Welcome to the second edition of our new posting format: a weekly list of new/recent fan studies research that’s just been added to the Fan Studies Bibliography. Works are divided into things that are open access (=immediately readable for anyone) and not open access (=behind a paywall or not yet public).
Tip: this week’s “not open access” section contains a bunch of chapters from, among others, a new book on videogame fandom. They come with links to Google Books, where you can read at least part of each chapter.
If we missed anything or made a mistake, submit a correction and we’ll fix it in next week’s edition. Happy reading!
Open access
Ayuningtyas, Paramita. “Indonesian Fan Girls’ Perception towards Soft Masculinity as Represented By K-pop Male Idols.” Lingua Cultura 11.1 (2017): 53–57. http://journal.binus.ac.id/index.php/Lingua/article/view/1514
Blanch, Christina L. “Searching for the comic book scholar : an autoethnographic study of educators’ experiences with comic books,” 2017. Online. Internet. 29 May 2017. . Available: http://cardinalscholar.bsu.edu/handle/123456789/200667
Guinan, Kellye. “Culture and Community Online How Fanfiction Creates a Sense of Social Identity by Reshaping Popular Media.” University Honors College, Middle Tennesee State University, 2017. Online. Internet. 29 May 2017. . Available: http://jewlscholar.mtsu.edu/handle/mtsu/5251
Han, Benjamin. “K-Pop in Latin America: Transcultural Fandom and Digital Mediation.” International Journal of Communication 11.0 (2017): 20. http://ijoc.org/index.php/ijoc/article/view/6304
Heron, Michael James. “Pacman’s Canon in C#: A Quantum Interpretation of Video Game Canon.” The Computer Games Journal (2017): 1–17. https://link.springer.com/article/10.1007/s40869-017-0036-5
Jeong, Jae-Seon, Seul-Hi Lee, and Sang-Gil Lee. “When Indonesians Routinely Consume Korean Pop Culture: Revisiting Jakartan Fans of Korean Drama Dae Jang Geum.” International Journal of Communication 11.0 (2017): 20. http://ijoc.org/index.php/ijoc/article/view/6302
Largent, Kathleen. “//LOVE ME// Experiential Hedonic Music Marketing and Its Effect on Purchase Behavior, Fandom, and Artist Branding in The 1975’s Tumblr IRL Initiative,” 2017. Online. Internet. 29 May 2017. . Available: https://baylor-ir.tdl.org/baylor-ir/handle/2104/9958
Liang, Yilu, and Wanqi Shen. “Fan economy in the Chinese media and entertainment industry: How feedback from super fans can propel creative industries’ revenue.” Global Media and China 1.4 (2016): 331–349. http://dx.doi.org/10.1177/2059436417695279
Oh, David C. “K-Pop Fans React: Hybridity and the White Celebrity-Fan on YouTube.” International Journal of Communication 11.0 (2017): 18. http://ijoc.org/index.php/ijoc/article/view/6307
Švelch, Jan, and Tereza Krobová. “Who Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video Games.” Replay. The Polish Journal of Game Studies 1.3 (2016). Available: http://www.replay.uni.lodz.pl/Svelch_Krobova_early_access.pdf
Watabe, Kohki, and Yasuhito Abe. “Pixiv as a Contested Online Artistic Space in-between Gift and Commercial Economies in an Age of Participatory Culture.” electronic journal of contemporary japanese studies (2016). Online. Internet. 2016. Available: http://www.japanesestudies.org.uk/ejcjs/vol16/iss3/watabe.html
Yildiz, Mehmet. “Pirates (!) Strike Back: Turkish Fansubbers Standing up for Fansubbing.” COMU International Journal of Social Sciences 2.3 (2017): 39–56. http://usb.dergi.comu.edu.tr/dosyalar/Usb/2017-nisan-cilt-2-say-3.pdf#page=47
Yoon, Kyong. “Cultural Translation of K-Pop Among Asian Canadian Fans.” International Journal of Communication 11.0 (2017): 17. http://ijoc.org/index.php/ijoc/article/view/6303
Not open access
