of Xena: Warrior Princess around a logic of densification will allow us to better understand certain phenomena of fandom around contemporary series.
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Masters of the Universe: Action Figures, Customization and MasculinitySobel, Eric 27 November 2018 (has links)
No description available.
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Fan Remake Films: Active Engagement With Popular TextsLynn, Emma 24 May 2021 (has links)
No description available.
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The Pleasure in Paradox: The Negotiation Between Agency and Admiration in the Disney Fan CommunityButler, Alissa Nicole 20 May 2021 (has links)
No description available.
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The Third-Person and First-Person Effects of Sports FandomSpinda, John S. W. 08 May 2009 (has links)
No description available.
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Arkivexempel: K-Pop Design: Visual Aesthetics In Korean Popular Culture (designprojekt) och Interaktiv förpackningsdesign: Grafisk formgivning av K-pop album och dess inflytande på konsumentbeteende (kandidatuppsats) : Komplett arkivexempel för Kandidatuppsats (15hp) och Designdokumentation (15hp)Adilnor, Sana January 2022 (has links)
With the rise of Hallyu, or the global export of Korean culture also commonly known as ‘The Korean Wave’, South Korea has become a big trendsetter in recent years: whether it be within fashion and K-Beauty skincare or Korean movies and drama series, to Korean popular music, also known under the umbrella term K-pop. What these categories have in common are their strong ties to visual aesthetics and K-pop is known for its very colourful and maximalist design, which is also a key characteristic to why K-pop as a phenomenon has been particularly attractive and has managed to captivate fans all over the world. In the marvelling K-pop universe, the goal is to engage all the senses for a complete and interactive sensory experience, making the visual just as important as the auditory, and this can also be applied to the physical album design. Physical K-pop albums sell better than ever despite the digital streaming services dominating our digital age. A visual analysis was conducted on selected contemporary K-pop albums together with a survey on Swedish K-pop fans, in order to discuss how packaging design of K-pop albums can influence consumer behavior. The study showed that interactive packaging design and extra album inclusions like photocards, photo books, postcards etc. makes the fans more likely to want to collect albums and merchandise, which on its own can be viewed as a collectible item. The packaging design both facilitates and encourages fans to interact with the design not only visually, but also in a tactile way, by engaging in participatory behavior such as filming unboxing videos and posting them on social media, and it can also be associated with identity making, i.e. how they identify themselves as fans in relation to their favorite artists or towards other fans. Lastly, it is interesting to discuss how K-pop design can be heavily influenced by American and Western concepts despite being marketed as a Korean phenomena and innovation; from the visual analysis it could also be concluded that contemporary design trends draw inspiration from Western concepts such as the y2k millennium bug, retro and technology.
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Toward a Rhetoric of Scholar-FandomCochran, Tanya R. 01 December 2009 (has links)
Individuals who consider themselves both scholars and fans represent not only a subculture of fandom but also a subculture of academia. These liminal figures seem suspicious to many of their colleagues, yet they are particularly positioned not only to be conduits to engaged learning for students but also to transform the academy by chipping away at the stereotypes that support the symbolic walls of the Ivory Tower. Because they are growing in number and gaining influence in academia, the scholar-fans of the television series Buffy the Vampire Slayer (Buffy) and other texts by creator Joss Whedon are one focus of this dissertation. Though Buffy academics or Whedon scholars are not the only ones of their kind (e.g., academic- fan communities have cropped up around The Simpsons, The Matrix Trilogy, and the Harry Potter franchise), they have produced more literature and are more organized than any other academic-fan community. I approach all of my subjects—fandom, academia, fan-scholars, and scholar-fans—from a multidisciplinary perspective, employing various methodologies, including autoethnography and narrative inquiry. Taking several viewpoints and using mixed methods best allows me to begin identifying and articulating a rhetoric of scholar-fandom. Ultimately, I claim that Whedon academic-fans employ a discourse marked by intimacy, community, reciprocity, and transformation. In other words, the rhetoric of Whedon scholar-fandom promotes an epistemology—a way of knowing—that in Parker J. Palmer’s paradigm is personal, communal, reciprocal, and transformational.
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Toward a Rhetoric of Scholar-FandomCochran, Tanya R. 01 December 2009 (has links)
Individuals who consider themselves both scholars and fans represent not only a subculture of fandom but also a subculture of academia. These liminal figures seem suspicious to many of their colleagues, yet they are particularly positioned not only to be conduits to engaged learning for students but also to transform the academy by chipping away at the stereotypes that support the symbolic walls of the Ivory Tower. Because they are growing in number and gaining influence in academia, the scholar-fans of the television series Buffy the Vampire Slayer (Buffy) and other texts by creator Joss Whedon are one focus of this dissertation. Though Buffy academics or Whedon scholars are not the only ones of their kind (e.g., academic- fan communities have cropped up around The Simpsons, The Matrix Trilogy, and the Harry Potter franchise), they have produced more literature and are more organized than any other academic-fan community. I approach all of my subjects—fandom, academia, fan-scholars, and scholar-fans—from a multidisciplinary perspective, employing various methodologies, including autoethnography and narrative inquiry. Taking several viewpoints and using mixed methods best allows me to begin identifying and articulating a rhetoric of scholar-fandom. Ultimately, I claim that Whedon academic-fans employ a discourse marked by intimacy, community, reciprocity, and transformation. In other words, the rhetoric of Whedon scholar-fandom promotes an epistemology—a way of knowing—that in Parker J. Palmer’s paradigm is personal, communal, reciprocal, and transformational.
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Interaktiv förpackningsdesign: Grafisk formgivning av K-pop album och dess inflytande på konsumentbeteende : Hur kan formgivningen av K-pop album och relaterad merch påverka konsumentbeteende? / Interactive packaging design: The packaging design of K-pop albums and its influence on consumer behavior : How can the packaging design of K-pop albums influence consumer behavior?Adilnor, Sana January 2022 (has links)
With the rise of Hallyu, or the global export of Korean culture also commonly known as ‘The Korean Wave’, South Korea has become a big trendsetter in recent years: whether it be within fashion and K-Beauty skincare or Korean movies and drama series, to Korean popular music, also known under the umbrella term K-pop. What these categories have in common are their strong ties to visual aesthetics and K-pop is known for its very colourful and maximalist design, which is also a key characteristic to why K-pop as a phenomenon has been particularly attractive and has managed to captivate fans all over the world. In the marvelling K-pop universe, the goal is to engage all the senses for a complete and interactive sensory experience, making the visual just as important as the auditory, and this can also be applied to the physical album design. Physical K-pop albums sell better than ever despite the digital streaming services dominating our digital age. A visual analysis was conducted on selected contemporary K-pop albums together with a survey on Swedish K-pop fans, in order to discuss how packaging design of K-pop albums can influence consumer behavior. The study showed that interactive packaging design and extra album inclusions like photocards, photo books, postcards etc. makes the fans more likely to want to collect albums and merchandise, which on its own can be viewed as a collectible item. The packaging design both facilitates and encourages fans to interact with the design not only visually, but also in a tactile way, by engaging in participatory behavior such as filming unboxing videos and posting them on social media, and it can also be associated with identity making, i.e. how they identify themselves as fans in relation to their favorite artists or towards other fans. Lastly, it is interesting to discuss how K-pop design can be heavily influenced by American and Western concepts despite being marketed as a Korean phenomena and innovation; from the visual analysis it could also be concluded that contemporary design trends draw inspiration from Western concepts such as the y2k millennium bug, retro and technology.
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