scholarly journals Game of fandoms:

2021 ◽  
Vol 24 ◽  
Author(s):  
Mateus Vilela
Keyword(s):  

O comportamento, e a etimologia, envolvendo o fanatismo é percebido em muitas culturas e nas mais diversas, e longínquas, épocas. Ainda assim, foi pela cibercultura que as práticas dos fandoms foram ampliadas, sendo estendidas para as redes sociais na internet. Este contexto, aplicado aos seriados televisivos, proporcionou o surgimento da Social TV, que tem em Game of Thrones um expoente. Desta forma, para uma maior compreensão dos conceitos, este artigo propõe uma análise de conteúdo (BARDIN, 2009), a partir da afetividade, dos tweets e dos comentários realizados no Facebook em 2015 durante a exibição da quinta temporada do seriado em Brasil e em Portugal. Nesta investigação percebeu-se, através das porcentagens de 7.72%, em solo brasileiro e 12.23% em solo português, que a condição de fã surge como extensão de si, com o objeto de admiração sendo parte integral do eu. Ademais, a afetividade pode ser encontrada na motivação por trás da Social TV e na construção de laços entre fãs de Game of Thrones.

2013 ◽  
Vol 10 (1) ◽  
pp. 24-33 ◽  
Author(s):  
Christopher Buschow ◽  
Beate Schneider ◽  
Lisa Carstensen ◽  
Martin Heuer ◽  
Anika Schoft

Fernsehsender, Start-Ups und Hardware-Hersteller setzen in zunehmendem Umfang auf soziale Interaktion während des Fernsehens – und erhoffen sich mit „Social TV“ einen Weg zur ‚Rettung‘ des linearen Fernsehens und der Erschließung neuer Geschäftsfelder. Auf der Grundlage von 34 leitfadengestützten Experteninterviews mit Marktteilnehmern diskutiert der Beitrag das Marktumfeld von Social TV und seine Perspektiven in Deutschland. Der Fokus liegt auf Nutzerinnen und Nutzern, spezifischen Fernsehformaten sowie auf technologischen Entwicklungen, zukünftigen Geschäftsmodellen sowie den damit verbundenen Chancen und Risiken von Social TV.


2013 ◽  
Vol 10 (4) ◽  
pp. 48-57 ◽  
Author(s):  
Christopher Buschow ◽  
Beate Schneider ◽  
Kira Drabner ◽  
Alena Bauer ◽  
Lisa Carstensen
Keyword(s):  

Social TV ist kein Phänomen, das von kapitalstarken Organisationen in Innovationsprozessen strategisch entwickelt wurde. Es entstand vielmehr in der Alltagspraxis von Nutzern, die neue Möglichkeitsräume in digitalen Medien erschlossen haben. Der Beitrag stellt Ergebnisse einer Befragung dieser Lead User vor und gibt Auskunft über ihre Nutzungsgewohnheiten, ihre technologische Ausstattung, genutzte Plattformen und Genrepräferenzen. Vergleichend werden Ergebnisse einer Untersuchung von Nichtnutzern herangezogen. Auf Basis der empirischen Erkenntnisse können Handlungsoptionen für die Marktteilnehmer, insbesondere für Fernsehunternehmen, abgeleitet werden.


Projections ◽  
2020 ◽  
Vol 14 (1) ◽  
pp. 58-74
Author(s):  
Héctor J. Pérez

AbstractThis article explores the use of the plot twist in screen fictions. This is a largely unexplored area, as interest in this phenomenon has largely focused on the so-called “plot twist movie,” which is an older narrative tradition. In order to explain this aesthetic phenomenon, it draws on the model of surprise originally proposed by the cognitive psychologists Wulf Meyer, Rainer Reisenzein, and Achim Schützwohl. Plot twists are characterized by three distinct but intimately intertwined temporal segments and their corresponding functions, which are explained by this model. The objective of this article is to explore how cognitive-emotional interactions shape the aesthetic viewing experience and to identify how that experience relates to shows’ artistic qualities. Game of Thrones (S01 and S03), Homeland (S01), and Westworld (S01) will be used as test cases. In each of the three plot segments, there are specific processes that distinguish the experience of surprise as an aesthetic phenomenon.


Author(s):  
Stephen McCreery ◽  
Brian C Britt ◽  
Jameson Hayes

Social television (TV) engagement has become more commonplace as viewers seek alternative ways of engaging with TV shows and other viewers. This is especially true with televised professional wrestling; 119,506 tweets were analyzed using social network analysis during the four World Wrestling Entertainment telecasts. Results show that brand-affiliated users primarily interact among one another and not the fans themselves, despite fans reaching out to the brand, resulting in significant social stratification and low interactivity within the community. The findings suggest that when fans think they are able to join and contribute to the brand’s ongoing conversation, those fans might still be highly motivated to communicate with the brand, even if the brand does not reciprocate.


2016 ◽  
Vol 2 (3) ◽  
pp. 205630511666217 ◽  
Author(s):  
Lauren A. Auverset ◽  
Andrew C. Billings
Keyword(s):  

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