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Nele Noppe

Repackaging fan culture: The regifting economy of ancillary content models | Scott | Tr... - 1 views

  • n particular, recent work on online gift economies has acknowledged the inability to engage with gift economies and commodity culture as disparate systems, as commodity culture begins selectively appropriating the gift economy's ethos for its own economic gain.
  • My concern, as fans and acafans continue to vigorously debate the importance or continued viability of fandom's gift economy and focus on flagrant instances of the industry's attempt to co-opt fandom, is that the subtler attempts to replicate fannish gift economies aren't being met with an equivalent volume of discussion or scrutiny.
  • There are a number of important reasons why fandom (and those who study it) continue to construct gift and commercial models as discrete economic spheres. This strategic definition of fandom as a gift economy serves as a defensive front to impede encroaching industrial factions. H
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  • at the heart of this anticommercial requirement of fan works is fans' fear that they will be sued by producers of content for copyright violation"
  • Thus, there is both a legal and social imperative to view fandom as transforming the objects of commodity culture into gifts, a transformative process "where value gets transformed into worth, where what has a price becomes priceless, where economic investment gives way to sentimental investment" (Jenkins et al. 2009b), and where bonds of community are formed and strengthened.
  • For other scholars, who foresee the commercialization of fandom's gift economy as an alternately unnerving and empowering inevitability, the possibility of fans monetizing their own modes of production is posed as an alternate form of preemptive "protection."
  • though monetizing fan practice to preserve the underlying ideals of fandom's gift economy might seem counterintuitive,
  • Richard Barbrook, reflecting back on his 1998 essay "The Hi-Tech Gift Economy" in 2005, acknowledges that constructing commodity culture and gift economies in binary terms is problematic.
  • commodity economies and gift economies are always already enmeshed,
  • Although De Kosnik asserts that "the existence of commercial markets for goods does not typically eliminate parallel gift economies"
  • Media producers, primarily through the lure of "gifted" ancillary content aimed at fans through official Web sites, are rapidly perfecting a mixed economy that obscures its commercial imperatives through a calculated adoption of fandom's gift economy, its sense of community, and the promise of participation.
  • The regifting economy that is emerging, I argue, is the result of the industry's careful cultivation of a parallel fan space alongside grassroots formations of fandom.
  • regifting economy is meant to synthesize the negative social connotations tied to the practice of regifting with a brief analysis of why acafans and existing fan communities should be aware and critical of these planned communities and their purpose as a site of initiation for the next generation of fans.
  • Henry Jenkins and others (2009a), adopting the term moral economy from social historian E. P. Thompson and questioning its applicability to the exchange of digital media, state that the moral economy is "governed by an implicit set of understandings about what is 'right' or 'legitimate' for each player to do."
  • the social stigmas attached to regifting are rooted in the act's inherent subterfuge, breaking the rules of the moral economy by masking something old as something new, something unwanted as desirable. If "the cardinal difference between gift and commodity exchange [is] that a gift establishes a feeling-bond between two people" (Hyde 1983:57), then "we cannot really become bound to those who give us false gifts" (70).
  • This construction of men as agents of capitalism with no understanding of the (frequently feminized) gift economy or its functioning continues to be evoked in anxieties surrounding the masculine/corporate exploitation of female fan communities and their texts.
  • media producers pushing these ancillary content models as the "white man keepers" of online fan culture who have failed to understand that it is the reciprocity and free circulation of fan works within female fan communities that identifies them as communities.
  • restricting the circulation o
  • its unrestricted movement.
  • Positioned precariously between official/commercial transmedia storytelling systems (Jenkins 2006:93–130) and the unofficial/gifted exchange of texts within fandom, ancillary content models downplay their commercial infrastructure by adopting the guise of a gift economy, vocally claiming that their goal is simply to give fans more—more "free" content, more access to the show's creative team. The rhetoric of gifting that accompanies ancillary content models, and the accompanying drive to create a community founded on this "gifted" content, is arguably more concerned with creating alternative revenue streams for the failing commercial model of television than it is with fostering a fan community or encouraging fan practices.
  • By regifting a version of participatory fan culture to a general audience unfamiliar with fandom's gift economy, these planned communities attempt to repackage fan culture, masking something old as something new
  • Although it could be argued that fandom also polices its boundaries and subjects, its motivations for doing so are ultimately about protecting, rather than controlling, the ideological diversity of fannish responses to the text. As Hellekson (2009) notes, "learning how to engage [with fandom and its gift economy] is part of the initiation, the us versus them, the fan versus the nonfan."
  • Although fandom responds to its own mainstreaming within convergence culture by fortifying its borders and rites of initiation, ancillary content models are opening their doors to casual viewers unfamiliar with what fandom has historically valued and how it functions
  • Whether or not ancillary content models are being actively deployed as a device to rein in and control fandom, they are serving as a potential gateway to fandom for mainstream audiences, and they are pointedly offering a warped version of fandom's gift economy that equates consumption and canonical mastery with community.
  • As this example suggests, ancillary content models offer few incentives for fans already enmeshed in grassroots creative fan communities to contribute, and there is consequently less opportunity for participants to be exposed to and initiated into those fan communities.
  • More frequently than not, fannish participation is restricted to enunciative forms of fan production (Fiske 1992:38), such as posting to message boards and the collaborative construction of the show's wiki.
  • The result, according to Kristina Busse (2006), is that "certain groups of fans can become legit if and only if they follow certain ideas, don't become too rebellious, too pornographic, don't read too much against the grain."
  • Perhaps one of the central reasons why fans continue to cast a wary eye at these planned communities and their construction of a "legitimate" fandom is because they recognize the gifts being given mass audiences as their own.
  • spectacular case that potentially overshadows more covert examples.
  • male fans have historically sought professional status or financial compensation for their creative works more frequently than their female counterparts
  • media producers shape their definition of an ideal fandom, it is increasingly one that is defined as fanboy specific, or one that teaches its users to consume and create in a fanboyish manner by acknowledging some genres of fan production and obscuring others.
  • ancillary content models
  • Given the long, gendered history of fan communities and their relationship with producers, and the frequent alignment of gift economies with "feminine" forms of social exchange
Nele Noppe

popblog: Sex in Polish Sci-Fi Fan Fiction - Part II - 0 views

  • The goal of the study is to determine whether Polish sci-fi fan fiction is promiscuous or puritan. To what extent are fannish creations sexual – do fans write erotica?
  • When considering the topic in more detail one should begin with paying attention to a problem I have mentioned previously - the inability of Polish fans to describe what they created. As I have signaled fan fiction is not labeled in any way and Polish fans are not aware of the existence of specific terminology that would allow them to put their writing in order. Of course because of the specific history of Polish fandom we cannot apply Western rules to Polish fans. It is not my purpose then to compare different regions.
  • Does this indicate that Polish fans are puritan? Although an analysis of terminology is a good starting point it is definitely too soon to establish this. One cannot say anything about sex in fan fiction in Poland only on the basis of terms, especially because a comparison to Western fans is not recommended.
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  • 44,6 per cent of respondents have ever encountered erotic stories. This confirms that although in minority sexual sci-fi fan fiction exists.
  • Only 12,5 per cent of fans indicated that sex is the core of fannish fiction.
  • Results from Table 6 confirm this premise. Only 13 fans “strongly agree” or “agree” that fan fiction is highly erotic while 65 “disagree” or “strongly disagree”. 30,5 per cent of fans reject the possibility that fan fiction contains a lot of sex.
  • I have examined 51 stories
  • only few are sexual. One will not find any fan fiction that is solely erotic (“pwp”), which depicts sex without describing action or focusing on character development. Erotic scenes very often are just an extension of main plot. To sum up, in the case of Polish sci-fi fan fiction we are dealing with puritans rather than promiscuous fans. Erotica is rare, and although we can encounter stories that are sexual, they are in minority
  • What about homosexual fan fiction? Does it exist at all? Out of 50 fans that encountered erotic fan fiction, 22 did read Polish fan fiction that described sex between homosexuals (gay or lesbian).
  • Most writers of erotica are between 21 and 25 years of age. In fact there is only one fan who is less than 16. It is not true that erotic fan fiction is written mainly by men (that was a general tendency). 58,4 per cent of erotic fiction writers are females
  • One is obliged to say though that despite being puritans Polish fans are tolerant and open. For example they disagree that only heterosexual sex is accepted. They disagree even though they do not believe sexual content is an important part of fan fiction. It may be the case that they have the potential to become promiscuous. Who knows? Maybe some time from now Polish fans will become more sexual
Nele Noppe

