Academic literature on the topic 'Science fiction fan culture'

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Journal articles on the topic "Science fiction fan culture"

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Yeates, Robert. "Serial fiction podcasting and participatory culture: Fan influence and representation in The Adventure Zone." European Journal of Cultural Studies 23, no. 2 (August 29, 2018): 223–43. http://dx.doi.org/10.1177/1367549418786420.

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New media affords significant opportunities for audience feedback and participation, with the power to influence the creation and development of contemporary works of fiction, particularly when these appear in serialized instalments. With access to creators permitted via social media, and with online platforms facilitating the creation and distribution of audience paratexts, fans increasingly have the power to shape the fictional worlds and diversity of the characters found within the series they enjoy. A noteworthy and understudied example is fiction podcasting, an emerging form that draws on conventions of established media such as radio and television. Despite the recent surge in the popularity of podcasts, little scholarly attention has been given to the format, except to discuss it as either a continuation of radio programming or part of a transmedia landscape for texts which are centred in media such as television and film. This article argues that fiction podcasting offers unique affordances for creating serial works of fiction, taking The Adventure Zone as a case study which demonstrates the power of successful participatory culture. The podcast has grown from modest beginnings to acquire a considerable and passionate fan network, has diversified into other media forms, and, though available for free, is financially supporting its creators and raising substantial amounts of money for charities. Crucial in its success is the creators’ cultivation of an inclusive environment for fans, and a constant attempt to feature characters representative of a diversity of gender and sexual identities, particularly those typically excluded from other science fiction worlds. This article argues that The Adventure Zone and the format of fiction podcasting demonstrate a shift in contemporary culture, away from established mass media programming and towards a participatory, transmedia, fan-focused form of storytelling which utilizes the unique advantages of new media technologies in its creation, development, and distribution.
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Siuda, Piotr. "Cierpliwość fana fantastyki. O tym, czy fan to marionetka czy partyzant." Kultura i Społeczeństwo 54, no. 2 (June 17, 2010): 75–91. http://dx.doi.org/10.35757/kis.2010.54.2.5.

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The article discusses a specific group of the recipients of the media — fans of science-fiction. The author describes two research approaches to sci-fi fans — a pathological approach and a warlike approach. The pathological one shows fans as infantile puppets. According to the representatives of this approach the science-fiction genre is kitsch. Fans are completely tasteless, dumb and easily yield to manipulation by the producers. The second approach opposes this notion. According to the representatives of the warlike approach, fans are quite impatient when it comes to kitsch. Fans often reject a part of a text producers present. Fans are selective — they choose what they think is good and valuable. One could say that the fans are fighting with producers, that they are a guerillas involved in a war. Fans try to pick something up out of a text and create a new fan culture. The author of the article characterizes both approaches, indicates their main assumptions and recognized representatives. It is possible to accept the thesis that a fan is a warlike guerrilla without any reservations? If a cultural industry is currently changing to accommodate the most engaged and participatory audiences, researchers should come up with a new approach. It could portray sci-fi fans rather as engaged in war with producers (but recapitulate ideas of fannish opposition) or once again manipulated. In the near future it is important to decide which way the new approach should take — researching fans of science fiction genre is crucial to understanding audiences in general.
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Smith, Dina, Casey Stannar, and Jenna Tedrick Kuttruff. "Closet cosplay: Everyday expressions of science fiction and fantasy fandom among women." Fashion, Style & Popular Culture 7, no. 1 (January 1, 2020): 29–50. http://dx.doi.org/10.1386/fspc_00004_1.

