Currently browsing tag

fandom

[META] The censorship problems faced by anime and manga fans

For fans of manga, anime, and other Japanese media, pointing and laughing at inaccurate mass media portrayals of Japanese pop culture has been something of a sport for decades. A few weeks ago, however, things took a slightly more serious turn.

The ball got rolling when early in June, the Japanese House of Representatives approved a long-overdue law banning the possession of child pornography. Up to now, creating and distributing child pornography was as forbidden in Japan as anywhere else, but “simple possession” had not yet been criminalized. The new law applies only to “real” child pornography and leaves alone completely fictional depictions of underage characters in sexual situations in manga, anime and other media. This exception came about after vocal protests from manga publishers, creators, fans and free speech rights activists. The story was widely reported in non-Japanese media. However, most of these reports focused on handwringing about Japan’s “failure” to clamp down on sexually explicit manga. Most shared was a CNN article filled with outrage about how the new law supposedly permits Japanese bookstores to fill their shelves with shocking cartoon porn about children. (more…)

[QUOTE] From “Geek hierarchies, boundary policing, and the gendering of the good fan” Kristina Busse, Participations 10.1 (2013)

If female fans are dismissed more easily, then so are their interests, their spaces, and their primary forms of engagement. Or, said differently, gender discrimination occurs on the level of the fan, the fan activity, and the fannish investment. There is a ready truism that enthusiasm for typically male fan objects, such as sports and even music, are generally accepted whereas female fan interests are much more readily mocked. Likewise, fangirls are mocked as is fan fiction, an activity more commonly ascribed to females. More than that, affect and forms of fannish investment get policed along gender lines, so that obsessively collecting comic books or speaking Klingon is more acceptable within and outside of fandom than creating fan vids or cosplaying. Even the same behavior gets read differently when women do it: sexualizing celebrities, for example, is accepted and expected among men but gets quickly read as inappropriate when done by women.

“Geek hierarchies, boundary policing, and the gendering of the good fan” Kristina Busse, Participations 10.1 (2013) ift.tt/1tr9CBz

[QUOTE] From Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor

For example, the video game industry has long been working to blur the line between labor and play in their own ranks by recruiting fans as beta testers for games that are about to be released. Companies routinely emphasize the benefits and the prestige associated with early access: alpha and beta testers are said to have the ear of game makers, to be influential in shaping the final product. Similar rhetoric abounds in recruitment materials aimed at young workers looking to break into the industry.

Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor ift.tt/1sxoYCp

[QUOTE] From Lawrence Lessig, Remix: Making Art and Commerce Thrive in the Hybrid Economy

As one reflects upon the history of culture in the twentieth century, at least within what we call the “developed world,” it’s hard not to conclude that Sousa was right (to fear in 1906 that creation by regular people was becoming less central to culture). Never before in the history of human culture had the production of culture been as professionalized. Never before had its production become as concentrated. Never before had the “vocal cords” of ordinary citizens been as effectively displaced, and displaced, as Sousa feared, by these “infernal machines.” The twentieth century was the first time in the history of human culture when popular culture had become professionalized, and when the people were taught to defer to the professional.

Lawrence Lessig, Remix: Making Art and Commerce Thrive in the Hybrid Economy ift.tt/1hD2UUY

[REQUEST] Anyone have tips about a fan studies-friendly graduate program?

Hi there! I was wondering if you could direct me to any information you might have about graduate programs in which one could formally pursue fan studies (especially a PhD track). I’ve looked around at length and found a wealth of related (though broader) programs situated in cultural studies or media theory, but I wanted to make sure I haven’t overlooked any institutions with an academic culture particularly interested in this field. If you have any answers or suggestions for me, I’d be very appreciative! Thanks.

ETA: Looking for programs in the US, if at all possible.

-Danielle Frankel

Tumblr crosspost: ift.tt/1rpqHZI

[REQUEST] Slashfic readers from pre-2008 needed!

