Jenkins: Fandom and Participatory Culture Flashcards

1
Q

Who are ‘prosumers’? (2)

A

Audiences that create & consume media.

Revolutionised fan communities by creating & sharing content.

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2
Q

What is ‘textual poaching’?

A

Fans re-edit or develop meanings through semiotic productivity.

Fan communities are quick to criticise if they feel a text or character is developing in a way they don’t support.

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3
Q

How are fan cultures often stereotyped in the media?

How is this ironic?

A

Negatively as they value popular culture over traditional culture.

Fan culture is often dominated by middle-class, educated audiences.

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4
Q

What are prosumers seen as?

A

Positive contribution to human expression & industry.

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5
Q

What are the critics of prosumerism?

A

Evidence of capitalism’s control & shouldn’t be celebrated.

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6
Q

How has fan behaviour changed?

A

1970s/80s = collecting & displaying memorabillia.

1990s = internet made fan behaviour more organised (ie conventions)

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7
Q

What is ‘The Cultural Economy of Fandom’, according to John Fiske?

A

Fandom allows misfits to achieve status & feel a sense of belonging.

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8
Q

What is the ‘shadow cultural economy’, according to John Fiske?

What does it reject?

A

The space fan culture exists in.

Values of official cultural economy.

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9
Q

How does John Fiske characterise fandoms? (3)

A

Discrimination & distinction

Productivity & participation

Provide ‘capital accumulation’

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10
Q

According to John Fiske, what are ‘discrimination and distinction’ fandoms?

A

Organised in a hierarchical way, legitimising the fandom.

Fans identify as a group & debate content.

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11
Q

According to John Fiske, what are ‘productivity and participation’ fandoms?

A
Semiotic productivity (meanings made by fans).
Enunciative productivity (sharing meanings ie inside jokes).
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12
Q

What are the 4 phases of participatory culture?

A

Emergence
Wake up to web
Push-button publications
Ubiquitous connections

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13
Q

What has fandom become?

What is an example of this?

A

A big business

Events like Comic-Con events make millions

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14
Q

Fandom has become a big business, with events like Comic-Con making millions.

What does this demonstrate?
What is an example of this?

A

The size of fan communities so they’re no longer a minority of ‘geek’ stereotypes but mainstream popular culture.

Marvel

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15
Q

What was proposed that was deemed a threat to fandom and participatory culture?

A

An EU copyright law called Article 13.

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16
Q

An EU copyright law called Article 13 has been proposed and it deemed a threat to fandom and participatory culture.

What does it suggest?
What would this lead to?

A

Placing responsibility for use of copyrighted material with the platform.

Lots of content would be removed from the internet, ending aspects of fandom & participatory culture.