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Abstract Some American science fiction and fantasy (SF&F) female fans participate in Cosplay or costume play, the global practice of dressing in costume and performing fictional characters from popular culture. Cosplay is typically only socially sanctioned at conventions and other fan events, leaving fans searching for new ways to express their fandom in everyday life. Closet cosplay is one solution in which everyday clothing and accessories can be worn to express fandom. The motivations for wearing everyday fan fashion have been only briefly mentioned by other authors or studied within limited social contexts. Therefore, the purpose of this research was to explore SF&F female fans' participation in closet cosplay as it is worn in everyday contexts. An exploratory qualitative study was conducted using a social interactionist perspective, and Sarah Thornton's concept of subcultural capital and Pierre Bourdieu's theory of cultural capital. Semi-structured, online interviews were conducted with sixteen participants who wore closet cosplay related to SF&F films and/or television series, which included Star Wars, Marvel Comics, DC Comics, Disney films, Harry Potter and anime fandoms like Sailor Moon (1995‐2000). The interview data were analysed using NVivo qualitative analysis software and the constant comparison method. Two themes emerged from the data: the definition of closet cosplay and motivations for wearing closet cosplay. Through examining these themes, it was evident that female SF&F fans used closet cosplay to express a salient fan identity, which enabled them to simultaneously gain subcultural capital and feminized cultural capital.
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Halpin, Jenni G. "You’re an Orphan When Science Fiction Raises You." American, British and Canadian Studies 35, no. 1 (December 1, 2020): 68–85. http://dx.doi.org/10.2478/abcsj-2020-0017.

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Abstract In Among Others, Jo Walton’s fairy story about a science-fiction fan, science fiction as a genre and archive serves as an adoptive parent for Morwenna Markova as much as the extended family who provide the more conventional parenting in the absence of the father who deserted her as an infant and the presence of the mother whose unacknowledged psychiatric condition prevented appropriate caregiving. Laden with allusions to science fictional texts of the nineteen-seventies and earlier, this epistolary novel defines and redefines both family and community, challenging the groups in which we live through the fairies who taught Mor about magic and the texts which offer speculations on alternative mores. This article argues that Mor’s approach to the magical world she inhabits is productively informed and futuristically oriented by her reading in science fiction. Among Others demonstrates a restorative power of agency in the formation of all social and familial groupings, engaging in what Donna J. Haraway has described as a transformation into a Chthulucene period which supports the continuation of kin-communities through a transformation of the outcast. In Among Others, the free play between fantasy and science fiction makes kin-formation an ordinary process thereby radically transforming the social possibilities for orphans and others.
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Latham, Rob. "New Worlds and the New Wave in Fandom: Fan Culture and the Reshaping of Science Fiction in the Sixties." Extrapolation 47, no. 2 (January 2006): 296–315. http://dx.doi.org/10.3828/extr.2006.47.2.9.

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Marshall, Andrea. "Our stories, our selves: Star Wars fanfictions as feminist counterpublic discourses in digital imaginaria." Journal of Fandom Studies 8, no. 3 (September 1, 2020): 277–88. http://dx.doi.org/10.1386/jfs_00024_1.

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Fanfiction has a long and varied history in the Star Wars franchise since it began in 1977 with the debut of the first film, Star Wars Episode IV: A New Hope. The decade of the 1970s created new possibilities for science fiction multiverses and metanarratives; science fiction became an adaptive film genre that could be reimagined with seemingly infinite narrational results. The myriad of genre films that were released in the mid-to-late 1970s revealed dynamic syntheses with horror (e.g. Alien, Invasion of the Body Snatchers and Close Encounters of the Third Kind), franchises that previously had existed solely on television (Star Trek: The Motion Picture) and musical theatre (The Rocky Horror Picture Show). Cinematic audiences became increasingly accustomed to science fiction tropes and themes in film; audience participation in the theatre (e.g. The Rocky Horror Picture Show) expanded to print zines (often with fanfiction) for multiple franchises as well as fan conventions. Fanfiction’s beginnings as an analogue culture dramatically changed with the advent of the internet and the evolution of fandoms as digital cultures. Web-based platforms such as FanFiction.net and Archive of Our Own (AO3) host sundry fan communities’ creative outputs including podcasts, art and, most frequently, fanfiction stories. The release of Star Wars: The Force Awakens in 2015 immediately captured the fandom’s imagination; the animosity and tension between the new villain Kylo Ren (Ben Solo) and protagonist Rey of Jakku particularly fascinated the young adult fans who were lately converted to the Star Wars fandom due to this pairing (known as Reylo within the fandom and within cinematic circles). The newest generations of fans were acclimated to audience participation and paratextual interactions due to their positions as digital natives. The Reylo fan phenomenon particularly erupted into fanfictions as critical data artefacts, even predicting Reylo as a romantic pairing years before the second and third films in the franchise trilogy Star Wars: The Last Jedi and Star Wars: The Rise of Skywalker. The Reylo pairing is just one example of how online Star Wars fanfiction communities expand audience participation to autonomous collective identity formation. This article examines feminist fanfictions in the Star Wars fandom as gendered critical data artefacts, as collaborative communities of practice, and as counterpublic discourses that apply feminist critiques to conventional gender roles within the most recent film trilogy and the fandom itself.
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Collinson, Patrick. "Elizabeth I and the verdicts of history*." Historical Research 76, no. 194 (October 22, 2003): 469–91. http://dx.doi.org/10.1111/1468-2281.00186.

