ABSTRACT This paper discusses the idea that fandom, as the collection of activities and behaviours relating to the fan identity, has a ludic dimension, and that said dimension merits individual inquiry from a game studies perspective. Furthermore, it is argued that there is mutual benefit in exploring the intersection between fan studies and game studies, which has so far been overlooked in research design and direction
By explicating the most prominent forms of participatory fan-art produced and consumed by members of...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
The thesis begins by acknowledging the writer's status as a fan. The stimulus for the enquiry emerge...
This paper aims to address the issue of Fandom and, in particular, activities connected with it and ...
As a new medium, video games can be analyzed under some of the similar rubrics of other media. Howev...
Video games have become important objects of study for different academic disciplines. From the birt...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This article develops and expands on earlier work of the authors, which posits the idea of consideri...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
Fandom, in its many guises, crosses over with the practice of many contemporary artists, as well as ...
For those new to games studies, the most important primer is the recognition that, as a field of res...
This ethnographic study makes a number of original contributions to football fandom and fan identity...
The Norwegian media scholar Espen Ytreberg defines media studies as the study of modern media, its r...
This project inquires into the constitution and consequences of the changing relationship between me...
The concept of textual poaching positions fans as active audiences who borrow from, embellish and re...
By explicating the most prominent forms of participatory fan-art produced and consumed by members of...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
The thesis begins by acknowledging the writer's status as a fan. The stimulus for the enquiry emerge...
This paper aims to address the issue of Fandom and, in particular, activities connected with it and ...
As a new medium, video games can be analyzed under some of the similar rubrics of other media. Howev...
Video games have become important objects of study for different academic disciplines. From the birt...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
This article develops and expands on earlier work of the authors, which posits the idea of consideri...
International audience“Game Studies” is a label for a growing field of research (Rueff 2008; Simon, ...
Fandom, in its many guises, crosses over with the practice of many contemporary artists, as well as ...
For those new to games studies, the most important primer is the recognition that, as a field of res...
This ethnographic study makes a number of original contributions to football fandom and fan identity...
The Norwegian media scholar Espen Ytreberg defines media studies as the study of modern media, its r...
This project inquires into the constitution and consequences of the changing relationship between me...
The concept of textual poaching positions fans as active audiences who borrow from, embellish and re...
By explicating the most prominent forms of participatory fan-art produced and consumed by members of...
As a result of its unique characteristics as a technology and a medium, a computer game engages its ...
The thesis begins by acknowledging the writer's status as a fan. The stimulus for the enquiry emerge...