Hello all! I’m requesting information on the (in)visibility of slash as a way of generating angst in fanfic pre-2008. Specifically, I want to know what causes or prevents the queering of canoncially straight characters from being used as the primary source of conflict in slashfic. I’m primarily investigating the Kingdom Hearts and Naruto fandoms right now, but information on any fandom based on a global media commodity (preferable originating in Japan, just for the sake of keeping my claims tenable) would be most welcome. If you were actively reading slash fiction in the early 2000s (or know someone who was) and would like to share you perceptions with me, I’d be most grateful!

-rabidbehemoth

Tumblr crosspost: ift.tt/1l8Y9Um

[META] Parafanfiction and Oppositional Fandom

[P]arafanfiction…refers to a particular subset of parafictional art that claims to be fanfiction of, or some other record of, an external media object that does not actually exist. The most notable examples of this are the Homestuck Anime and Squiddles, both of which are spinoffs of the actual Homestuck hypercomic. The idea with those projects is to fabricate an entire alternate reality where Homestuck is an anime and the in-comic show Squiddles actually exists. The fans participating in these projects create objects ostensibly taken directly from the shows in question—screencaps, pictures of old VHS tapes, GameBoy Advance cartridges, gif edits, and so on and so forth—in order to sell the idea that these shows actually exist.

Parafanfiction and Oppositional Fandom by

[QUOTE] From Tisha Turk, Fan work: Labor, worth, and participation in fandom’s gift economy

Generally speaking, media fandom operates on a labor theory of value—not necessarily in the Marxist sense of the phrase, but in the sense that value derives from work. Fandom’s gift economy assigns special worth to “gifts of time and skill” (Hellekson 2009, 115), gifts made by fans for fans. The worth of these gifts lies not simply in the content of the gift, nor in the social gesture of giving, but in the labor that went into their creation. Commercially purchased gifts, such as the virtual cupcakes and balloons that can be purchased in the LiveJournal shop, may be given and appreciated, but will generally be worth less, in the context of fandom, than gifts made by the giver (note 2). This labor theory of value is often invisible or unarticulated until something goes wrong: a site skin doesn’t work as anticipated, a vid is plagiarized, a story in progress—or an entire archive—is abandoned. These events remind us that our experience of fandom depends on the labor of others: “A gift is a thing we do not get by our own efforts. We cannot buy it; we cannot acquire it through an act of will. It is bestowed upon us” (Hyde 1979, xi).

Tisha Turk, Fan work: Labor, worth, and participation in fandom’s gift economy ift.tt/1g9d3Vi

[QUOTE] From Bethan Jones, Fifty Shades of fan labor: Exploitation and Fifty Shades of Grey

Fifty Shades complicates the concept of prosumption, however, as (E.L.) James “built a following within a community founded in part on the explicit rejection of monetary gain in favor of fannish love, and then used that community and the work it helped her to produce in order to make a name—and a fair amount of money—in mainstream publishing” (Wanenchak 2012). James thus straddles the line between producer and fan, stealing from commodified culture to create Master of the Universe while stealing from fandom to make a success of Fifty Shades. The question of whether James’s fans would have been so involved in supporting and reviewing her work if they were aware that their efforts would result in her profit—although ultimately unanswerable—is nevertheless a valid one, and I would suggest that these debates suggest a subtle change in the relationship between fan and producer. From being in a position of cultural marginality where they poach from texts, fans are now the ones potentially being poached from (Andrejevic 2008; Milner 2009).

Bethan Jones, Fifty Shades of fan labor: Exploitation and Fifty Shades of Grey ift.tt/1kEIfyT

[QUOTE] From Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor

One major issue in the 2007–8 Writers Guild of America strike was an insistence that Web content was creative work and was thus eligible to be paid at creative rates, rather than promotional work that creators were obligated to participate in for free (Gray 2010; Leaver 2013; Russo 2010). The kinds of paratexts or pieces of ancillary content that were at stake in the WGA strike are quite like what fans produce, and turning to fans rather than paid staff for such work thus looks increasingly good for the bottom line. After all, even against the baseline of declining labor strength in Hollywood, fan work is a bargain for industry.

Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor ift.tt/PrPe4z

[QUOTE] From “Geek hierarchies, boundary policing, and the gendering of the good fan” Kristina Busse, Participations 10.1 (2013)

If female fans are dismissed more easily, then so are their interests, their spaces, and their primary forms of engagement. Or, said differently, gender discrimination occurs on the level of the fan, the fan activity, and the fannish investment. There is a ready truism that enthusiasm for typically male fan objects, such as sports and even music, are generally accepted whereas female fan interests are much more readily mocked. Likewise, fangirls are mocked as is fan fiction, an activity more commonly ascribed to females. More than that, affect and forms of fannish investment get policed along gender lines, so that obsessively collecting comic books or speaking Klingon is more acceptable within and outside of fandom than creating fan vids or cosplaying. Even the same behavior gets read differently when women do it: sexualizing celebrities, for example, is accepted and expected among men but gets quickly read as inappropriate when done by women.

“Geek hierarchies, boundary policing, and the gendering of the good fan” Kristina Busse, Participations 10.1 (2013) ift.tt/1gQemxE

[QUOTE] From Tisha Turk, Fan work: Labor, worth, and participation in fandom’s gift economy

The phrase fan work is typically used, by both fans and academics, in the sense of work of art; it refers to fan fiction, fan vids, fan art. Within fandom, these objects are “the main focus of most discussion outside of the show itself” and are “highly prized” because they “require some level of artistry to master” (Sabotini 1999). They are the objects, and thus the labors, most likely to be publicly assigned value (in the form of comments, kudos, likes, reblogs, recommendations, etc.) by other fans and to be studied by academics.

But there are many other forms of fan work, including work that does not necessarily result in objects for recirculation. Media fandom runs on the engine of production, but much of what we produce is not art but information, discussion, architecture, access, resources, metadata. Think about all the behind-the-scenes labor, for example, that goes into commenting on stories, beta-ing vids, writing essays and recommendations, reviewing and screen-capping episodes, collecting links, tagging bookmarks, maintaining Dreamwidth and LiveJournal communities, organizing fests/challenges/exchanges, compiling newsletters, making costumes, animating .gif sets, creating user icons, recording podfic, editing zines, assembling fan mixes, administering kink memes, running awards sites, converting popular stories to e-book formats, coding archives, updating wikis, populating databases, building vid conversion software, planning conventions, volunteering at conventions, moderating convention panels—and the list could go on.

Such activities and their outcomes tend to be less discussed and commended, in both fannish and academic circles, than fandom’s “traditional gifts,” even though in many cases these activities facilitate the creation of art objects or provide the infrastructure that enables the dissemination and discussion of those objects. The sheer volume of fan work, in the inclusive sense of the phrase, necessitates further fannish labor; the navigation of online fandom is made possible by the creation of metadata, access points, links, and so on: important though sometimes underacknowledged work. These labors, too, are gifts.

Tisha Turk, Fan work: Labor, worth, and participation in fandom’s gift economy

[QUOTE] From Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor

It is now well established that watching television can usefully be conceptualized as work (Jhally and Livant 1986; Smythe 1977), and a labor framing has been applied to user-generated content by critical media studies scholars (Andrejevic 2009; Fuchs 2012; Hesmondhalgh 2010). However, fans have not often been approached this way. This disjuncture partially comes from the fact that fan activity is both by all appearances freely chosen and understood as pleasure, neither of which is typically associated with work. Instead, fan action has been framed as being active or participatory, and while these conceptualizations have been productive, when the lens of labor is applied, unique and crucial questions come into view.