Abstracts - 0 views

  • Different periods of literary and philosophical thought place emphasis more strongly on either continuity or originality, and thinkers of modernity often privileged originality and artistic genius as they laid the groundwork for a value system that still affects the landscape of contemporary popular culture.
  • Countering this ascribed modernist valuation of originality, postmodern theorists and artists have emphasized pastiche, appropriation, and intertextuality.
  • copyright laws and marketplace expectations have helped establish aesthetic discourses within fan communities that often mirror modernist emphases on originality and authenticity.
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  • despite a cultural value placed on repetition, fandom still remains at least tenuously invested in more traditional notions of originality and uniqueness.
  • In contrast to Eliot's model of artistic genius, emphasizing originality and ownership of individual creativity, I’d like to foreground the fan community as a collective creative culture that values sharing, allusion, and repetition as aesthetic (and affective) choices.
  • Rhetoric is basically a pedagogical discipline comprising a number of pedagogical principles, where one is the principle of imitatio. According to the imitatio principle you have to, very actively, collect an arsenal of different strategies in the process of learning how to write and present a material.
  • With focus on imitatio and from perspectives such as genre, intertextuality, narratology, semiotics, we discuss the creation process of fan fiction in general and slash in particular.  
  • Further, and crucially, fic is a form of discourse that does not just analyse canon – it has the power to add to and change it as fanon and canon mix, encouraging ongoing reinterpretation and reframing of canon within the fanon/canon ‘verse as a whole.
  • Reading and writing fic remains a more popular online activity than taking part in meta discussion, but are the two activities so very different?
  • Harry Potter
  • from a close reading of a set of French potterfictions, my presentation will try to identify and compare the typical “scripts” used by the authors:
  • However, the various academic accounts written about yaoi have a tendency to pathologize yaoi as well as its female fans in terms of gender displacement, female sexual oppression, or sexual starvation.
  • how Queer Theory can assist the academic discussion of yaoi and slash, and counter the tendency to pathologize.
  • The British television show Torchwood has generated a vast amount of fan fiction. Among these stories are some which involve human-animal transformations.
  •   In this paper I intend to study how the human-animal transformations are described in a selected number of fanfic texts.
  • Can these stories be read as a comment on the relation between human and animal, or should the animal in this context rather be read as merely a symbol or a plot device?
  • Ludology, the academic study of games, has maintained a critical distinction that, fundamentally, a game cannot contain a narrative, as its focus is more oriented toward necessarily non-narrative interaction between the game and its players.  Fan fiction seems capable of exploding, or at least complicating, this claim, as the process of a writer’s active and creative engagement with a previously existing storyworld, expressed through fan fiction, appears clearly to meet the requirements both for a game,
  • close readings
  • In existing studies on fan fiction, it has been established that the majority of previous studies have been ethnographical or social in nature. Only very recently have studies on the literary aspects of fan fiction begun to emerge.
  • Harry Potter
  • helps us shorten the gap between literary practices of 'high' and 'low'.
  • Fan Fiction – ‘The Logical Extension’
  • The Love Song of T.S.Eliot and fandom  
  • Fan Fiction – as Dickens (Might) Have Written It
  • Redefining the EveryFan? Implicated reading and janeites on-line
  • Flexible Dancers: How Doctor Who fan fiction subverts and confirms the elements inherent in the romance novel genre
  • A Revamped Lover? The Limitations of the Romance Format in Black Dagger Brotherhood Slas
  • ”This Man Is My Friend – Nobody [Else] Touches Him”: Paris/Kim Fan Fiction from Star Trek: Voyager
  • Sex, power and kittens – human-animal transformations in Torchwood fan fiction
  • “It takes a real man to have a baby”: heterophobia or heteroflexibility in Supernatural mpreg
  • t fan fiction is a form of derivative or appropriative fiction
  • I suggest that we need to look toward tropes, the use of familiar plots, scenarios, and characterization as central organizing and generating principles for fan fiction communities.
  • yaoi and its Western fans are more receptive to a queer interpretation than slash and its fans are. Other key points raised by the research included fans’ rejection of ‘mainstream’ characterization of females, a strong awareness of legal and ethical issues and a desire to challenge contemporary accounts of ‘their’ fandom.  
  • Polish fans unlike their American or European colleagues are quite puritan.
  • Should the fan fiction writer be seen first and foremost as a reader, which is undoubtedly an essential role in fan fictions?
  • where a general rule is to stay true to the canon’s descriptions of characters,
Nele Noppe

A Fannish Field of Value: Online Fan Gift Culture - 0 views

  • Fan community clearly cannot be constituted by anyone other than the fans themselves. This tenet remains central to the constitution of fan culture, just as it is continually renewed by the exchange of symbolic gifts.
  • they exchange personally charged aspects of themselves in a gift culture whose field of value specifically excludes profit, further separating their community from the larger (male-gendered) community of commerce.
  • To engage is to click, read, comment, write, make up a song and sing it; to hotlink, to create a video, to be invited to move on, to come over here or go over there—to become part of a larger metatext, the off-putting jargon and the unspoken rules meaning that only this group of that people can negotiate the terrain. Within this circle of [End Page 113] community—and in media fandom, women overwhelmingly make up this community1—learning how to engage is part of the initiation, the us versus them, the fan versus the nonfan.
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  • At the heart of this anticommercial requirement of fan works is fans' fear that they will be sued by producers of content for copyright violation. The general understanding is that if no money is exchanged, the copyright owners have no reason to sue because they retain exclusive rights to make money from their property
  • The notion of the gift is thus central to fan economy as it currently stands, although, as Abigail De Kosnik argues in her essay in this issue, it may be time for the community to consider creating an alternative model that will permit women to profit.
  • This exchange in the fan community is made up of three elements related to the gift: to give, to receive, and to reciprocate.2 The tension and negotiation between the three result in fan creation of social relationships that are constructed voluntarily on the basis of a shared interest—perhaps a media source like a TV show or, perhaps, fandom itself. Fan communities as they are currently comprised, require exchanges of gifts: you do not pay to read fan fiction or watch a fan-made music vid.
  • Fans insist on a gift economy, not a commercial one, but it goes beyond self-protective attempts to fly under the radar of large corporations, their lawyers, and their cease-and-desist letters. Online media fandom is a gift culture in the symbolic realm in which fan gift exchange is performed in complex, even exclusionary symbolic ways that create a stable nexus of giving, receiving, and reciprocity that results in a community occupied with theorizing its own genderedness.
  • But the items exchanged have no value outside their fannish context. In fact, it is likely that they do not literally exist; fandom's move to the Internet means that the items exchanged are hyperreal and capable of being endlessly replicated.
  • Money is presented less as a payment than as a token of enjoyment.
  • The items offered as gifts are not destroyed but are incorporated into a multivocal dialogue that creates a metatext, the continual composition of which creates a community, and the rhetorical stance of that dialogue is to create a gendered space.
  • The gifts have value within the fannish economy in that they are designed to create and cement a social structure, but they themselves are not meaningful outside their context.
  • Each proffered item represents an aspect of the giver: time, talent, love, desire. The result—"personally charged"12 gifts, responses in kind—generates a female-gendered community, but the role of the individual within that community is equally crucial.
  • When the rules of exchange are broken, the punishment is swift. One recent incident that exemplifies this was the attempt of (male) venture capitalists to profit financially from (female-generated) fan fiction.
  • The FanLib debacle illustrates that attempts to encroach on the meaning of the gift and to perform a new kind of (commerce-based) transaction with fan-created items will not be tolerated. Henry Jenkins notes, "They simply hadn't really listened to, talked with, or respected the existing grassroots community which surrounded the production and distribution of fan fiction."17 The site attempted to bypass the artwork-generating [End Page 117] fan community altogether—a serious misreading of FanLib's audience. FanLib broke the rules of the community's engagement by misreading "community" as "commodity," and the site failed thanks to intense backlash, an expression of fannish defense of their field of value.
Nele Noppe