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Abstract Archbishop Matthew Parker feared that Elizabeth would be ‘strangely chronicled’. From her death to the screening of the film ‘Elizabeth’, the life of ‘Gloriana’ has been a subject for all kinds of imaginative fiction. History, too, has traded as much in myth as fact. Elizabeth's first historian, William Camden, was not responsible for the myth, although his translators were. The nineteenth century invented a ‘whiggish’ Elizabeth who identified herself with the destiny of her people, although the leading Tudor historian, A. J. Froude, was not a fan. Post-J. E. Neale and A. L. Rowse, Froude's critical interrogation of the reign has been revived in the latest Elizabethan historiography.
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Ryu, Dongwan. "Play to Learn, Learn to Play: Language Learning through Gaming Culture." ReCALL 25, no. 2 (April 8, 2013): 286–301. http://dx.doi.org/10.1017/s0958344013000050.

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AbstractMany researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential part of gaming culture, they have not attracted much attention from researchers and only a few empirical studies have been done on learning through beyond-game culture. Language learning in particular has not been extensively researched despite the proliferation of game players who speak English as a foreign language within this community. To address how non-native English speaking (NNE) game players participate in language learning through game play and beyond-game culture, three generations of activity theories and a multiple-case study design were employed in this study. The asynchronous computer-mediated discourses were repeatedly reviewed, and email interviews with participants were conducted over three stages. The discourse analysis of interaction data and interview scripts showed how participants were engaged in language learning through gaming culture. First, words or phrases used in game play could be learned while playing games. Second, sentences or discourses could be practiced through interaction with native or more fluent peers in the online community after playing games. Third, these two types of engagement in gaming culture were closely related to influencing language learning through repeated practices and collaborative interactions. In conclusion, language learning through gaming is appropriately understood when ecological perspectives are adopted to look at both sides of gaming culture.
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Korolev, Cyril. "“Tell it to Harry Potter, would you suddenly meet him”: Sf&F Fan Fiction as a Post-Folklore Genre of the WWW Age." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 281–300. http://dx.doi.org/10.31860/2304-5817-2021-1-19-281-300.

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The article examines the current situation in the modern Russian net-literature, where, along with the predominance of romantic fantasy and theso-called Lit-RPG (stories based on computer role-playing games), there is a rise of fan fiction, i. e. amateur fiction based on milestones (literary and cinematic — books, films, TV series, anime, computer games, etc.) of popular culture. As a special subgenre of amateur creativity, fan fiction has emerged in the English-speaking culture in the 1930s, then the emergence of the Internet has contributed to its spread and further development, and in the 1999-2000s a Russian-speaking segment of fan fiction has been formed, significant in volume and diverse in topics. This work examines the genesis of this kind of neterature and reveals the post-folklore nature of modern fan fiction, defines fan fiction as a specific phenomenon of modern popular culture, characterizes the peculiarities of fan fiction as a subject of scientific research, and provides some quantitative characteristics of the corpus of Russian-language fan fiction. The article presents outlines and prospects for further study.
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Samutina, Natalia. "Emotional landscapes of reading: fan fiction in the context of contemporary reading practices." International Journal of Cultural Studies 20, no. 3 (January 28, 2016): 253–69. http://dx.doi.org/10.1177/1367877916628238.

