000 | 01583cam a2200229 4500500 | ||
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005 | 20250121055803.0 | ||
041 | _afre | ||
042 | _adc | ||
100 | 1 | 0 |
_aPeyron, David _eauthor |
245 | 0 | 0 | _aTransmedia Worlds: An Identity Issue for Geek Culture |
260 | _c2015. | ||
500 | _a2 | ||
520 | _aGeek culture and transmedia storytelling are experiencing an increasing visibility in the mediascape. The former is a subcultural phenomenon that has been in fashion since the early twenty-first century; the latter is a new way of constructing and promoting fiction that takes into account fan involvement and digital media. Both have been described separately, but with the help of the concept of convergence culture and the world as a transversal notion we can see them as two sides of the same coin. It is then possible to find their common roots in the seventies and observe the founding moments that brought about their emergence. With their approach to fiction in terms of worlds, details, and participatory culture, geeks have made transmedia storytelling possible while promoting a new aesthetic and using immersive worlds as a tool to construct their collective identity | ||
690 | _aidentity | ||
690 | _asubculture | ||
690 | _atransmedia | ||
690 | _aworlds | ||
690 | _aGeeks | ||
690 | _afans | ||
786 | 0 | _nLes Enjeux de l’information et de la communication | o 15/2 | 2 | 2015-08-02 | p. 51-61 | 1778-4239 | |
856 | 4 | 1 | _uhttps://shs.cairn.info/journal-les-enjeux-de-l-information-et-de-la-communication-2014-2-page-51?lang=en&redirect-ssocas=7080 |
999 |
_c473550 _d473550 |