Project MUSE - Cinema Journal - Should Fan Fiction Be Free? - 0 views

  • This situation deserves scrutiny, especially because fan fiction is becoming [End Page 118] increasingly visible to non-initiates through major media outlets in the United States and the United Kingdom, indicating that the genre is moving away from the margins of American and British culture
  • The mainstreaming of an alternative form of cultural production is nearly always synonymous with commercialization;
  • Over the past decades of sharing their transformative works, fan fiction readers and writers have generally felt wary of commodifying a form of cultural production that is essentially derivative and perhaps subject to copyright infringement lawsuits.
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  • Digital appropriation artists have developed a number of monetization models: royalties, distribution agreements, reasonably priced licenses that permit remix practitioners to sell their appropriations legally, and small-scale compensation intended only to reimburse remixers for their outlay. Although fan filmmakers and game modders have experimented with these models, fan fiction writers have not conducted similar experiments in marketing their works.
  • Fanfic authors who think that selling appropriative art is always and absolutely against the law are mistaken. No such case law exists, and many appropriating artists make money from their work today without constantly encountering legal trouble.
  • Why, then, do fic writers resist earning income from their output? Many scholars of fan studies claim that fan fiction is, and must remain, free—that is, "free of charge," but also "free of the social controls that monetization would likely impose on it"—because it is inherently a gift culture, as Hellekson describes in this issue. In fact, even the fan organization, the Organization of Transformative Works, one of whose goals is to redefine fan works as transformative and therefore legal, states: "The mission of the OTW is first and foremost to protect the fan creators who work purely for love and share their works for free within the fannish gift economy."
  • Therefore, writing fan fiction for personal gain—financial, psychological, or emotional—aligns with the fact that self-enrichment is already inherently an important motivation for women to produce and consume fanfic. For some women, belonging to an affinity group or discussing stories with fellow writers and readers is not the primary reason for engaging with this type of fiction.
  • The rewards of participating in a commercial market for this genre might be just as attractive as the rewards of participating in a community's gift culture; and the existence of commercial markets for goods does not typically eliminate parallel gift economies.
  • If fans successfully professionalize and monetize fan fiction, the amateur culture of fic writing will not disappear.
  • Although fans have legitimate anxieties about fan fiction being corrupted or deformed by its entry into the commercial sphere, I argue that there is far greater danger of this happening if fan fiction is not commodified by its own producers, but by parties foreign to fandom who do not understand why or for whom the genre works, and who will promote it for purposes it is unsuited for, ignoring the aspects that make it attractive and dear to its readers.
  • However, an even greater danger than this is that fan fiction may not be monetized at all, in which case no one, particularly women authors, will earn the financial rewards of fanfic's growing popularity. Only the corporate owners of the media properties that fic authors so creatively elaborate on will see economic gain from these writers' volunteer work.
  • if women can formulate a model for the monetization of their artworks, the gap will be narrowed.
  • In the absence of such experimentation, women writing fanfic for free today risk institutionalizing a lack of compensation for all women that practice this art in the future. Woolf asked of her forebears, "What had our mothers been doing then that they had no wealth to leave us?" Will our generation answer that we have been giving our talents away as gifts, rather than insisting on the worth of our work?
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Nele Noppe

popblog: Sex in Polish Sci-Fi Fan Fiction - Part I - 0 views

  • Polish fans do not use LiveJournal
  • Blogging is not very popular (yet?)
  • Polish fans still use Bulletin Boards, in fact their popularity increases and nothing predicts their demise.
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  • Stories are not categorized, they just come in turn, they are not labeled in any way so it is almost impossible to tell what the fiction is about without reading it.
  • promiscuous or puritan
  • One hundred and twelve fans
  • females
  • The most probable explanation might be that fans believe writing fan fiction in order to be a real fan is unnecessary. Non-writers’ experience is not poorer than writers’
  • Fans frequently underlined the need to “expand” the universe, to show scenes producers have not included in official productions, to change something according to their likings, to “be a part of” the universe, to have fun, to intensify the reception and pleasures stemming from it, to improve writing techniques, to build up prestige in fan community, to interest others (non-fans) with the universe they like, to express their worldview or emotions, to show the world their talents, to fulfill their needs of creativity.
  • of a problem that occurs within Polish fandom – the inability to distinguish between different genres of fan fiction and ignorance of terminology used by Western fans.
  • 69 out of 112 respondents confessed that they wrote fan fiction at least once in a lifetime.
  • It is evident that more men than women and that more young people (from 16 to 25) are penchant for creating fan fiction. It is worth noticing that fans’ assumptions about proportions of men and women who write fan fiction do not tally with an actual state.
Nele Noppe

popblog: Researching Polish Fandom - 0 views

  • one is addicted to foreign studies.
  • t is really hard to tell something specifically about Polish fans without comparing them to American or British.
  • Polish fans do not have the past described by Coppa. During the communistic period it was very seldom for people to organize themselves like the fans from the other side of the Iron Curtain. Poles were not prohibited to be fans and fannish behaviors were not restricted and prosecuted. Polish audiences simply did not have the need of being fans.
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  • In People’s Republic of Poland popular culture was in fact considered as high culture. People that were watching American movies and TV shows were in fact the elite with cultural competences superior to an average viewer (Kowalski, 1988) [2].
  • I must underline, however, that fan clubs were completely different from Western fandoms. Members of clubs were the elite in a different sense than fans. Sci-fi fan clubs were a window with a view on freedom, with a view on a completely different world – a capitalist world.
  • olish fans are “fans without the past”. Unlike their equivalents from the West they have no tradition or heritage. Therefore they do not realize they are a part of something larger, something that has a long history and has been a part of media consumption for a very long time.
  • Comparisons (with Western fans) that Polish researchers are bound to make seem to be methodologically unfounded. One cannot compare Polish fans with their Western equivalents. This kind of comparisons become inappropriate because of a completely different background of Polish fans (or I should say: lack of this background).
Nele Noppe

Comic Market: How the World's Biggest Amateur Comic Fair Shaped Japanese Dōji... - 0 views