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This article focuses on fan fiction as a literary experience and especially on fan fiction readers’ receptive strategies. Methodologically, its approach is at the intersection of literary theory, theory of popular culture, and qualitative research into practices of communication within online communities. It characterizes fan fiction as a type of contemporary reading and writing. Taking as an example the Russian Harry Potter fan fiction community, the article poses a set of questions about the meanings and contexts of immersive reading and affective reading. The emotional reading of fan fiction communities is put into historical and theoretical context, with reference to researchers who analysed and criticized the dichotomy of rational and affective reading, or ‘enchantment’, in literary culture as one of the symptoms of modernity. The metaphor of ‘emotional landscapes of reading’ is used to theorize the reading strategies of fan fiction readers, and discussed through parallels with phenomenological theories of landscape. Among the ‘assemblage points of reading’ of fan fiction, specific elements are described, such as ‘selective reading’, ‘kink reading’, ‘first encounter with fan fiction texts’ and ‘unpredictability’.
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Dissertations / Theses on the topic "Science fiction fan culture"

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Testerman, Rebecca Lynn. "Desegregating the Future: A Study of African-American Participation in Science Fiction Conventions." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1332773873.

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Määttä, Jerry. "Raketsommar : Science fiction i Sverige 1950–1968." Doctoral thesis, Uppsala universitet, Litteraturvetenskapliga institutionen, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7158.

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The subject of this dissertation is the introduction and reception of science fiction literature in Sweden 1950–1968. Apart from considerations on science fiction as a genre and market category, and a brief survey of science fiction published in Sweden before the year 1950, the dissertation scrutinizes the Swedish publishers’ attempts at introducing both domestic and translated science fiction, the reception of the genre in Swedish literary criticism, the magazines Häpna! (1954–1966) and Galaxy (1958–1960), and the foundation of a Swedish science fiction fan culture. Science fiction was established as a category on the Swedish book market in the early 1950s, with several attempts to launch single works or whole series of mainly translated fiction. Between 1952 and 1968, roughly 30 publishing firms published over 160 books marketed as science fiction, with an apex in the late 1950s. Few publishers were successful, however, and most of the series were discontinued within just a few years of their inception. Meanwhile, in Swedish literary criticism, science fiction was increasingly perceived as a deficient form of commercial entertainment. A few of the exceptions were Harry Martinson (1904–1978), with his space epic Aniara (1956), and the translated author Ray Bradbury (b. 1920), who came to be considered as surpassing the boundaries of the genre. With the magazine Häpna!, a Swedish science fiction fan culture was contrived, with fans forming clubs, arranging conventions, disseminating fanzines, and, eventually, starting their own publishing firms and magazines. In the Swedish literary system, science fiction became a semi-separate literary circuit of production, distribution and consumption, and, concurrently, a growing autonomous subfield of cultural production, with its own forms of specific symbolic capital, doxa, and instances of consecration.
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Carpenter, Sarah Gerina. "Narratives of a Fall: Star Wars Fan Fiction Writers Interpret Anakin Skywalker's Story." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/11989.

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viii, 94 p.
My thesis examines Star Wars fan fiction about Anakin Skywalker posted on the popular blogging platform LiveJournal. I investigate the folkloric qualities of such posts and analyze the ways in which fans through narrative generate systems of meaning, engage in performative expressions of gender identity, resistance, and festival, and create transformative works within the present cultural milieu. My method has been to follow the posts of several Star Wars fans on LiveJournal who are active in posting fan fiction and who frequently respond to one another's posts, thereby creating a network of community interaction. I find that fans construct systems of meaning through complex interactions with a network of cultural sources, that each posting involves multiple layers of performance, and that these works frequently act as parody, critique, and commentary on not just the official materials but on the cultural climate that produced and has been influenced by them.
Committee in charge: Dr. Dianne Dugaw, Chair; Dr. Lisa Gilman, Member; Dr. Debra Merskin, Member
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Peyron, David. "La construction sociale d'une sous-culture : l'exemple de la culture geek." Thesis, Lyon 3, 2012. http://www.theses.fr/2012LYO30089.

