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Increasingly over the past decade, fan credentials on the part of
writers, directors, and producers have come to be seen as a
guarantee of quality media making - the "fanboy auteur". Figures
like Joss Whedon are both one of "us" and one of "them". This is a
strategy of marketing and branding - it is a claim from the auteur
himself or industry PR machines that the presence of an auteur who
is also a fan means the product is worth consuming. Such claims
that fan credentials guarantee quality are often contested, with
fans and critics alike rejecting various auteur figures as the true
leader of their respective franchises. That split, between
assertions of fan and auteur status and acceptance (or not) of that
status, is key to unravelling the fan auteur. In A Portrait of the
Auteur as Fanboy: The Construction of Authorship in Transmedia
Franchises, authors Anastasia Salter and Mel Stanfill examine this
phenomenon through a series of case studies featuring fanboys. The
volume discusses both popular fanboys, such as J.J. Abrams, Kevin
Smith, and Joss Whedon, as well as fangirls like J.K. Rowling, E.L.
James, and Patty Jenkins, and dissects how the fanboy-fangirl
auteur dichotomy is constructed and defended by popular media and
fans in online spaces, and how this discourse has played in
maintaining the exclusionary status quo of geek culture. This book
is particularly timely given current discourse, including such
incidents as the controversy surrounding Joss Whedon's so-called
feminism, the publication of Harry Potter and the Cursed Child, and
contestation over authorial voices in the DC cinematic universe, as
well as broader conversations about toxic masculinity and sexual
harassment in Hollywood.
Educational technology adoption is more widespread than ever in the
wake of COVID-19, as corporations have commodified student
engagement in makeshift packages marketed as gamification. This
book seeks to create a space for playful learning in higher
education, asserting the need for a pedagogy of care and engagement
as well as collaboration with students to help us reimagine
education outside of prescriptive educational technology. Virtual
learning has turned the course management system into the
classroom, and business platforms for streaming video have become
awkward substitutions for lecture and discussion. Gaming, once
heralded as a potential tool for rethinking our relationship with
educational technology, is now inextricably linked in our
collective understanding to challenges of misogyny, white
supremacy, and the circulation of misinformation. The initial
promise of games-based learning seems to linger only as
gamification, a form of structuring that creates mechanisms and
incentives but limits opportunity for play. As higher education
teeters on the brink of unprecedented crisis, this book proclaims
the urgent need to find a space for playful learning and to find
new inspiration in the platforms and interventions of personal
gaming, and in turn restructure the corporatized, surveilling
classroom of a gamified world. Through an in-depth analysis of the
challenges and opportunities presented by pandemic pedagogy, this
book reveals the conditions that led to the widespread failure of
adoption of games-based learning and offers a model of hope for a
future driven by new tools and platforms for personal, experimental
game-making as intellectual inquiry.
The genre of adventure games is frequently overlooked. Lacking the
constantly-evolving graphics and graphic violence of their
counterparts in first-person and third-person shooters or
role-playing games, they are often marketed to and beloved by
players outside of mainstream game communities. While often
forgotten by both the industry and academia, adventure games have
had (and continue to have) a surprisingly wide influence on
contemporary games, in categories including walking simulators,
hidden object games, visual novels, and bestselling titles from
companies like Telltale and Campo Santo. In this examination of
heirs to the genre's legacy, the authors examine the genre from
multiple perspectives, connecting technical analysis with critical
commentary and social context. This will be the first book to
consider this important genre from a comprehensive and
transdisciplinary perspective. Drawing upon methods from platform
studies, software studies, media studies, and literary studies,
they reveal the genre's ludic and narrative origins and patterns,
where character (and the player's embodiment of a character) is
essential to the experience of play and the choices within a game.
A deep structural analysis of adventure games also uncovers an
unsteady balance between sometimes contradictory elements of story,
exploration, and puzzles: with different games and creators
employing a multitude of different solutions to resolving this
tension.
This book examines changing representations of masculinity in geek
media, during a time of transition in which "geek" has not only
gone mainstream but also become a more contested space than ever,
with continual clashes such as Gamergate, the Rabid and Sad
Puppies' attacks on the Hugo Awards, and battles at conventions
over "fake geek girls." Anastasia Salter and Bridget Blodgett
critique both gendered depictions of geeks, including shows like
Chuck and The Big Bang Theory, and aspirational geek heroes,
ranging from the Winchester brothers of Supernatural to BBC's
Sherlock and the varied superheroes of the Marvel Cinematic
Universe. Through this analysis, the authors argue that toxic
masculinity is deeply embedded in geek culture, and that the
identity of geek as victimized other must be redefined before geek
culture and media can ever become an inclusive space.