  • the world's largest regular gathering of comic fans today is Tokyo's biannual Comic Market
  • dōjinshi phenomenon did not start with Comic Market, Comike and dōjinshi are inextricably linked, having shaped each other's history for three decades.
  • Comike convention has shaped the most important trends defining the development of dōjinshi in Japan today
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  • In 1975, a woman who had made critical remarks about the Manga Taikai was excluded from that convention, and [End Page 234] subsequently a firestorm of anger among fans produced a movement against the Manga Taikai led by the famous circle Meikyū (Labyrinth), which resulted in the conception of a new alternative convention. On December 21, 1975, the first Comic Market—"a fan event from fans for fans"—was held in Tokyo.6
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  • Comike's underlying vision was of an open and unrestricted dōjinshi fair, offering a marketplace without limitations on content or access.
  • With the advent of these fan-consumers (as opposed to fan-creators), dōjinshi became demand-driven publications. Greater competition gradually fostered rising standards of quality, which in turn attracted more circles and buyers. Higher sales shrank production costs and boosted profits, which could then be reinvested in the dōjinshi themselves. Small printing companies, many of which had begun in the minikomi (microcommunication) boom of the early 1970s, were able to use the profits derived from greater demand for their services to modernize their equipment, lowering production costs further and enabling them to construct their production schedules around each Comike.8 Additionally, lower printing costs freed smaller groups from the dependence on bigger groups, which often had strict rules on content and style to avoid conflict among their many members. Having lost their raison d'être, these big clubs and circles gradually faded away, leaving dōjinshi creators to produce stories they liked, in the manner they liked.9
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  • aniparo parodied popular anime series, and in doing so, attracted a new type of fan to Comike, beyond its core group of 2000 or so attendees. These were female fans, mostly middle and high school students strongly influenced by the 1970s florescence of shōjo manga. They began to create and consume dōjinshi in which the (bishōnen or "pretty boy") male protagonists of popular anime and manga were transposed into a very particular sort of erotic story typified by the phrase: "without tension" (yama nashi), "without punchline" (ochi nashi), and "without meaning" (imi nashi)—and hence the contemporary genre title, yaoi.10
  • The eleventh Comic Market in spring 1979 saw the popularity of the cute and pure bishōjo or "pretty girl" (strongly influenced by 1970s shōjo manga) skyrocket among men's dōjinshi circles, attracting many new male participants.
  • The Comic Market was dominated by women from the beginning (90 percent of its first participants were female), but in 1981, thanks to lolicon, male participants numbered the same as female participants for the first time in Comike's history.13
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  • Internal conflicts on the Comike planning committee underlay some of these developments: they marked the ascendancy of the faction led by Yonezawa Yoshihiro, who favored Comike's unlimited expansion.15 Though he was criticized for purportedly selling dōjinshi out to commercialism, Yonezawa couched his plans for Comike in terms of a collective organization of the convention by all participants, including staff, circles, and visitors.16 Whatever the underlying reality, these public principles remain little changed today.17
  • Faced with this loss of identity, talent, and space, every other large fan convention except Comike dissolved. Yaoi Boom But in the middle of the decade, one manga and its anime not only saved dōjinshi fandom from near extinction but was responsible for its biggest boom yet. Takahashi Yōichi's Captain Tsubasa (1981–88, Kyaputen tsubasa),
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  • New dōjinshi conventions appeared, and manga shops began selling dōjinshi on commission. Comparatively lush, custom-made, oversized dōjinshi with more than one hundred pages became common, and popular circles could now live on their fanworks' profits
  • professional creators like Toriyama Akira of Dragonball fame participating,
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  • Despite the self-censorship brought on by the mass media's criticism, Comike nevertheless continued to thrive. Young men tired of new, tighter restrictions on professional manga turned to Comike, and attendance once again swelled to 230,000 in the summer of 1990.23 Hardcore lolicon was now passé, and erotic dōjinshi for men had greatly changed. New genres were introduced with such aspects as fetishism and a new style of softcore eroticism enjoyed by men and women alike; in particular, yuri (lily), or lesbian stories, emerged.24Dōjinshi also became smaller and shorter due to professional publishers recruiting talented dōjinshi creators en masse: the bulk of dōjinshi were the works of the less talented creators left behind.25
  • Other factors contributing to the increased interest in dōjinshi and in fanworks were the development of fixed otaku landmarks and the spread of computers. Almost everyone could now afford to make digital dōjinshi as well as audiovisual or even interactive dōjinshi (i.e. dōjin music and dōjin games).
  • The personal technology revolution meant [End Page 239] simplification of fanworks' production processes as well as completely new possibilities for communication and new digital genres. With the growth of dōjinshi in other media, the term "dōjin products" (dōjin seihin) has gradually come into use to describe fanworks of all genres.
  • Further, the conversion of Tokyo's Akihabara "Electric Town" into a district full of shops selling otaku-related goods, as well as the nationwide expansion of otaku-goods retailers and the establishment of Internet communities and message boards in the late 1990s, enabled otaku to live out their interests and to communicate nonstop with like-minded people everywhere. Their interests and culture were easily shared, and consequently information on Comic Market and dōjin culture spread around the world.
  • The rise of the Internet also meant that Comike lost its monopoly as the center of otaku and dōjinshi culture. Nevertheless, Comike remained the most important event for Japanese fans, especially after companies with otaku-related products started to exploit it.28 Firms had been interested in Comic Market for decades as a never-ending pool of promising new talent and as a place to exploit them commercially, and they were willing to pay much money for direct access to these masses of otaku.29 Starting with NEC in the summer of 1995, companies were granted exhibition space to market or to sell their newest products. This was the birth of the dealer booth at Comike, and, as with dōjinshi circles, the number of applicant companies was much higher than that of available spaces: a self-sustaining event with such high attendance was too important for any related company to ignore.30 Companies accepted the existence of unlicensed parody dōjinshi using copyrighted material (albeit in a transformative and thus arguably fair-use manner) since they could now sell exclusive goods at Comike (Figure 3) or use it as a marketing place, attracting to the convention people who were not interested in dōjinshi.
  • In the summer of 2004, 5 percent of all circles participating in Comike were headed by a professional mangaka or illustrator, while another 10 percent had some professional experience.
  • Despite its relative newness, Higurashi became one of Japan's biggest media phenomena, and at the seventy-sixth Comic Market in summer 2009, Tōhō Project became the first dōjin title ever to receive the honor of being considered its own genre.
  • [End Page 243]
  • It seems that dōjinshi circles are not switching entirely to the Internet but rather are using it as an informational and marketing platform for themselves and their creations, spreading the knowledge of and fascination with Comic Market to new spheres.
  • With high attendance, positive media attention, and industry support, Comike's position seems invulnerable. Even the deaths of important figures such as Iwata Tsuguo in 2004 and Yonezawa Yoshihiro—who was the face of Comike for decades—in 2006 did not harm its position. But unresolved problems, such as the use of copyrighted material in parody dōjinshi and the child pornography questions inherent in lolicon and shotakon, remain.
  • Comike was neither the first nor the biggest dōjinshi fair when it was established; its main purpose was to provide the freest market possible, and that freedom has come at a price. The dream of a Comic Market open to every one and everything was never realized, as there were too many physical, financial, and legal restrictions. Even today, the Comic Market suffers from a lack of space, a lack of money, and a lack of legal security. Only two-thirds of applicant circles can participate due to constraints, since, as a small independent operator Comike's financial resources are limited and most of the work is done by volunteers.
  • s the center of attention, with its size and its links to the industry, it is undeniable that Comike possesses the power and the means to influence social, market, and even political developments. In [End Page 244]
  • recent years it has not been reluctant to use this power. Whether through conferences on copyright issues or on the establishment of a "National dōjinshi fair liaison group" (Zenkoku dōjinshi sokubaikai renrakukai) in 2000, it has taken on the responsibility of representing and of regulating Japanese dōjinshi culture.
Nele Noppe

Of Otakus and Fansubs - 0 views

  • hindrances in a digital world that copyright laws pose for creative works that, while technically infringing, should perhaps be valued and allowed.6 Certain features of digital technologies and the internet,7 according to Lessig, can permit greater restrictions on remix than were allowed in the past.8
  • hindrances in a digital world that copyright laws pose for creative works that, while technically infringing, should perhaps be valued and allowed.6 Certain features of digital technologies and the internet,7 according to Lessig, can permit greater restrictions on remix than were allowed in the past.8
  • Lessig and other legal scholars such as Mehra have pointed to dojinshi in Japan as an example of how permitting more “remix” can contribute to a vibrant cultural industry.
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  • some artists make a living off producing dojinshi.
  • In the west, fans of anime, the term for Japanese animation, behave much like fans of Star Wars and Star Trek: they “remix” the characters and ideas from the stories they watch.
  • Trekkies or Star Wars fans do the same activities as otaku, but one practice sets anime fans apart from other avid fans: fansubs.
  • Manga also has its own form of fansubs called scanlations
  • Fansubs and scanlations don’t quite match the “traditional” forms of remix that Lessig and others mention. They do not create a “new” work in the same sense as dojinshi, fan films, or AMVs because their aim is to remain faithful to the original work.
  • Fansubs as a cultural product sit at an interesting boundary—between the dojinshi-like fan culture that authors such as Lessig want to encourage and the massive online file trading so vilified by the recording and motion picture industries.
  • examines the anime industry’s unique relationship with fansubbers in the context of the suggestion that it represents a new policy model for online copyright.
  • Section 7 concludes by stating that it is too soon to claim the anime industry as a victory for alternative business models incorporating what most would think of as widespread copyright infringement.
  • Otaku create fansubs because they love anime—in fact, most love all things Japanese.
  • Fansubs predate BitTorrent, broadband, the dotcom boom and bust, and even the World Wide Web.
  • Fansubbers distributed or traded the finished videocassette tapes to others, but because of the time and cost involved of mailing out a physical medium, distribution was limited.
  • At one time fansubs were virtually the only way that fans could watch (and understand) anime.
  • But as with the music industry, the benefits of digital technology and the internet brought problems.46 Fansubbers started to take advantage of faster computers that allowed them to subtitle anime without the need for expensive, specialized equipment.47 This made it easier for more people to fansub because of the lower cost barriers to becoming a fansubber. The internet also meant that fans could meet from around the world, thus making it more likely that fansub groups would form. Today, groups now make digital video files instead of videocassettes.
  • Fansubbed videocassettes offered a poor quality picture and sound that encouraged fans to buy the licensed product when it came out and also limited the number of copies that could be made from a single original cassette (or from 2nd and 3rd generation cassettes).49 Digisubs offer a quality comparable to official (DVD) releases and the ability to make limitless copies.
  • Fansubbers then “release” their fansubs to fans. Distribution happens through all of the regular internet channels, including p2p services (Kazaa, eMule, etc), BitTorrent, IRC, and newsgroups.
  • Lessig essentially asks the question, “Do our laws stifle creativity and sharing to the point where it harms society?”78 Some point to fansubs and anime as part of the answer to this question—when a company allows some illegal activity it actually benefits.
  • Unfortunately for fansubbers, copyright law does not condone their activities.80 International copyright treaties such as the Berne Convention, state that its signatories (such as the United States and Japan) should grant authors the exclusive right to translation.
  • copyright law construes translations as “derivative works”.82 Derivative works are any work “based upon one or more preexisting works.
  • Within Japan, fansubs could potentially be within the law because the Japanese take a more relaxed attitude towards some aspects of copyright law and include private use and non-profit exceptions into their law.
  • The Japanese legal system may also, as a practical matter, discourage litigation towards fansub groups within Japan,
  • For infringements outside of Japan, it is no small wonder that Japanese companies do not bother with the expense of enforcing a right against a group whose infringement affects a distant market with a different legal system.
  • In his article regarding selective copyright enforcement and fansubs, Kirkpatrick argues for a fair use defense under U.S. law for fansub activities based on the cross-cultural value of translations, the non-commercial nature of fansub groups, and the potential market enhancement for the original work.
  • The fact remains that fansubs may create a preferable product for otaku—thus decreasing any market enhancement arguments.
  • One wonders what could be easier than a few clicks of the mouse and a few hours (or less) wait for a file to download, for free. Many video files deliver comparable picture quality and fandubs do exist.
  • Regardless of any potential defense, the law sufficiently tilts towards copyright holders so that they can easily use the threat of suit as enforcement.
  • The sheer cost of defending a copyright suit makes for a powerful incentive for fansubbers to settle, especially since fansubbers make no money from their activities and are unlikely to have any assets.
Nele Noppe