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Cette étude porte sur la « culture geek » et son émergence en tant que sous-culture et identité culturelle revendiquée en France depuis le milieu des années 2000. En effet, ce mouvement d’abord américain a fait une entrée remarquée dans l’espace public qui incite à s’interroger sur sa réalité sociologique. Les geeks sont abordés ici comme fans de mondes imaginaires fantastiques (science-fiction, fantasy…), passionnés de nouvelles technologies et en tant que public premier et fondateur du processus de convergence culturelle théorisé par Henry Jenkins. La montée en visibilité du phénomène geek est ainsi liée dans cette étude à celle de pratiques médiatiques associées à ce processus (fanfictions, démocratisation des outils numériques, œuvres transmédiatiques et immersives, etc.). Dans ce cadre, le tournant réflexif (vers un sentiment d’appartenance à une identité collective) et la mode médiatique autour de la culture geek ces dernières années trouvent leurs racines dans les moments fondateurs de la convergence culturelle (depuis les pulps fictions et la naissance des comic books jusqu’à la sortie de Star Wars, du Seigneur des anneaux, des premiers jeux de rôles et jeux vidéo). Mais cela doit aussi à la radicalisation récente des croisements médiatiques, des pratiques participatives, de la mondialisation des partages liée aux technologies numériques et au passage des identités prescrites aux identités choisies dans les sociétés contemporaines marquées par l’individualisme
This dissertation is about « geek culture » and the emergence of this subcultural identity in recent years in France. This movement, born in North America, has entered the public sphere in a spectacular way and it encourages us to study its sociological reality. Geeks are seen here as fans of imaginary worlds (science-fiction, fantasy…), new technologies lovers, and as first and original audience of the process of cultural convergence defined by Henry Jenkins. The increasing visibility of the geek phenomenon is connected to many practices associated with this process (fanfictions, wide use of digital technology, transmedia and immersive storytelling, etc.). From this point of view, the reflexive moment (the feeling of being part of a collective identity) and the geek trend are both rooted by the beginnings of cultural convergence (from the pulp fictions, and the birth of comic books, to the release of Star Wars, the Lord of the Rings and the first role-playing or video games). It also has to do with the recent growth of links between media, with the success of participatory culture, the possibility of worldwide share thanks to digital technologies and the shift from preassigned identities to chosen ones in our individualistic society
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Cristofari, Cécile. "Cosmogonies imaginaires : les mondes secondaires dans la science-fiction et la fantasy anglophones, de 1929 à nos jours." Thesis, Aix-Marseille, 2013. http://www.theses.fr/2013AIXM3030.

