3. The Superstructures of Star Wars and Harry Potter

Keyword(s):  
Author(s):  
Ahmet Oktan

This chapter focuses on the types of transformations that transmedia applications cause on the narrative structure of motion pictures and television series. Since different methods are used to construct the story as a transmedia narrative in different films or series, as many works as possible are included in the study to make more accurate determinations. In this context, examples of Star Trek, The Godfather, The Matrix, Star Wars, Harry Potter, The Hunger Games, Shrek, Madagascar, Lost, Game of Thrones, Medcezir, and Vatanım Sensin have been examined in terms of their narrative structure. In these works, the condition of the parts constituting the story universe compared to the main narrative, the elements that enable the construction of new narratives related to the main narrative in different media, fictionalization of the elements such as story lines, characters, spaces, atmosphere, and sound, the methods that are used for the transition among stories, etc. have been examined.


Author(s):  
Michael Jindra

This chapter examines the fandom that has grown up around the Star Trek movies and television series, arguing that the entertainment industry also creates meanings that begin to function in religious ways for consumers of popular culture. Popular culture has become an independent producer of mythical narratives, a reflection of cultural themes and a producer of new ones. Though often using indirect religious themes and imagery (as in Star Wars or Harry Potter), the narratives and messages have been formally cut off from the religious traditions that have dominated Western culture over the centuries. In other words, parts of popular culture have taken their place alongside the mainstream religious traditions, ideologies, and narratives that have guided people's lives.


2020 ◽  
Vol 7 (1) ◽  
pp. 29-50
Author(s):  
Dina Smith ◽  
Casey Stannar ◽  
Jenna Tedrick Kuttruff

Abstract Some American science fiction and fantasy (SF&F) female fans participate in Cosplay or costume play, the global practice of dressing in costume and performing fictional characters from popular culture. Cosplay is typically only socially sanctioned at conventions and other fan events, leaving fans searching for new ways to express their fandom in everyday life. Closet cosplay is one solution in which everyday clothing and accessories can be worn to express fandom. The motivations for wearing everyday fan fashion have been only briefly mentioned by other authors or studied within limited social contexts. Therefore, the purpose of this research was to explore SF&F female fans' participation in closet cosplay as it is worn in everyday contexts. An exploratory qualitative study was conducted using a social interactionist perspective, and Sarah Thornton's concept of subcultural capital and Pierre Bourdieu's theory of cultural capital. Semi-structured, online interviews were conducted with sixteen participants who wore closet cosplay related to SF&F films and/or television series, which included Star Wars, Marvel Comics, DC Comics, Disney films, Harry Potter and anime fandoms like Sailor Moon (1995‐2000). The interview data were analysed using NVivo qualitative analysis software and the constant comparison method. Two themes emerged from the data: the definition of closet cosplay and motivations for wearing closet cosplay. Through examining these themes, it was evident that female SF&F fans used closet cosplay to express a salient fan identity, which enabled them to simultaneously gain subcultural capital and feminized cultural capital.


Arts ◽  
2021 ◽  
Vol 10 (3) ◽  
pp. 46
Author(s):  
Christian Thomas

Ryan Kaufman—whose rich body of work often centers on video games adapted from movies or TV shows—has had a profound impact on video game designers, writers, and players alike [...]


2021 ◽  
pp. 1-52
Author(s):  
Edgar Dubourg ◽  
Nicolas Baumard

Abstract Imaginary worlds are extremely successful. The most popular fictions produced in the last decades contain such a fictional world. They can be found in all fictional media, from novels (e.g., Lord of The Ring, Harry Potter) to films (e.g., Star Wars, Avatar), video games (e.g., The Legend of Zelda, Final Fantasy), graphic novels (e.g., One piece, Naruto) and TV series (e.g., Star Trek, Game of Thrones), and they date as far back as ancient literature (e.g., the Cyclops Islands in The Odyssey, 850 BCE). Why such a success? Why so much attention devoted to nonexistent worlds? In this article, we propose that imaginary worlds co-opt our preferences for exploration, which have evolved in humans and non-human animals alike, to propel individuals toward new environments and new sources of reward. Humans would find imaginary worlds very attractive for the very same reasons, and under the same circumstances, as they are lured by unfamiliar environments in real life. After reviewing research on exploratory preferences in behavioral ecology, environmental aesthetics, neuroscience, and evolutionary and developmental psychology, we focus on the sources of their variability across time and space, which we argue can account for the variability of the cultural preference for imaginary worlds. This hypothesis can therefore explain the way imaginary worlds evolved culturally, their shape and content, their recent striking success, and their distribution across time and populations.


Sign in / Sign up

Export Citation Format

Share Document