Project MUSE - Cinema Journal - Introduction - 1 views

  • These fans feel a deep sense of community and are engaged in a complex subcultural economy—using work time to write about copyrighted characters, teaching one another how to use complex technological equipment to create zines for free, and so on
  • fan vids address many of the issues raised during my search for a perfect cover image: each draws from a variety of sources that may be familiar to a particular community of media fans but often are more obscure to other TV viewers. Explaining how and why a particular scene resonates for a fan may indeed rely on the shared knowledge of a story, vid, or central fan discussion.
  • The story of media fandom is one steeped in economic and gender concerns, from the beginning, when women began creating the narratives commercial media wouldn't offer—dominated as it is by male producers—
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  • Some scholars posit that today all viewers are interpellated as fans, that they are invited to engage fannishly by creating content and engaging within an imaginary online community. Does this mean that the old subcultural stance of media fandom has become obsolete in the face of a general shift in media consumption? Moreover, if such convergence can allow fans to become parts of the media industry, should fans embrace these options? And how are these economic issues deeply gendered if predominantly female spaces embrace gift cultures while men are more likely to turn their fannish endeavors into for-profit projects?
  • Fandom is always more complicated than the stories we tell about it, and scholars need to be careful not to create an imaginary feminist idyll. Simply inverting the gaze may keep subject/object relations unquestioned—a concern that has become especially important as queer and trans studies have complicated any naive feminist binaries that may have held sway during early years of media fandom. Likewise, as [End Page 106] De Kosnik and Russo illustrate, an unequivocal embrace of noncommodified fan work remains problematic within a world that requires paying the bills.
Nele Noppe

Project MUSE - Cinema Journal - Living in a Den of Thieves: Fan Video and Digital Chall... - 0 views

  • In particular, it commemorates the practices of online media fan communities: female-dominated networks that cohere around affective investments in media properties and that produce and share textual, visual, and video art that is based on "their" TV shows or films.
  • "den of thieves,"
  • For most vidders, valid fears of not being recognized as owning the product of their recombinatory labor—often, as in Russo's case studies, perceived as an undifferentiated feature of the online "public" domain—are of more concern than whether their disregard of copyright is likely to usher in new forms of digital ownership. Many valid arguments for the righteousness of Lim's artistic production leave intellectual property laws intact, insisting that the geek girl poses no threat. Putting transformed images to music [End Page 131] in a new order creates a new artwork worthy of recognition, and (as Hellekson outlines and De Kosnik challenges) Lim does not profit from her production. These arguments have been publicized by the Organization for Transformative Works (OTW), a non-profit organization of media fans who work for "a future in which all fannish works are recognized as legal and transformative and are accepted as a legitimate creative activity."4
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  • I am a member of OTW and support their advocacy unequivocally. But it seems essential to me to recognize that fans' appropriative art is not necessarily complicit with legal and economic structures as they stand. It is worth determining who defines the use as fair, and what it might mean to place a value on unfair uses.
  • What does appropriative art imply if we don't try to justify it within the terms of existing legal systems, but rather use its potential illegality to imaginatively liberate music and images from structures of corporate ownership?
  • den of thieves that nurtures "Us" and other artworks that are based on mainstream media properties for which "copyleft" licensing would be unimaginable.
  • Freedom is a slippery concept, especially when it comes to digital media. When we think about questions of copyright and digital ownership through cultural theft, freedom from domination lines up with freedom from having to pay—at least on the surface. Theft, piracy, and the commons are all concerned with getting things for free, and current configurations of online media and culture are hospitable to their insurrectionary modes of ownership.
  • In recent years, media producers have explicitly sought to solicit fan participation as labor for their profits in the form of user-generated content that helps build their brand. Many fans perceive these developments as a desirable legitimation of fan work, but they can also be understood as an inversion in the direction of fannish theft. Rather than fans stealing commodified culture to make works for their own purposes, capital steals their labor—as, we might consider, it stole ideas from the cultural commons and fenced them off in the first place—to add to its surplus.
  • transformation as an undercommons: an unofficial and transient space in which work simultaneously reproduces and undermines the structures that enable it.13 Fans mobilize for a purpose that is neither radically disruptive of, nor fully incorporated into, the media industry's systems of ownership, but simultaneously supports and undercuts them while producing a collectivity of its own. And that collectivity, while it holds the media properties up, steals from them: abusing the hospitality of those who own the servers, the ISPs, the copyright, and taking its productions more seriously than they intended.
Nele Noppe

