This book is an in-depth analysis of participatory worlds, practices beyond the mainstream models of content production and IP management that allow audience members to contribute canonically to the expansion of storyworlds, blurring the line between the traditional roles of consumers and producers.
Shifting discussions of participatory culture and cross-media production and consumption practices to more independent media contexts, the book explores the limits, borders and boundaries of participating in today's digital media storyworlds. The text examines how audience participation works, identifying opportunities to make it a meaningful practice for audiences and an asset for IP owners, and discussing the challenges and barriers that the application of participatory culture brings along. The book defines what meaningful participation is by introducing the concept of 'intervention' and explains a range of factors impacting the way in which participatory worlds and relationships between producers, audiences and the world are shaped.
This volume will be of great relevance to media practitioners, scholars and students interested in transmedia storytelling, fandom, literary studies and comparative literature, new media and digital culture, gaming and media studies.
Reihe
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Postgraduate and Undergraduate
Illustrationen
18 s/w Abbildungen, 8 s/w Zeichnungen, 10 s/w Photographien bzw. Rasterbilder, 1 s/w Tabelle
1 Tables, black and white; 8 Line drawings, black and white; 10 Halftones, black and white; 18 Illustrations, black and white
Maße
Höhe: 240 mm
Breite: 161 mm
Dicke: 14 mm
Gewicht
ISBN-13
978-0-367-49778-1 (9780367497781)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Jose Blazquez is a media practitioner and a senior lecturer in Media Production at Bournemouth University. His research mainly focuses on the study of audience participation in cultural production processes and the use of immersive media technologies in education, public health communication and entertainment.
Introduction
Chapter 1- Intervention in participatory worlds
Chapter 2- The 'sandpit model': roleplay and intervention in Lord of the Craft
Chapter 3- The 'spin-off model': participation and world-sharing through Grantville Gazette
Conclusions