Henry Jenkins' theory of fandom essay
Define Jenkins’ theory of 'fandom', How do converging platforms and
distribution methods help “Minecraft” fans become textual poachers?
Henry Jenkins is an influential
theorist, who has a specific influence in Media in the online world, or media
2.0. Ever since the use of the internet started to massively increase as a
participatory, interactive medium where the audience can voice their opinions,
the theorist started to write about how this transformed audiences,
institutions and nature of the product. Henry Jenkins ideally explored a range
of aspects which pinpoint how the audience perceive certain things, the
internet, and how the audience participate with the media overall. In 1992,
Henry Jenkins produced a book which is called ‘Textual poachers: Television
Fans and Participatory Culture’. The book is ideally significant forming part
of his theory as, it is considered as the foundational work on fan culture. Specifically
in the book, Jenkins talks about how media fans ideally construct their own
culture by remixing, ‘poaching’ content from the mass culture which makes the
content unique and tailored to them. For example in a Minecraft game, users
could produce mods and alter the storyline, characters, and settings etc. Jenkins
also mentions fandom in his theory, which is active, engaged consumers of the
media producing poached media content to seal in the gaps in the media world.
This could be achieved through YouTube videos, forums, and blogs designed by
consumers which is called ‘collective intelligence’, as the audience is actively
resolving the solution and posting it through social media so other users could
identity where they went wrong. Fans who are active supporters of the same game
share a degree of social connection with one another and feel that their involvement
matters in the media world. The fact that the audience are actively engaging
through the online world could mirror what Jenkins mentioned about ‘participatory
culture’, this is where the audience are creative participants rather than
passive consumers which then goes against the effect theory. The effects theory
says how the media are powerful, negative forces where the audience are
brainwashed and naive in what the media showcases to the audience.
Cross platform gaming can be a
highly beneficial and utilised well by the audience as, gamers have the accessibility
to become textual poachers and construct their own culture by making
modifications to the game. Cross platforming enables consumers to access one
game from all gaming devices e.g. Xbox, Nintendo, and PlayStation etc. Players
can play one type of game simultaneously with their friends without having to
own a particular gaming device. The ‘better together’ update by Microsoft, has
made cross platform gaming an improved, easier aspect of the gaming world especially
for the wider mass audience who admire the Minecraft game this is because,
gamers can easily enjoy the game and hopefully increase its Minecraft fan base.
With the Minecraft game, fans could ideally be textual poachers and construct
their own game which gives them a sense of ownership. Minecraft fans could do
this by creating mods, changing the storyline, settings, characters, and episodes;
this could then be public to the online world. By the audience doing this, this
could show how the audience are active and shape the flow of media as, they change
the original version of the Minecraft game and adapt to their own individual
style.
To define converging platforms, this is the
coming together of different media platforms such as film, and the internet,
games and the internet, gaming consoles, handheld devices etc. Ideally a
Minecraft film is going to be produced which is specifically inspired by the
game of Minecraft. Microsoft is working in alongside with Warner Bros which is establishing
a brand partnership. Many more brand partnerships will be made in order to
create a Minecraft Lego toy and Minecraft magazine. The audience could be seen
as textual poachers as; they could help the brands by commenting and tweeting
on what they want to anticipate by being a Minecraft fan. The Minecraft fans
can do this by their social media pages. The Minecraft game also had to take
permission from gaming device companies like Xbox, Windows PC, PlayStation, and
Nintendo in order to make their games available on a wider range of gaming platforms.
The role of synergies could be seen as a great approach in saving the production cost
of the game as, fewer master copies of the video game are actually required and
these can then be ported across a number of convergent platforms e.g. Windows,
Xbox, Android, and smart phones etc.
Media 2.0 which forms part of
Henry Jenkins theory could also display the Minecraft fan as textual poachers as;
media 2.0 became a platform which is commonly identified as the internet. The internet is seen as a powerful tool to empower
the fans and break down the traditional restrictions they might face e.g. race
and social class. Therefore media 2.0 is significant to fandom as, they can
interact with other Minecraft fans on a wider scale and be seen as active participants
of the media. Minecraft fans can do this
by creating their own fan pages on Facebook, Instagram, and Twitter so other Minecraft
fans are able to see it and bond over the same interest. Youtubers could also
do this through live streaming or simply creating videos which shows their
experience on how they play the Minecraft game.
Media 2.0 could be seen as an important part of Jenkins study on the
audience as, the audience could be seen to have an active voice in the media by
producing contents which other users could see.
A well written essay in which you understand the theory, show knowledge of the gaming industry, and structure your response appropriately. Add a conclusion. You need to clarify your use of the word "synergy" as you seem to think it simply means x-platform whereas it is about selling and promoting.
ReplyDeleteHowever this is good work. A-