Moe and the Potential of Fantasy in Post-Millenial Japan - 0 views

  • If kawaii, or the aesthetic of cute, is the longing for the freedom and innocence of youth, manifesting in the junior and high school girl in uniform (Kinsella 1995), then moe is the longing for the purity of characters pre-person, manifesting in androgynous semi and demi human forms. This is called 'jingai,' or outside human, and examples include robots, aliens, dolls and anthropomorphized animals, all stock characters in the moe pantheon. A specific example would be nekomimi, or cat-eared characters. More generally, in order to achieve the desired affect, moe characters are reduced to tiny deformed 'little girl' images with emotive, pupil-less animal eyes
  • I argue fantasy characters offer virtual possibilities and affect
  • Moe is also used by fujoshi, zealous female fans of yaoi, a genre of manga featuring male homosexual romance. However, the word moe indicates a response to fantasy characters, not a specific style, character type or relational pattern. While some things are more likely than others to inspire moe, this paper will focus mainly on the response itself rather than the forms that inspire it.
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  • Both otaku and fujoshi
  • The moe character is a 'body without organs' (Deleuze and Guattari 1987), and the response to its virtual potentials is affect.
  • Massumi argues affect is a moment of unformed and unstructured potential (Massumi 2002). The experience, what he calls an 'intensity,' is outside of logical language and conscious control. Moe provides a word to express affect, or to identify a form that resonates and can trigger an intensity.
  • It is for this reason that moe is consistently misunderstood as first and foremost images of young girls instead of a response to virtual potentials
  • In the field interacting with otaku and fujoshi, I was constantly confronted by the concept of moe, and found it necessary to engage it.
  • These are both men and their discourse centers on male otaku, but I will argue from them a more general theory, applied later in the paper to fujoshi structures of desire.
  • Honda, a youth-oriented novelist and self-styled moe critic, defines moe as 'imaginary love'
  • the salient point is his judgment that a relationship with a mediated character or material representations of it is preferable to an interpersonal relationship.
  • the moe man is feminized
  • While recognizing the conservative nature of otaku sexuality, Azuma attempts to account for the schizophrenic presence of perversion in the moe image. For Azuma, otaku are postmodern subjects with multiple personalities engendered by their environment and enthusiastic media consumption
  • To feel moe for all characters in all situations, the narrative connecting characters or moments in time is de-emphasized.
  • cat ears,
  • response is unconnected with 'reality' and thus offers new potentials to construct and express affects.
  • Separating their desire from reality allowed for a new form of affect called moe.
  • Simply stated, moe is about unbounded potential.
  • Moe is affect in response to fantasy forms that emerged from information-consumer culture in Japan in the late stages of capitalism.
  • conditioning of young girls into 'pure consumers'
  • Such a space is disconnected from social and political concerns, and exists for the preservation of the individual.
  • the media and consumption feeding into moe is a specific sort centered on affect.
  • Manga scholar Itou Gou argues that since the end of the 1980s characters in anime, manga and videogames became so appealing that fans desired them even without stories (Itou 2005). Ito dubs such character types 'kyara,' distinct from characters (kyarakutaa) embedded in narratives.
  • Proof of this can be found in the rise of 'parody' doujinshi,
  • The doll-like and semi-human Ayanami became the single most popular and influential character in the history of otaku anime; fans still isolate parts of the character to amplify and rearticulate in fan-produced works to inspire moe.
  • In works featuring these characters, the original work functions as a starting point, and the extended process of producing and consuming moe takes place among fans in online discussions and videos, fan-produced comics (doujinshi), costume roleplay (cosplay) and figures.
  • virtual potentiality
  • That the moe form, the body without organs, is outside personal and social frames is precisely why it triggers affect.
  • 'moe otaku' a superficial fixation on surfaces and accelerated consumption of disposable moe kyara, impetus for him to declare this younger generation culturally 'dead'
  • One man I spoke with said, 'Moe is a wish for compassionate human interaction. Moe is a reaction to characters that are more sincere and pure than human beings are today.' Similarly, another man described moe as 'the ultimate expression of male platonic love.' This, he said, was far more stable and rewarding than 'real' love could ever be. Manga artist Akamatsu Ken stresses that moe is the 'maternal love' (boseiai) latent in men,[xxi] and a 'pure love' (junsui na ai) unrelated to sex, the desire to be calmed when looking at a female infant (biyoujo wo mite nagomitai) (Akamatsu 2005). 'The moe target is dependent on us for security (a child, etc.) or won't betray us (a maid, etc.). Or we are raising it (like a pet)' (Akamatsu 2005). This desire to 'nurture' (ikusei) characters is extremely common among fans. Further, moe is about the moment of affect and resists changes ('betrayal') in the future, or what Akamatsu refers to as a 'moratorium' (moratoriamu). Moe media is approached as something of a sanctuary from society (Okada 2008), and as such is couched in a discourse of purity.
  • I will now demonstrate how it is further possible to reduce people to characters, or to reduce reality to fantasy in pursuit of moe.
  • Association with the two-dimensional world, and lack of depth or access in the three-dimensional world, makes a maid moe.[
  • The appeal of the maid cannot purely be sexual: As many as 35 per cent of customers are women
  • this arose in Japan in the late stages of capitalism as a result of shifts in consumer-information society
  • bias towards male fans of anim
  • aoi erases the female presence because fans say female-male or even female-female couples[xxxvi] are too 'raw' (namanamashii). Put another way, the reality of relationships is removed from yaoi to make the moe response possible.
  • the ambiguous yaoi 'male' is quite literally a body without organs
  • Many other fujoshi I spoke with dated men even as they imagined possibilities of coupling them as characters with other men.[xl] As Saitou points out, the reality of heterosexual relationships and virtual possibilities of homosexual couplings are separate and coexistent (Saitou 2007). Journalist Sugiura Yumiko explains this as the crucial difference between fujoshi and otaku, who approach fantasy as an alternative for things that they actually want but cannot realize in this world (Sugiura 2006).[xli] A fujoshi, for example, would not 'marry' a two-dimensional character the way some otaku advocate;
  • Sugiura is importantly highlighting that fantasy and reality are separate and coexistent, but this is widespread in moe culture and not solely a female quality.[xlii] As much as male otaku boast of their two-dimensional wives, they often do so with levity as a self-conscious performance
  • While it is true that men tend to feel moe for single characters that they can possess while women feel moe for relationships or character couplings, this broad difference is fast disappearing. In truth, the media popular among so-called 'moe otaku' in recent years has come to resemble yaoi aesthetics: multiple girls in a nostalgic or fantastic world with minimal male presence and heightened emphasis on relationships and emotions
  • In all cases, the database (Azuma 2009) is present. The elements that constitute and indicate a certain type of top or bottom, for example glasses or hairstyle or height, are predetermined; any given top or bottom is a construct of defined character traits and behavior.
  • One of the most recognizable features of the moe phenomenon is the anthropomorphization of objects into objects of desire. Otaku turn cats, war machines, household appliances and even men of historical significance into beautiful little girls to trigger moe. Reality is flattened, and from it emerge polymorphous forms of stimulation. Similarly, fujoshi can rearticulate anything into beautiful boys and sexualized yaoi relations. Moe characters can be based on a written description or drawn image, a physical person or even anthropomorphized animals, plants and objects.
  • The erotic fantasy effectively re-mystified their world, adding a layer of potential to the mundane (the very ground under their feet!) and making the familiar queer and exciting. Latent potential so unlocked, the three friends replayed the moe relationship across other potential players such as shampoo and conditioner, knife and spoon, salt and pepper.
  • More startling and subversive is 'moe politics' (seiji moe), where national histories, international relations and imposing world leaders are reduced to moe characters across which yaoi romance can be read.
  • It should be noted that Hetaria was written by a man, and these sorts of stories are becoming increasingly popular among young men known as 'fudanshi' (rotten boys).
  • it precisely because it is pure that it can give birth to such perverse and polymorphous possibilities.
Nele Noppe

When I Became a Mom I Put Away Childish Things | Geek Feminism Blog - 0 views

  • And even as a convergence culture encourages and invited media property holders to create and engage fans, such behavior remains generally perceived as ridiculous, embarrassing, and often hidden–unless it revolves around more masculine exploits such as sports teams, of course. Fantasy football and wearing team colors are acceptable behaviors where fanfic and wearing Hogwarts uniforms are not.
  • Not only are traditionally female fan objects and fan engagements devalued, the very gender identity of the fan thus becomes problematic: reading done in private by women is a selfish and time-wasting activity, and fannish investment is a selfish and time-wasting squandering of emotion. Mothers, however, are meant to focus their activities and emotions on one target only: their family.
  • So what is it then that makes a fannish mom such a threat, such an offense? Fannish practices are a focus away from the children, from a mother’s duty to put her home, husband, and family first rather than to indulge herself, both literally and metaphorically.
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  • But that’s not the end of the fannish mom’s depravity: media fandom in particular often engages women’s sexuality with its erotic writings, explicit imagery, and frank discussion of nonstandard desires. As such, it not only juxtaposes the selfless mom identity against the selfish fan identity, but also juxtaposes the sexless madonna against the perverse whore.
  • Within fandom the geek hierarchy is alive and well: who doesn’t like to think of those folks weirder than ourselves–and if noone’s left, we still have the furries! That many fans themselves seem to think of their hobby as the opposite of life is certainly noteworthy, but the insult is often modified into terms of age, becoming “Don’t you have better things to do as a grown up. My parents would never sit and discuss a TV show online.” Likewise, there’s an expectation among many younger fans that they themselves will eventually “grow up” and leave fandom. Adulthood is in this context seen as fandom’s antithesis, and parenthood is often the ultimate marker of adult status.
  •  
    And even as a convergence culture encourages and invited media property holders to create and engage fans, such behavior remains generally perceived as ridiculous, embarrassing, and often hidden-unless it revolves around more masculine exploits such as sports teams, of course. Fantasy football and wearing team colors are acceptable behaviors where fanfic and wearing Hogwarts uniforms are not.
Nele Noppe

Monstrous melodrama: Expanding the scope of melodramatic identification to interpret ne... - 1 views

