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Henry Jenkins

    June 4, 1958
    Henry Jenkins
    YouTube. Online Video and Participatory Culture
    Fans, Bloggers, and Gamers
    From Barbie to Mortal Kombat: Gender and computer games
    Spreadable Media
    Convergence culture : where old and new media collide
    Textual poachers
    • Textual poachers

      Television fans and participatory culture

      4.3(507)Add rating

      Exploring the intersections of fandom and media theory, this twentieth anniversary edition features an interview with Jenkins and a supplemental study guide by Louisa Stein. It encourages students to analyze fan cultures through various lenses, including consumer capitalism, genre, gender, and sexuality. This reissue of a classic text aims to engage a new generation in understanding the complexities of participatory culture and popular consumption.

      Textual poachers
    • "Henry Jenkins, one of America's most respected media analysts, delves beneath the new media hype to uncover the important cultural transformations that are taking place as media converge. He takes us into the secret world of Survivor Spoilers, where avid Internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young Harry Potter fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise." "Jenkins provides an introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children." "This paperback edition has been thoroughly updated and features substantial new material that addresses, among other things, the promise and perils of Web 2.0 and the rise of YouTube."--Jacket

      Convergence culture : where old and new media collide
    • Spreadable Media

      • 352 pages
      • 13 hours of reading

      "Spreadable Media" maps fundamental changes taking place in the contemporary media environment, a space where corporations no longer tightly control media distribution. This book challenges some of the prevailing frameworks used to describe contemporary media.

      Spreadable Media
    • The intersection of girls and computer games highlights the need to challenge the stereotypes prevalent in toy aisles. While many parents express concern over video games' impact on children, these consoles can prepare kids for the digital world. However, they often perpetuate misogyny and limit girls to objectified roles. The emerging "girls' games" movement seeks to address these issues through a unique collaboration between feminist activists aiming to transform the gendering of digital technology and industry leaders eager to tap into the girls' market. Contributors explore how gender assumptions influence the design, development, and marketing of games, advocating for strategies to combat the stereotypes that dominate the industry. The diverse array of voices includes media and technology scholars, educators, psychologists, game developers, industry insiders, and girl gamers, all contributing to a rich dialogue on the subject. Their insights delve into the current gaming landscape and propose ways to create more inclusive and empowering gaming experiences for girls. This collective effort aims to reshape the narrative around girls and gaming, fostering a more equitable digital environment.

      From Barbie to Mortal Kombat: Gender and computer games
    • Fans, Bloggers, and Gamers

      • 279 pages
      • 10 hours of reading
      3.8(275)Add rating

      Henry Jenkins' pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture. This title takes readers from Jenkins' early work defending fan culture against those who would marginalize or stigmatize it, through to his work.

      Fans, Bloggers, and Gamers
    • YouTube is one of the most well-known and widely discussed sites ofparticipatory media in the contemporary online environment, and itis the first genuinely mass-popular platform for user-createdvideo. In this timely and comprehensive introduction to how YouTubeis being used and why it matters, Burgess and Green discuss theways that it relates to wider transformations in culture, societyand the economy.The book critically examines the public debates surrounding thesite, demonstrating how it is central to struggles for authorityand control in the new media environment. Drawing on a range oftheoretical sources and empirical research, the authors discuss howYouTube is being used by the media industries, by audiences andamateur producers, and by particular communities of interest, andthe ways in which these uses challenge existing ideas aboutcultural ‘production’ and ‘consumption’.Rich with both concrete examples and featuring speciallycommissioned chapters by Henry Jenkins and John Hartley, the bookis essential reading for anyone interested in the contemporary andfuture implications of online media. It will be particularlyvaluable for students and scholars in media, communication andcultural studies.

      YouTube. Online Video and Participatory Culture