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J'ai voulu étudier un phénomène qui sous-tend l'écriture de la littérature spéculative (science-fiction et fantasy) aujourd'hui : la création d'un « monde secondaire », selon l'expression de J.R.R. Tolkien. Deux problèmes se posaient de prime abord. Premièrement, l'ensemble culturel et éditorial que recouvre l'expression « littérature spéculative » est relativement flou, du fait des problèmes de délimitation des genres et de la problématique culturelle plus générale (la littérature spéculative est-elle définie par des motifs littéraires, ou par l'appareil culturel qui l'entoure ?). Deuxièmement, un « monde secondaire » est-il uniquement un univers inventé entièrement différent ou détaché du monde réel, ou peut-il recouper le monde réel, etc. ? La littérature spéculative étant un genre foisonnant et en pleine évolution, j'ai pris le parti de ne pas donner de réponses définitives. Plutôt que de tenter de tracer des frontières, j'ai cherché à mettre en évidence les différents éléments dont se constituent les mondes secondaires : les traditions du genre sur lesquels les auteurs s'appuient pour transmettre la vision d'un univers original à leurs lecteurs, entre mise en avant de l'originalité et utilisation d'éléments connus comme soubassement, ainsi que la vision particulière de l'histoire, de la géographie et de la place de l'humanité dans le monde que les auteurs développent. Cette réflexion se veut située à la fois en amont et en aval de l'acte d'écriture. Elle se conclut sur les questions qui se posent aux auteurs contemporains : questions de renouvellement du genre, ou d'ouverture sur les autres médias, en particulier ceux que pratiquent les amateurs
I endeavoured to study a phenomenon underlying contemporary speculative fiction (science fiction and fantasy): the creation of a ‘secondary world', to use J.R.R. Tolkien's phrasing. I had to solve two preliminary problems. First, the cultural and economic phenomenon that speculative fiction represents has a blurry outline, questions regarding genre delimitation and wider cultural problems (is speculative fiction defined only by a number of literary patterns, or by the whole cultural apparatus that goes with it?) being difficult to answer. Secondly, does the notion secondary worlds only apply to invented worlds that are entirely different or detached from the real world, or can it be applied to texts that take place at least partly in the real world, etc.? Speculative fiction being a diverse genre that has been steadily evolving for years, I have chosen to avoid giving definitive answers to those questions. Instead of looking for boundaries, I have tried to emphasise the various building blocks of secondary worlds in speculative fiction: the traditions of the genre authors rely on to convey their view of an original universe to their readers, in a dialogue between known elements used as a foundation and the idiosyncratic view of history, geography and the place of mankind in the particular secondary world developed by the author. In an attempt to open this study to the contemporary practice of world-building, I have concluded with the questions that speculative fiction authors face today: how to renew the tropes of the genre, how speculative fiction pervades other media, in particular the practices of fans
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Herbig, Art, and Andrew F. Herrmann. "Polymediated Narrative: The Case of the Supernatural Episode "Fan Fiction"." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/757.

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Modern stories are the product of a recursive process influenced by elements of genre, outside content, medium, and more. These stories exist in a multitude of forms and are transmitted across multiple media. This article examines how those stories function as pieces of a broader narrative, as well as how that narrative acts as a world for the creation of stories. Through an examination of the polymediated nature of modern narratives, we explore the complicated nature of modern storytelling.
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François, Sébastien. "Les créations dérivées comme modalité de l'engagement des publics médiatiques : le cas des fanfictions sur internet." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0059/document.

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Cette enquête s’intéresse à la réception des œuvres fictionnelles, lorsque celle-ci se concrétise dans des « créations dérivées », c’est-à-dire des productions dues aux récepteurs les plus engagés, et en recherche les déterminants sociaux dans des contextes donnés. Si, sous l’effet de la numérisation de la culture, de nombreux contenus créés par les utilisateurs sur Internet témoignent d’une appropriation croissante des produits médiatiques, il faut mesurer la spécificité de ces pratiques culturelles amateurs et leurs continuités avec des engagements fictionnels plus anciens : ce travail le montre ici à travers le cas des fanfictions, ces textes, en plein essor depuis les années 2000, écrits par des fans, pour compléter, prolonger ou amender des œuvres fictionnelles originales. En croisant sociologie de la culture et histoire littéraire, ce travail défend que les fanfictions reposent sur des mécanismes fondamentaux liés à la réception et à la circulation sociale des univers fictionnels, mais qui s’expriment toujours selon des contraintes à la fois sociales, économiques, médiatiques et juridiques. À partir d'uncorpus d’un millier de textes, d’observations sur un des principaux sites hébergeurs et de comparaisons historiques, ce doctorat discute d'abord le passé des fanfictions en ne le limitant aux années 1960 où elles étaient déjà présentes dans les fanzines et tout en ne le confondant pas avec celui de toute la littérature. L’étude souligne ensuite comment ces textes restent le résultat d’une production et d’une organisation collectives où le support de diffusion, les interactions entre fans et avec les industries culturelles structurent leur format et leur contenu
This study deals with the reception of fictional works, when it materializes as “derivative works”, i.e. products made by active audiences, and seek the social factors explaining the shape took by these creations in a given context. If a lot of user generated contents now on the Internet –thanks to the digitalization of culture and the spread of ICT– shows that media products are more and more appropriated by amateurs, the specificity of these cultural practices and their continuity with older types of fictional involvements must be assessed: it will be exemplified through the case of fanfictions, also on a growing trend since the 2000s on the Web, that is texts, written by fans, which finish off, extend or correct original fictional works. Mixing cultural and media sociology with literary history, this dissertation suggests that fanfictions rest upon basic mechanisms linked to the reception and the circulation of fictional worlds, but always constrained by social, economic, media and legal factors. Based on the study of a thousand of fanfictions, observations from one of their main archives, and comparisons with literary successes which also generated derivatives texts, this research first discusses fanfictions’ past, extending it further than the 1960s when they were published in fanzines, but distinguishing it from the whole literature’s past. The inquiry then reveals how fanfictions are still the result of a collective production and organization, in which the broadcasting medium, the interactions between fans and with creative industries construct their format and content
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Belas, Oliver Sandys. "Race and culture in African American crime and science fiction." Thesis, Royal Holloway, University of London, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.499831.

