Henry Jenkins, an influential media theorist , develops the
theory of fandom in his book ; Textual Poachers : Television Fans and
participatory culture , published in 1992. This book is regarded as the
foundational work on fan culture. In his book Jenkins talks about how media
fans construct their own culture by remixing, ‘poaching’ content from mass
culture. Jenkins describes how fandom, passionately engaged consumers of media
creating poached media content to fill in gaps in the media world , create
participatory culture. Fans collaborate to solve problems creating a
‘collective intelligence’. This means that fans are not just active consumers
of media but also active creators and producers. They share a degree of social
connection with one another and feel that their contribution matters in the
media worlds. Media fans create their own content in the form of videos, art,
songs , characters. In order to satisfy the rest of the fan community they try
to fill in these gaps through ‘poaching’, and this creates what Jenkins calls
‘participatory culture’.
Participatory culture and fandom are very important to
theorist like Jenkins, who are highly optimistic about the media. They oppose
theorist like Shirkey as they believe that the audience is powerful and
interactive, capable of questioning and changing media, rather than just
passively consuming it. Jenkins particularly believes that web 2.0 , commonly
known as the in internet is the key to empowering the fans and breaking down
the traditional restrictions they may face. Web 2.0 is significant to fandom as
one its main characteristic is the high level of user interaction, therefore it
allows individuals to be active fans of media.. Fans can create and share their
fan pages on Facebook, Instagram or even make videos on YouTube playing their
favourite game and offering opinions throughout this process e.g. youtubers may
record themselves playing Minecraft and later upload the video on YouTube to
engage with other Mine craft fans.
Jenkins believes that audiences can be textual poachers
through personalizing and modifying a game to their taste. Gamers, for example
can create their own characters, storylines and modify the game to their taste.
For example, in Minecraft gamers are capable of creating their own versions of
the game , even creating their own world inside the game. The audiences carry
out their own creative activities and through this they become active consumers
as well as textual poachers.
Cross Platform gaming is a new way in which gamers can
become textual poachers. Cross platforming allows users to access one game on
all platforms , therefore all users become exposed to the same version of the
game. Games that would have been available on different platforms are combined
together to create a master version. Microsoft’s ‘better together’ update takes
this a step further and allows users to join with a friend , possibly playing
on a different platform. Players are capable of cross playing between platforms
and Mine craft is the first games to offer this experience. Converging
platforms can help Mine craft fans become textual poachers , as they can now
spot weaknesses of this new version , and work together to make it even better
than it already is.
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