  • Indeed, the negative responses to "Monster" provide an interesting case study in the context of increasingly intimate relations between television producers and viewers, an intimacy that, generally speaking, is highly desirable to fans. What interests me particularly is that in some cases this increased intimacy is not desirable; for some fans, and in some contexts, distance is preferred.
  • While previous scholarly attempts to characterize slash generically have linked it to fantasy/science fiction, romance, and a genre termed intimatopic, I prefer the descriptive power of melodrama as a type, a narrative style, and a cultural mode. As I will explicate further below, many slash stories dwell on situations of intense pathos, scenarios of emotional surfeit nearly unmatched in any other form of narrative.
  • In short, melodramatic identification cannot be restricted to an affective relationship with a character or plotline; rather, it is a relationship to a continuous interweaving of texts—including both fan fiction and the narrative of the fan herself—into a greater text that the fan knows as "my show.
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  • Indeed, melodrama, like many cultural forms associated with "female interests," is simultaneously omnipresent in television and yet continuously undervalued; it is that which must be avoided if a show is to be considered "quality"
  • Indeed, some forms of slash are completely committed to the exploration of intimacies in the most taboo, fantastic, or simply impossible situations. Wincest might be an example of one such type; certainly incest is a kind of impossible situation.
  • To invoke the term queer in relation to slash is to enter onto controversial ground. Even so, it is the case that, for some fans, an investment in a community and even an identity was part of the small but virulent negative reaction to "Monster," an episode whose clever and occasionally aggressive metatextual play triggered feelings of hurt, exposure, and outrage.
  • Concurrently, the writer Siege displays a keen understanding of the emotional investments of a large segment of Supernatural's audience, as the publisher drools over Sam and Dean's moments of angst, sighing: "It's just the best when they cry."
  • Clearly, there is something emotionally alluring for fans about the idea of being known.
  • A milder and more frequent kind of complaint invoked expectations of privacy. Despite—or because of—the understanding that Wincest is a potential violation of the sensibilities of Kripke, or of the actors who portray the characters in question, there was and is a feeling that the references to Wincest are exposing something that should remain within the community.
Nele Noppe

Confessions of an Aca/Fan: Archives: From a Cyberspace of Their Own to Television 2.0: ... - 1 views

  • I haven't a clue why so little is written about humor. Having a background in sociolinguistics, I have a particular interest in language practices and in how things get said, not just in what gets said. Humor plays such an important role in the community making process, cutting across fan interactions and practices, including romantic and erotic talk.
  • As I argued in Cyberspaces, humor is bound up with class, gender and by extension race and ethnicity and nationality.
  • Due South with its American fan base was part of what Chris Barker calls reverse flow. In his 1999 book, Television, Globalization and Cultural Identities, he challenged the notion that the one-way flow of American programming to the rest of the world would lead to the homogenization of culture and the erasure of local and national identities. The more likely outcomes, he argued, were fragmentation and hybridization.
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  • Of course not all fans responded this way but even the well-meaning comments made in defense of David's actions served to erase his identity as a gay man. I described these fans as textual gamekeepers. Unlike the slash fiction writers who poach by queering the characters that have been written by the producers as straight, these fans "straightened out" the gay storylines. I bet there's a whole lot more textual gamekeeping going on in fandom that has yet to be uncovered.
Nele Noppe

Japan, Ink: Inside the Manga Industrial Complex - 0 views

  • Manga sales in the US have tripled in the past four years.
  • Europe has caught the bug, too. In the United Kingdom, the Catholic Church is using manga to recruit new priests. One British publisher, in an effort to hippify a national franchise, has begun issuing manga versions of Shakespeare's plays, including a Romeo and Juliet that reimagines the Montagues and Capulets as rival yakuza families in Tokyo.
  • Circulation of the country's weekly comic magazines, the essential entry point for any manga series, has fallen by about half over the last decade.
    • Nele Noppe
       
      malaise in commerciële industrie
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  • Fans and critics complain that manga — which emerged in the years after World War II as an edgy, uniquely Japanese art form — has become as homogenized and risk-averse as the limpest Hollywood blockbuster.
    • Nele Noppe
       
      belang zelfexpressie, vrijheid in dojinshi
  • The place is pulsing with possibility, full of inspired creators, ravenous fans, and wads of yen changing hands. It represents a dynamic force
  • future business model of music, movies, and media of every kind.
  • Nearly every aspect of cultural production — which is now Japan's most influential export — is rooted in manga.
  • Comics occupy the center, feeding the rest of the media system.
  • About 90 percent of the material for sale — how to put this — borrows liberally from existing works.
  • Japanese copyright law is just as restrictive as its American cousin, if not more so.
  • known as "circles" even if they have only one member
  • by day's end, some 300,000 books sold in cash transactions totaling more than $1 million
  • "This is something that satisfies the fans," Ichikawa said. "The publishers understand that this does not diminish the sales of the original product but may increase them.
  • As recently as a decade ago, he told me, creators of popular commercial works sometimes cracked down on their dojinshi counterparts at Super Comic City. "But these days," he said, "you don't really hear about that many publishers stopping them."
  • "unspoken, implicit agreement."
  • "The dojinshi are creating a market base, and that market base is naturally drawn to the original work," he said. Then, gesturing to the convention floor, he added, "This is where we're finding the next generation of authors.
  • They tacitly agree not to go too far — to produce work only in limited editions and to avoid selling so many copies that they risk cannibalizing the market for original works.
  • It's also a business model
  • He opened Mandarake 27 years ago, well before the dojinshi markets began growing more popular — in part to provide another sales channel for the work coming out of them. At first, publishers were none too pleased with his new venture. "You think I didn't hear from them?" he tells me in a company conference room. But in the past five years, he says, as the scale and reach of the markets has expanded, the publishers' attitude "has changed 180 degrees." It's all a matter of business, he says.
  • triangle. "You have the authors up there at this tiny little tip at the top. And at the bottom," he says, drawing a line just above the widening base of the triangle, "you have the readers. The dojin artists are the ones connecting them in the middle."
  • The dojinshi devotees are manga's fiercest fans.
  • provides publishers with extremely cheap market research
  • the manga industrial complex is ignoring a law designed to protect its own commercial interests.
  • Intellectual property laws were crafted for a read-only culture.
  • the copyright winds in the US have been blowing in the opposite direction — toward longer and stricter protections. It is hard to imagine Hollywood, Nashville, and New York agreeing to scale back legal protection in order to release the creative impulses of super-empowered fans, when the gains from doing so are for now only theoretical.
  • mutually assured destruction. What that accommodation lacks in legal clarity, it makes up for in commercial pragmatism.
Nele Noppe

Knock it off: Global treaty against media piracy won't work in Asia - 0 views

  • That partnership between content provider and consumer is exactly what's missing in the Western world's debate over intellectual property, where movie studios and record labels talk about their customers as potential criminals. In Asia, media companies have a much closer and more interactive relationship with fans, treating them as partners in evangelizing their products -- even when that means blurring the lines of copyright restrictions. Kai-Ming Cha, manga editor of Publishers Weekly, notes that Japan's media industry has "developed a detente" with fans. She points to the example of doujinshi -- amateur "homage" publications that depict popular anime and manga characters in original, sometimes pornographic storylines. "They realize these unauthorized spinoffs help to build the fandom, and ultimately drive sales of the original," she says.
  •  
    "That partnership between content provider and consumer is exactly what's missing in the Western world's debate over intellectual property, where movie studios and record labels talk about their customers as potential criminals. In Asia, media companies have a much closer and more interactive relationship with fans, treating them as partners in evangelizing their products -- even when that means blurring the lines of copyright restrictions. Kai-Ming Cha, manga editor of Publishers Weekly, notes that Japan's media industry has "developed a detente" with fans. She points to the example of doujinshi -- amateur "homage" publications that depict popular anime and manga characters in original, sometimes pornographic storylines. "They realize these unauthorized spinoffs help to build the fandom, and ultimately drive sales of the original," she says. "
Nele Noppe

Confessions of an Aca/Fan: Archives: Acafandom and Beyond: Week One, Part One (Anne Kus... - 0 views

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    As fan communities face members who see their positions as enlightened because of their "superior" knowledge--and as academic conferences, programs, and journals are flooded with people who see fan studies as a justification to make a living writing about their hobby without worrying so much about any critical intervention or generating compelling insights--it's perhaps no surprise that the term has "grown" to the point that people are now questioning whether its use has been stretched past usefulness.
Nele Noppe

Glossary | Organization for Transformative Works - 0 views

  • Fanwork The creative work done by fans for fannish purposes.
  • Media fandom ''Media fandom is generally used to refer to fictional, Western fandoms based on movies or television'' (from http://fanlore.org/wiki/Media_fandom). Books, comics, video games, anime/manga, and real people fandoms often intersect with, but also exist in parallel to, media fandom.
  • Remix culture Remix culture is a neologism that describes a culture of creativity based on previous creations. This is in contrast with permission culture, which aims to bind derivative creativity to the permission of the license holders. Both terms are simplified abstractions for current political and legal positions. (adapted from http://en.wikipedia.org/wiki/Remix_culture)
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  • Transformative Transformative works are creative works about characters or settings created by fans of the original work, rather than by the original creators.
Nele Noppe

