scholarly journals Fans Make Art: Authoring and Creativity in the Production of Fanvideos

2019 ◽  
Vol 24 (4) ◽  
pp. 22
Author(s):  
André Luiz Maranhão De Souza-Leão ◽  
Bruno Melo Moura ◽  
Italo Rogerio Correia de Santana ◽  
Walber Kaíc da Silva Nunes ◽  
Vitor De Moura Rosa Henrique

The research aims to analyze how Brazilian produce fanvideos based on successful pop culture franchises. For such, assumes that fans are prosumers of pop culture in a context of participatory culture and that fanvideos are user-generated content propitiated by Web 2.0 technologies. A total of 257 fanvideos posted between April 2006 and February 2018 were analyzed through Interpretive Content Analysis. Five types of fanmade productions were identified: fandub, fanart, fan animation, fan music and fanfiction. Such production demonstrates that fanvideos reveal the fans' desire to make art, what occurs both as a way for the fans relate to the franchises they admire, as well as to express themselves based on them. By doing this, they wide the scope and the narrative possibilities of the franchises through intra- and inter-textualities in relation to the universe of pop culture and their own daily experiences. The research presents an original approach to user-generated content in association to fan production and the notion of prosumption. As limitation, the study is delimited to the Brazilian production of fanvideos. Future similar research could be carried out in other countries, as well as regarding other fan productions.

2021 ◽  
Author(s):  
Tobba T Sudmann ◽  

The first part of the title paraphrases Web 2.0, which refers to websites that emphasize user-generated content, ease of use, participatory culture, and interoperability for end users. The eight physio sci-fi stories can be appreciated as fragments of Physiotherapy 2.0, where users are understood to be physiotherapists, co-workers, patients, citizens, or other stakeholders, who take initiative and responsibility for launching physiotherapy 2.0.


2009 ◽  
Vol 1 ◽  
pp. 94-121 ◽  
Author(s):  
Minako O'Hagan

Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to participatory culture manifest in user-generated content in the field of translation and localisation. The article describes the evolution from unsolicited fan translation to solicited community translation now called crowdsourcing and considers them in the framework of user-generated translation (UGT). The article provides interdisciplinary perspectives, drawing on insights from media and game studies to address UGT which could profoundly impact the profession of translation and localisation as new technological environments unleash the technical competence, genre-knowledge and unparalleled devotion of the otherwise untrained Internet crowd as translators.


2013 ◽  
Vol 4 (2) ◽  
pp. 16-26 ◽  
Author(s):  
John Wang ◽  
Qiannong Gu ◽  
Gang Wang

Sentiment mining research has experienced an explosive growth in awareness and demand as Web 2.0 technologies have paved the way for a surge of social media platforms that have significantly and rapidly increased the availability of user generated opinioned text. The power of opinions has long been known and is beginning to be tapped to a fuller potential through sentiment mining research. Social media sites have become a paradise for sentiment providing endless streams of opinioned text encompassing an infinite array of topics. With the potential to predict outcomes with a relative degree of accuracy, sentiment mining has become a hot topic not only to researchers, but to corporations as well. As the social media user base continues to expand and as researchers compete to fulfill the demand for sentiment analytic tools to sift through the endless stream of user generated content, the growth of sentiment mining of social media will continue well into the future with an emphasis on improved reliability, accuracy, and automation.


Author(s):  
Mattia Santoro ◽  
Paolo Mazzetti ◽  
Stefano Nativi ◽  
Cristiano Fugazza ◽  
Carlos Granell ◽  
...  

Different strategies can be adopted in order to enable new ways of searching geospatial resources, leveraging the Semantic Web and Web 2.0 technologies. The authors propose a Discovery Augmentation Methodology which is essentially driven by the idea of enriching the searchable information that is associated with geospatial resources. They describe and discuss three different high-level approaches for discovery augmentation: Provider-based, User-based, and Third-party based. From the analysis of these approaches, the authors suggest that, due to their flexibility and extensibility, the user-based and the third-party based approaches result more appropriate for heterogeneous and changing environments such as the SDI one. For the user-based approach, they describe a conceptual architecture and the main components centered on the integration of user-generated content in SDIs. For the third-party approach, the authors describe an architecture enabling semantics-based searches in SDIs.