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Fowler, Charity A. "Negotiating Desire: Resisting, Reimagining and Reinscribing Normalized Sexuality and Gender in Fan Fiction." VCU Scholars Compass, 2017. http://scholarscompass.vcu.edu/etd/4852.

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Fan studies has examined how fan fiction resists heteronormativity by challenging depictions of gender and sexuality, but to date, this inquiry has focused disproportionately on slash, to the exclusion of other genres of fan fiction. Additionally, scholars disagree about slash’s subversive effects by setting up a seemingly stable dichotomy—subversive vs. misogynistic—where one does not necessarily exist. In this project, I examine multiple genres of fan fiction—namely, slash arising from bromances; femslash from female friendships; incestuous fan fiction from dysfunctional familial relationships; and polyamorous fics. I chose fics from four televisions shows—NBC’s Revolution, MTV’s Teen Wolf, the CW’s The Vampire Diaries, and its spin-off, The Originals—and closely read them to identify patterns in their representations of gender and sexuality and how they connect to the source texts. Taking a dialogic “both/and” approach, I argue that critics claiming that slash is often not subversive are right to a point, but miss a key potential of fan fiction: its ability to evoke possibility—for new endings, relationships, and sexualities. Heteronormativity often asserts itself in endings; queerness plays in the middles and margins. So, too, does fan fiction. While some individual fics may reinforce elements of heteronormativity, many also actively question and transgress norms of gender, sexuality and love. Further, they embrace fluidity and possibility, and engage with the source texts and larger culture around them in a way that provides a subversive interpretation of both and offers insight into the function of the constructed nature of institutionalized heterosexuality.
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Norman, Joseph S. "The culture of 'the Culture' : utopian processes in Iain M. Banks's space opera series." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/14388.

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This thesis provides a comprehensive critical analysis of Iain M. Banks’s Culture series, ten science fiction (SF) texts concerned with the Culture, Banks’s vision of his “personal utopia”: Consider Phlebas (1987), The Player of Games (1988), Use of Weapons (1990), The State of the Art (1991), Excession (1996), Inversions (1998), Look to Windward (2000), Matter (2008), Surface Detail (2010), and The Hydrogen Sonata (2012). I place this series within the context of the space opera sub-genre, and – drawing upon a critical toolkit developed by Istvan Csicsery-Ronay Jr. in The Seven Beauties of Science Fiction (2008) – I explore the extent to which Banks achieved his goal of reshaping the sub-genre for the political Left. Due to the complexity and ambiguity of Banks’s creation, this research addresses the central question: what is the Culture? I argue that the Culture constitutes a utopian variation of Csicsery- Ronay’s technologiade, challenging the notion that Banks’s creation represents an empire or imperialist project. I consider the Culture as a culture: peoples linked by a shared value system and way of life; a method of development and nurturing; a system of utopian processes. Drawing on Archaeologies of the Future (2005), I argue that the Culture series demonstrates Frederic Jameson’s notion of ‘thinking the break’, with Banks’s writing constantly affirming the possibility and desirability of radical sociopolitical change. I identify six key radical moves away from the nonutopian present – characterised as shifts, breaks or apocalypses – which form the Culture’s utopianprocesses, with each chapter exploring the extent to which the Culture has overcome a fundamental obstacle impeding the path to utopia. The Culture has moved beyond material scarcity, alienated labour, capitalism, and the class-system, maintaining State functions. Culture citizens are notable for significantly adapting their own bodies and minds – controlling senescence and ultimately death itself – but motivated by the desire to improve rather than transcend their humanity. The Culture has achieved a form of equality between the sexes and removed patriarchy, yet is still coping with the implications of sex and gender fluidity. Despite relying upon seemingly quasi-religious innovations, the Culture is entirely secular, having moved beyond any kind of religious or faith-based worldview. Finally, the Culture is perhaps an example of what Jameson has called ‘the death of art’, as creative and artistic practice seems to have become part of everyday life, which contrasts with the numerous artworks produced on its margins.
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Books on the topic "Science fiction fan culture"