To speak of labor is to attend to the value fans generate—an antidote to surprisingly tenacious notions of fan activity as a valueless pleasure. Once we have conceptualized fan work as generating value, we can also inquire into how that value is distributed and whether work circulating between fans in gift economies or among fans and industry is potentially exploited labor. This special issue of Transformative Works and Cultures takes the premise that if fans are a vital part of the new economy, then we have to take the economy part as seriously as the vital part.

Mel Stanfill and Megan Condis, Editorial: Fandom and/as labor

[QUOTE] From Lawrence Lessig, Remix: Making Art and Commerce Thrive in the Hybrid Economy

Yet, it’s easy for us to miss the active in the mere watching. It’s rude to turn around and watch people watch a movie. It’s a crime to try to film them singing in the shower. We live in a world infused with commercial culture, yet we rarely see how it touches us, and how we process it as it touches us.

[META] Storify by Bertha Chin: tweets and pictures of the Fan Studies Network Symposium 2013

Storify by Bertha Chin: tweets and pictures of the Fan Studies Network Symposium 2013:

[REQUEST] Academic works on uses of fanworks in education

Rebecca Tushnet is looking for academic works that talk about the uses of transformative works in education, for instance how various kinds of fanworks are used in classrooms, what skills and knowledge people learn from making/consuming fanworks, and so on. She’s especially interested in what the most well-known and authoritative sources on fanworks in education are, but any sources would be very welcome.

Suggestions? Thanks in advance!

Crosspost: fanhackers.tumblr.com/post/63041136528

[QUOTE] From Lori Hitchcock Morimoto, Trans-cult-ural fandom: Desire, technology and the transformation of fan subjectivities in the Japanese female fandom of Hong Kong stars

Cult fandom historically has constituted women as the mainstream other against which fan identities are constituted.

Lori Hitchcock Morimoto, Trans-cult-ural fandom: Desire, technology and the transformation of fan subjectivities in the Japanese female fandom of Hong Kong stars

[QUOTE] From Mizuko Ito, Fandom Unbound, loc. 246-63

Even as otaku culture is recuperated by elites and the mainstream, and as the terms “anime” and “manga” have become part of a common international lexicon, otaku culture and practice have retained their subcultural credibility. In Japan, much of manga and anime is associated with mainstream consumption; otaku must therefore differentiate themselves from ippanjin (regular people) through a proliferating set of niche genres, alternative readings, and derivative works. In the United States, the subcultural cred of anime and manga is buttressed by their status as foreign “cult media.” This stance of U.S. fans is not grounded, however, in a simplistic exoticism. Susan Napier suggests that “rather than the traditional Orientalist construction of the West empowering itself by oppressing or patronizing the Eastern Other, these fans gain agency through discovering and then identifying with a society that they clearly recognize as having both universal and culturally specific aspects” (Napier 2007, 189). She describes how U.S. fans most often explain their interests in terms of the works’ “thematic complexity and three-dimensional characterization” rather than as an interest in Japan per se (Napier 2007, 177).

Put differently, the international appeal of otaku culture is grounded precisely in its ability to resist totalizing global narratives such as nationalism. The long-running and intricate narrative forms of popular Japanese media represent a platform or, in Hiroki Azuma’s terms, a database of referents that are highly amenable to recombination and customization by fans and gamers (see Chapter 2). We can see this in the stunning diversity of doujinshi derived from the same manga series (see Chapters 5 and 9) and in the activities of young Pokémon or Yu-Gi-Oh! card game players who design their own decks out of the nearly infinite set of possibilities on offer through a growing pantheon of monsters (Buckingham and Sefton-Green 2004; Ito 2007; Sefton-Green 2004; Willett 2004). While certain female fans might look to Gundam for source material to tell stories of erotic trysts between the male characters, other fans geek out over building and customizing models of the giant robots.

Mizuko Ito, Fandom Unbound, loc. 246-63