Buckley, Réka. “Italian Female Stars and Their Fans in the 1950s and 1960s.” In A Companion to Italian Cinema. Ed. Frank Burke, 157–178. John Wiley & Sons, Inc., 2017. Online. Internet. 29 May 2017. . Available: http://onlinelibrary.wiley.com/doi/10.1002/9781119006145.ch10/summary
Deeming, Skot, and David Murphy. “Pirates, Platforms, and Players: Theorizing post-consumer fan histories through the Sega Dreamcast.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT94&dq=%22Fans+and+Videogames%22&ots=NhDDbwTciW&sig=cI6xs-BI82TYKtdsJcqG2cbk4b4
Jones, Rachel. “In a Thousand Ways, In a Thousand Songs,” 2017. Available: http://publications.lakeforest.edu/seniortheses/95
Kirkpatrick, Graeme. “Early games production, gamer subjectivation and the containment of the ludic imagination.” In Fans and Videogames: Histories, Fandom, Archives. 2, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT30&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=smcsJsTYnmUHpB0yiVdxvrYmyHg
Manning, James. “Unusable Archives: Everyday play and the Everyplay archives.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT186&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=qQLqeUHlLk1PGV8c0eWXevCcCIY
NavarroRemesal, Víctor. “Museums of failure : fans as curators of ‘bad’, unreleased, and ‘flopped’ videogames.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT128&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=UiEcXuq6ohDwrgMofM0L56X5qJg
Newman, James. “Glitching, Codemining and Procedural Level Creation in Super Mario Bros.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT186&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=qQLqeUHlLk1PGV8c0eWXevCcCIY
Nicoll, Benjamin. “Sega Saturn Fan Sites and the Vernacular Curation of Videogame History.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT186&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=qQLqeUHlLk1PGV8c0eWXevCcCIY
Stuckey, Helen. “Transitioning to the digital : Run5 magazine as archive and account of SSG’s dialogue with wargamers in the 1980s.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT52&dq=%22Fans+and+Videogames%22&ots=NhDDbwTciW&sig=l2DC4UmFGdP5V_MNgNcCZ87F9Jk
Švelch, Jaroslav. “Keeping the spectrum alive : platform fandom in a time of transition.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT107&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=tU1CmTJqzBIv0YII23Ksn4Uu3A8
Swalwell, Melanie. “Moving on from the Original Experience: Philosophies of preservation and dis/play in game history.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT204&dq=%22Fans+and+Videogames%22&ots=NhDDbwTciW&sig=HZjqyhRm_iwIfsuEGCEz7xuwYmo
Swalwell, Melanie, Angela Ndalianis, and Helen Stuckey. Fans and Videogames: Histories, Fandom, Archives. Routledge, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT8&dq=%22Fans+and+Videogames%22&ots=NhDDbwTciW&sig=UPEbbZ8-8FM2u6WlOG1eD4tMdY8
Vanderhoef, John. “NES Homebrew and the Margins of the Retrogaming Industry.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT120&dq=%22Fans+and+Videogames%22&ots=NhDDbwTciW&sig=tuMD0UCJ_ppcfdJy9TEiWbTMMoo
Webber, Nick. “EVE Online’s War Correspondents: Player journalism as history.” In Fans and Videogames: Histories, Fandom, Archives, 2017. Online. Internet. 29 May 2017. . Available: https://books.google.be/books?hl=en&lr=&id=IctBDgAAQBAJ&oi=fnd&pg=PT107&dq=%22Fans+and+Videogames%22&ots=NhDDbwTdk_&sig=tU1CmTJqzBIv0YII23Ksn4Uu3A8
Zale, Jennifer Ann. “Bolshoi Ballerina Vera Karalli: Russia’s First Film Star, the Imperial-Era Dance Film, and the Modernization of Cinema Going Practices and Perceptions in Prerevolutionary Russia.” Indiana University, 2017. Available: http://search.proquest.com/openview/d2179e14e1a06f4bf66b985741bc5e61/1?pq-origsite=gscholar&cbl=18750&diss=y
이수진 et al. “Vitalizing Strategies of Film-induced tourism in Gyeonggi-Do 경기도 영상관광 활성화 방안.” 정책연구 (2016): 1–181