"Kinda like the folklore of its day": "Supernatural," fairy tales, and ostension | Tose... - 0 views

  • show does not simply depict folklore, but uses it thematically, as a way of reflecting and commenting upon Sam and Dean's relationship.
  • Supernatural makes transformative use of folk narratives
  • Ostension is defined by Linda Dégh and Andrew Vázsonyi as "presentation as contrasted to representation (showing the reality itself instead of using any kind of signification)" (1983, 6). Or, as Jan Harold Brunvand describes it, "sometimes people actually enact the contents of legends instead of merely narrating them as stories" (2001, 303). Supernatural does not simply retell folk narratives, but actually performs the stories.
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  • Furthermore, Koven argues that legend ostension in popular culture texts encourages audiences to engage in "some form of postpresentation debate regarding the veracity of the legends presented" (2008, 139) (note 4). This is reflected in Supernatural; most episodes engage with narratives that are usually told in their folk context as if they were "true." Vampires, werewolves, shtrigas, the Hook Man, La Llorona, witches, Robert Johnson's rumored pact with the Devil, zombies, djinn, changelings, evil clowns, and ghosts of all kinds have been featured on the show. Moreover, Sam and Dean's methods of defeating these creatures are those which folk belief likewise deems "true": salting and burning remains, performing exorcisms, helping ghosts resolve unfinished business, casting magic spells attested to by the folklore record, and so forth.
  • The majority of the scholarship on fan fiction, especially slash fan fiction, understands it as a way for women to intervene creatively in male-dominated pop culture texts. Fairy tales can be said to follow a parallel tradition—like fan fiction, fairy tales are a gendered genre of storytelling. As Marina Warner notes, "although male writers and collectors have dominated the production and dissemination of popular wonder tales, they often pass on women's stories from intimate or domestic milieux" (1995, 17). Postmodern feminist writers such as Angela Carter, Anne Sexton, and Emma Donoghue reworked the "old wives' stories" collected by Perrault, the Grimms, and others, seeing in them a space to articulate female experiences and desires—a move not dissimilar to those performed by fan writers, most of whom identify as female.
  • In other words, to traditionalist folklorists, the "folk" were best understood as "illiterate, rural, backwards peasants" (Dundes 1980, 6), who, isolated from modern culture, retained "rural, quaint, or 'backward' elements of the culture" (Toelken 1979, 5). Underpinning this condescension was the theory of "cultural evolution," a late 19th-century adaptation of the then cutting-edge theory of Darwinian evolution to fields that had nothing to do with biology. This theory, whose primary exponents were E. B. Tylor and Andrew Lang, posited that cultures, just like individual humans, proceeded in a unilinear fashion through the stages of "savagery" (infancy), "barbarism" (childhood), and finally "civilization"—with upper-class European patriarchal Christian culture representing the pinnacle of civilization (and adulthood), of course. European peasants were, naturally, barbarians, and their folklore represented traces of earlier "stages" of civilization; information on the ancestors of civilized peoples could be supplemented with studies of contemporary "savages," such as African tribespeople (Dundes 1980, 2). Lang, in particular, argued that the child is the microcosm of the culture, and therefore, logically, the stories of lower-class "barbaric" adults were suitable material—after extensive bowdlerization—for upper-class children, as they were all on the same level of development (see Smol 1996). In other words, the still-pervasive notion that folktales, especially fairy tales, are primarily "kids' stuff" owes a great deal to 19th-century racism, classism, and religious bigotry.
  • Endemic to this line of theorizing is the assumption that the folklorist, the one collecting and interpreting folklore, is not of the folk: the folk are always the Other. Traditional folklorists were educated bourgeois outsiders who traveled to rural areas in their own lands—or, better yet, foreign locales—since one cannot find folklore among one's own group, because only "they" have folklore—"we" have Culture
  • Unlike Mulder and Scully, the Winchesters, even before Mary's death, are decidedly working-class; John, prior to becoming a homeless drifter, was a mechanic. Julia M. Wright, in a perceptive article on class in the series, argues that "to hunt in Supernatural is to be immersed in the local, not the multinational-driven culture of brand recognition and globalized consumerism, and this is understood in the series as an insistently classed move" (Wright 2008, ¶15). Although Sam and Dean often behave like professional traditional folklorists—not just by doing research, but also in the fact that they are almost always geographic outsiders to the sites they visit—they are actually amateurs, autodidacts with no formal academic training in the field (note 8).
  • Before getting into this episode's presentation of fairy tales, some background information is in order. Fairy tales, as a genre, are considered to be a subcategory of folktales. The category of "folktale" is a broad one, defined by most folklorists as "a narrative which is related and received as a fiction or fantasy" (Oring 1986, 126), as opposed to myths or legends, both of which are making truth claims;
  • Within that group of stories, fairy tales are usually understood as folktales which involve magic, particularly magical acts, objects, and transformations that are not remarked upon as unusual within the story: no one in a fairy tale stops and cries, "Wait a minute, frogs don't talk!"
  • While initially published for scholars, the Grimms' collection achieved some success as a book for children, and subsequent editions (seven in total, with the final and most widely available edition appearing in 1857) were extensively revised by Wilhelm Grimm to better conform to changing ideas of what was appropriate for young readers. This marked a major shift in the perceived audience,
  • Other revisions, documented by Tatar (1987), Jack Zipes (1991, 45–70, 2002a, 2002b), and Ruth Bottigheimer (1986), reflect a systematic imposition of bourgeois mores, particularly in the realm of gender: this included curtailing the proactivity and direct speech of heroines, while increasing them for female villains (because good women are passive and silent). This was especially noteworthy in stories that featured wicked stepmothers (note 13), as the texts often, in an exception to the general rule of harsh justice, bend over backward to exonerate fathers for their failure to protect their children
  • This story about fairy tales—we can call it the "recovery story"—is a rescue operation, uncovering the "real" fairy tale and liberating it from Disney oppression, and theoretically also recovering the "true" voices of the "original" tellers, usually figured as female. Versions of this approach have a long history in folklore studies, which, in the early days, tended to treat all folklore as brands rescued from the fire: in this case, the "fire" destroying a once-pure folk product is not urbanization and mechanization per se, but the stultifying effects of male collectors and male-dominated popular media.
  • Fairy tales have absolutely been sanitized to rid them of elements deemed unacceptable, whether those elements be violence, sexuality, nonnormative gender roles, insufficient respect for authority, or whatever bugaboos moral guardians wish to prevent young readers from encountering. In addition, female tellers, writers, and collectors have absolutely been ignored, silenced, and subsumed under the totalizing category of the anonymous "folk" by male authorities—and those male authorities such as Perrault sometimes had to turn around and defend fairy tales as worthwhile, despite the perceived feminine (or even, in the case of the French female salon writers, feminist) "taint" of the genre (Warner 1995, 168–70). I merely want to point out that, in the realm of popular culture, the "recovery narrative" is a story we tell about fairy tales, and it's one that both contradicts and relies upon the existence of the "fairy tales are sweet and innocent" narrative for its power. Disney's "normative influence" is so pervasive that any literature or media that concerns itself with fairy tales must negotiate the received Disney understanding, even if only to dismiss it.
  • As James R. Kincaid (1998) might put it, the best thing about innocence is the threat of its violation, and roughing up a story for kids is thrilling in a way that pre-roughed-up stories for adults are not. Thus, it is unsurprising that there are a number of horror films based explicitly on fairy tales, including Snow White: A Tale of Terror, Suspiria, Freeway, and The Company of Wolves.
  • Dean's snide, defensive comments spring from the centuries-long linkage of fairy tales with women: the fairy tale is a gendered genre of folklore. More to the point, fairy tales often suffer the same fate as other female-identified artistic genres such as romance, "chick flicks," and fan fiction—widespread dismissal and denigration. It is no accident that the term "fairy tale" is widely used as a synonym for "childish, unrealistic fantasy"—the kind women must be discouraged from having, at all costs.
  • In response, Sam invokes the recovery narrative, which, in the context of the rest of the scene, suggests a problematic conclusion: it is the goriness and sexuality of fairy tales that renders them appropriate for masculine interest.
  • Within the show, fairy tales do not automatically possess the status of "real" folklore, but must be shown to be both "scary" and "sexy"—as the show's UK tagline promises—to be worthy of the brothers' attention.
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