1

Science fiction culture. Philadelphia: University of Pennsylvania Press, 2000.

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Segal, Stephen H. Geek wisdom: The sacred teachings of nerd culture. Philadelphia, PA: Quirk Books, 2011.

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Albinsson, Christian. 90talet.se: Vem fan komponerade modemljudet? Halmstad, Sweden: Lördag morgon medieproduktion, 2010.

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Wells, Robison E. Fan ji shi ke. Taibei Shi: Cheng bang wen hua shi ye gu fen you xian gong si, 2015.

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Adolescents and online fan fiction. New York: Peter Lang, 2008.

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Pipkin, Paul. The Fan-Shaped Destiny of William Seabrook. New York: Grand Central Publishing, 2001.

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Isaac Asimov. Fan xing ruo chen: The stars, like dust. Taibei Shi: Mao tou ying chu ban she, 2006.

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Lewis, Jerry M. Sports fan violence in North America. Lanham, MD: Rowman & Littlefield, 2007.

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Booker, M. Keith. Alternate Americas: Science fiction film and American culture. Westport, CT: Praeger, 2005.

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Alternate Americas: Science fiction film and American culture. Westport, Conn: Praeger, 2006.

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Book chapters on the topic "Science fiction fan culture"

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Annett, Sandra. "Kid Vid: Children and Science Fiction TV Fandom." In Anime Fan Communities, 77–107. New York: Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137476104_4.

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Patch, Justin. "Science and Fiction." In Teaching towards Democracy with Postmodern and Popular Culture Texts, 179–99. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-875-6_12.

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May, Andrew. "Science Fiction and Music Culture." In The Science of Sci-Fi Music, 101–25. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47833-9_5.

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Langer, Jessica. "Race, Culture, Identity and Alien/Nation." In Postcolonialism and Science Fiction, 81–106. London: Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230356054_4.

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Braun, Robert. "Autonomous Vehicles: From Science Fiction to Sustainable Future." In Mobilities, Literature, Culture, 259–80. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27072-8_11.

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Estébanez Camarena, Mónica. "Predictions of Science Fiction That Came True." In Outer Space and Popular Culture, 129–44. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22656-5_12.

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Van Dyck, José. "Reading Science, Journalism and Fiction as Culture." In Manufacturing Babies and Public Consent, 35–60. London: Palgrave Macmillan UK, 1995. http://dx.doi.org/10.1057/9780230373426_3.

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Weldes, Jutta. "Popular Culture, Science Fiction, and World Politics." In To Seek Out New Worlds, 1–27. New York: Palgrave Macmillan US, 2003. http://dx.doi.org/10.1057/9781403982087_1.

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Jensen, William B. "Captain Nemo’s Battery: Chemistry and the Science Fiction of Jules Verne." In Culture of Chemistry, 205–14. Boston, MA: Springer US, 2015. http://dx.doi.org/10.1007/978-1-4899-7565-2_42.

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Kuppers, Petra. "ADAPT in space! Science fiction and disability." In The Routledge Handbook of Disability Arts, Culture, and Media, 276–80. 1st Edition. | New York: Routledge, 2019. | Series: Routledge international handbooks: Routledge, 2018. http://dx.doi.org/10.4324/9781351254687-22.

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