2020 ◽  
Vol 27 (4) ◽  
pp. 335-352
Author(s):  
André Luiz Maranhão de Souza-Leão ◽  
Bruno Melo Moura ◽  
Walber Kaíc da Silva Nunes ◽  
Vitor de Moura Rosa Henrique ◽  
Italo Rogerio Correia de Santana

PurposeFans are proactive consumers of pop culture products, who can be seen as prosumers. Fanvideo production is one of their most widespread practices in the participatory culture scenario. Thus, the aim of the present study is to analyze how ludic prosumption is featured on plays performed in Brazilian fanvideos based on successful pop culture franchises.Design/methodology/approachResearch based on the interpretive content analysis of fanvideos of plays produced by Brazilian fans based on five emblematic pop culture franchises and published on YouTube.FindingsResults have shown six play types in the analyzed fanvideos – i.e. child's play, performing powers, cosplay, play in social rites, teaching to play and “zuêra” –, which revealed a way of having fun in different situations through different practices based on ludic consumption experiences in different spheres of social life.Originality/valueCCT-based studies focused on investigating plays as ludic consumption phenomenon, as well as fan culture, remain at early research stage. Thus, the main contribution of the present study lies on associating such concepts based on the concept of prosumption.


2013 ◽  
pp. 305-335
Author(s):  
Mattia Santoro ◽  
Paolo Mazzetti ◽  
Stefano Nativi ◽  
Cristiano Fugazza ◽  
Carlos Granell ◽  
...  

Different strategies can be adopted in order to enable new ways of searching geospatial resources, leveraging the Semantic Web and Web 2.0 technologies. The authors propose a Discovery Augmentation Methodology which is essentially driven by the idea of enriching the searchable information that is associated with geospatial resources. They describe and discuss three different high-level approaches for discovery augmentation: Provider-based, User-based, and Third-party based. From the analysis of these approaches, the authors suggest that, due to their flexibility and extensibility, the user-based and the third-party based approaches result more appropriate for heterogeneous and changing environments such as the SDI one. For the user-based approach, they describe a conceptual architecture and the main components centered on the integration of user-generated content in SDIs. For the third-party approach, the authors describe an architecture enabling semantics-based searches in SDIs.


Author(s):  
Augusta Rohrbach

This chapter looks to the future of teaching realism with Web 2.0 technologies. After discussing the ways in which technologies of data modeling can reveal patterns for interpretation, the chapter examines how these technologies can update the social-reform agenda of realism as exemplified by William Dean Howells’s attempted intervention into the Haymarket Riot in 1886. The advent of Web 2.0 techologies offers students a way to harness the genre’s sense of social purpose to knowledge-sharing mechanisms to create a vehicle for political consciousness-raising in real time. The result is “Realism 2.0,” a realism that enables readers to engage in their world, which is less text-centric than it was for previous writers.


Author(s):  
Bárbara Castillo-Abdul ◽  
Daniela Jaramillo-Dent ◽  
Luis M. Romero-Rodríguez

The current media environment is complex and has important effects on all aspects of life, including beauty and health. In this sense, YouTube has become one of the main contexts for the dissemination of tutorials and content related to medical procedures such as the application of Botox. Thus, the present study constitutes the first exploratory analysis of YouTube videos in Spanish related to this procedure. A preliminary analysis of 221 YouTube videos yielded a final sample of the 50 most viewed videos within this genre. The analysis was carried out through a quantitative content analysis assessing the popularity of the videos, contact and emotive strategies by the creator, the credibility conveyed, and the characteristics of information about the procedure itself. Results suggest that these influencers align with mainstream Internet celebrity culture in practices that aim at increasing their following and views, as well as calls for subscriptions and visits to other platforms and profiles. Moreover, they include different strategies to establish their credibility but emphasize personal experience. The positive portrayal of the procedure, including positive emotions and content that highlights the benefits, is interesting and supports the commercial nature of much of the content.


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