The genre of adventure games is frequently overlooked. Lacking the
constantly-evolving graphics and graphic violence of their
counterparts in first-person and third-person shooters or
role-playing games, they are often marketed to and beloved by
players outside of mainstream game communities. While often
forgotten by both the industry and academia, adventure games have
had (and continue to have) a surprisingly wide influence on
contemporary games, in categories including walking simulators,
hidden object games, visual novels, and bestselling titles from
companies like Telltale and Campo Santo. In this examination of
heirs to the genre's legacy, the authors examine the genre from
multiple perspectives, connecting technical analysis with critical
commentary and social context. This will be the first book to
consider this important genre from a comprehensive and
transdisciplinary perspective. Drawing upon methods from platform
studies, software studies, media studies, and literary studies,
they reveal the genre's ludic and narrative origins and patterns,
where character (and the player's embodiment of a character) is
essential to the experience of play and the choices within a game.
A deep structural analysis of adventure games also uncovers an
unsteady balance between sometimes contradictory elements of story,
exploration, and puzzles: with different games and creators
employing a multitude of different solutions to resolving this
tension.
Increasingly over the past decade, fan credentials on the part of
writers, directors, and producers have come to be seen as a
guarantee of quality media making - the "fanboy auteur". Figures
like Joss Whedon are both one of "us" and one of "them". This is a
strategy of marketing and branding - it is a claim from the auteur
himself or industry PR machines that the presence of an auteur who
is also a fan means the product is worth consuming. Such claims
that fan credentials guarantee quality are often contested, with
fans and critics alike rejecting various auteur figures as the true
leader of their respective franchises. That split, between
assertions of fan and auteur status and acceptance (or not) of that
status, is key to unravelling the fan auteur. In A Portrait of the
Auteur as Fanboy: The Construction of Authorship in Transmedia
Franchises, authors Anastasia Salter and Mel Stanfill examine this
phenomenon through a series of case studies featuring fanboys. The
volume discusses both popular fanboys, such as J.J. Abrams, Kevin
Smith, and Joss Whedon, as well as fangirls like J.K. Rowling, E.L.
James, and Patty Jenkins, and dissects how the fanboy-fangirl
auteur dichotomy is constructed and defended by popular media and
fans in online spaces, and how this discourse has played in
maintaining the exclusionary status quo of geek culture. This book
is particularly timely given current discourse, including such
incidents as the controversy surrounding Joss Whedon's so-called
feminism, the publication of Harry Potter and the Cursed Child, and
contestation over authorial voices in the DC cinematic universe, as
well as broader conversations about toxic masculinity and sexual
harassment in Hollywood.
In the 1990s, the Personal Computer (or PC) was on the rise in
homes, and with it came new genres of play. Yet most of the games
in these new genres featured fantasylands or humorous science
fiction landscapes with low stakes and little to suggest the
potential of the PC as a serious space for art and play. Jane
Jensen's work and landmark Gabriel Knight series brought a new
darkness and personality to PC gaming, offering a first powerful
glimpse of what games could be as they came of age. As an author
and designer, Jensen brought her approach as a designer-writer
hybrid to the forefront of game design, with an approach to
developing environments through detailed research to make game
settings come to life, an attention to mature dilemmas and complex
character development, and an audience-driven vision for genres
reaching beyond the typical market approaches of the gaming
industry. With a brand new interview with Jensen herself, Anastasia
Salter provides the first ever look Jensen's impact and role in
advancing interactive narrative and writing in the game design
process.
In the 1990s, the Personal Computer (or PC) was on the rise in
homes, and with it came new genres of play. Yet most of the games
in these new genres featured fantasylands or humorous science
fiction landscapes with low stakes and little to suggest the
potential of the PC as a serious space for art and play. Jane
Jensen’s work and landmark Gabriel Knight series brought a new
darkness and personality to PC gaming, offering a first powerful
glimpse of what games could be as they came of age. As an author
and designer, Jensen brought her approach as a designer-writer
hybrid to the forefront of game design, with an approach to
developing environments through detailed research to make game
settings come to life, an attention to mature dilemmas and complex
character development, and an audience-driven vision for genres
reaching beyond the typical market approaches of the gaming
industry. With a brand new interview with Jensen herself, Anastasia
Salter provides the first ever look Jensen’s impact and role in
advancing interactive narrative and writing in the game design
process.
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