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Fandom, Transmedia, and Consumption 2.0

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by

Mel Stanfill

on 18 March 2014

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Transcript of Fandom, Transmedia, and Consumption 2.0

Fandom, Transmedia, and Consumption 2.0
Fandom and Consumption
"Consumption" does not appear in discussions of audiences/fans
Particular inattention to consumption after the Internet due to the increased production capacity of everyday people
Not talking about consumption is kind of overdetermined
Taking Consumption Seriously
• Instead of this horror of consumption, bring its explanatory power to bear on the intersection of fandom and the web
Useful to understand what happens when the media industry provides transmedia experiences

Transmedia
Spreading content across platforms
Not just HOW to consume but WHAT is available
Usually understood as interactive
Consumption 2.0
Transmedia is reactive, not interactive
Respond to the options given
Transmedia is inherently consumptive
But it is Consumption 2.0, a new version
Normalization
A form of intensive engagement where fans get what they desire without challenging industry
Giving, not so fans can’t/won’t take, but so they don’t have to bother
Makes intensive engagement easy in a way that shapes desire and defines fans as consumers.

Industry Interviews
Web Design
Breadth and Depth
Webisodes (Heroes, Battlestar Galactica)
Story world/immersion
Websites for fictional organizations
Trailer for fictional film
Reactivity
Polls/Trivia quizzes
Games
Fantasy sports
Producing Consumers
Teaching consumption
Fans as both reliable and excessive consumers
Setting up consuming industry products as normative way of engaging intensively
Mel Stanfill (@melstanfill)
Institute of Communications Research
University of Illinois, Urbana-Champaign
Thanks!
@melstanfill
@melstanfill
@melstanfill
@melstanfill
@melstanfill
@melstanfill
@melstanfill
@melstanfill
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