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Fandom as a remixing culture

 

“Fandom, after all, is born of a balance between fascination and frustration: if media content didn't fascinate us, there would be no desire to engage with it; but if it didn't frustrate us on some level, there would be no drive to rewrite or remake it.” ― Henry Jenkins, Convergence Culture: Where Old and New Media Collide

 

 

 

 

 

 

 

    Kimberly  Leerkes   10586954  

2022  EA  380A  Haarlem   kimberlyleerkes@gmail.com   0610236496  

 

Master  Thesis  New  Media  Studies  2015-­‐2016   University  of  Amsterdam,  Faculty  of  Humanities    

Thesis  supervisor:  Dr.  N.  A.  J.  M.  (Niels)  van  Doorn     Second  reader:  dr.  J.A.A.  (Jan)  Simons  

 

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Index  

 

Fandom as a remixing culture   1

 

Index   2

 

Introduction   3

 

Methodology   7

 

Case  study   8

 

Autoethnography   9

 

Interviews   10

 

Interviewees   12

 

Episode  I  –  Defining  fandom   15

 

Fans  and  fandom   15

 

Remixing  the  canon   18

 

Episode  II  –  Start  of  an  Empire   21

 

Fanzines  and  APA’s   21

 

Organized  fandom   24

 

The  epic  story  of  Star  Wars   25

 

Episode  III  –  The  Fans  Awaken   29

 

Fans  and  the  Web  1.0   29

 

Digital  fan  labor   32

 

A  rebellion  brew   37

 

Episode  IV  –  The  Empire  Strikes  Back   43

 

The  emergence  of  platforms   44

 

The  Disney  reign   49

 

Conclusion   56

 

Further  research   57

 

Bibliography   58

 

  61

 

Appendix   63

 

Interview  questions   63

 

Interview  findings   65

 

 

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Introduction  

 

A   long   time   ago   in   a   galaxy   far,   far   away…   Or   maybe   November   2014,   the   first   sound   after   a   silence   of   nine   years   is   the   voice   of   the   legendary   hero   Luke   Skywalker,   actor   Mark   Hamill,   saying   the   memorable   words:   “The   force   is   strong   in   my   family.”   Familiar   sounds   of   starships   passing,  lightsabers  clashing  and  stormtroopers  shooting  are  like  music  to  the  ears.  The  trailer   of  Star  Wars  Episode  VII:  The  Force  Awakens  does  not  reveal  the  plot  of  the  movie,  but  reassures   fans  that  it  is  everything  they  have  hoped  for.  The  trailer  was  viewed  over  112  million  times  in   just  24  hours  (Marshal  2016).  Days  after  the  release,  The  Force  Awakens  was  still  a  social  buzz   with  fans  proudly  tweeting  and  posting  that  they  have  seen  the  trailer  more  than  13  times.  The   satisfaction  of  the  fans  was  proudly  shared  by  posting  parodies,  reaction  videos,  cover  arts  and   already  fan  fiction  narratives  on  the  Web.  The  fans  were  heating  up  ‘society’  for  the  upcoming   movie  and  it  proved  to  be  the  most  successful  Star  Wars  to  date,  it  was  even  the  highest  grossed   movie   in   North   America   (Hodak   2016).   It   is   striking   that   Star   Wars,   with   its   most   successful   movies  released  in  the  1970s/1980s  and  its  disappointing  trilogy  in  the  late  1990s,  was  still  this   popular  in  2014.  I  am  convinced  that  this  everlasting  popularity  is  due  to  the  rich  fan  community   Star  Wars  has  and  the  products  they  produce.    

 

Fans  have  always  had  a  close  relation  with  new  technology.  Media  professor  Henry  Jenkins  even   states:  “Fans  have  always  been  early  adaptors,”  (Jenkins  2006b  140-­‐141).  I  consider  fan  culture   a  media  culture;  new  technologies  have  shaped  fan  culture  to  an  extent  that  fan  culture  cannot   be   seen   without   media   developments.   Therefore,   the   development   of   fan   culture   is   constantly   connected   to   the   progression   of   new   technology.   Fans   on   their   part   have   influenced   contemporary   society,   with   their   key   characteristic   of   remixing   source   material,   according   to   Professor  Lawrence  Lessig  a  characteristic  of  the  new  generation  (Lessig  2007).  Nowadays  we   can  see  several  versions  of  remixed  content,  ranging  from  parody  videos  on  YouTube  to  meme   culture1  imbedded  in  almost  every  website.  These  activities  are  no  longer  attributed  to  only  fans,   but  have  a  pre-­‐digital  origin  that  has  encountered  complex  struggles  regarding  copyright  laws.          This   thesis   will   discuss   the   rise   of   contemporary   fan   culture   that   has   not   been   without   difficulties.    The  focus  will  be  on  fan-­‐produced  products,  the  items  that  fuel  the  fan  community   but   also   cause   conflict   with   the   media   industry.   Though   official   owners   want   a   harmonious   relation  with  their  fans,  they  cannot  suppress  the  need  to  remix  content.  This  tension  between   owners  and  fans  will  guide  the  developments  in  fan  cultures  and  new  media.    

                                                                                                               

1

 

An  Internet  meme  is  a  concept  or  idea  that  spreads  "virally"  from  one  person  to  another  via  the  Internet.  An  Internet   meme  could  be  anything  from  an  image  to  an  email  or  video  file;  however,  the  most  common  meme  is  an  image  of  a  person  or   animal  with  a  funny  or  witty  caption.

 

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     Fan   culture   and   media   expert   Henry   Jenkins   describes   a   culture   that   encourages   the   production   of   new   material.   It   resembles   the   nature   fan   culture,   where   the   community   helps   each  other  to  produce  more  qualitative  new  content.  The  voice  of  the  masses  is  stronger  than   those   of   the   individual,   even   if   that   individual   is   the   official   maker   of   the   content   presented   (Jenkins   2006b   135-­‐137).     The   notion   of   ownership   is   put   to   question.   Fans   are   extremely   critical  and  many  filmmakers,  authors  and  game  developers  have  tasted  the  fierce  critique  fired   at   them.   The   power   relation   between   fans   and   the   media   industry   is   one   of   the   major   themes   that  guide  this  thesis.  It  shows  the  increasing  power  of  fans  and  how  the  media  industry  tries  to   deal  with  it.  The  focus  is  on  the  Star  Wars  fandom,  a  fandom  that  from  its  beginning  in  1977  has   been   in   a   constant   struggle   between   fans   and   creative   owner   George   Lucas.   In   the   beginning   Lucas   was   appreciative   of   his   fans,   but   soon   he   saw   that   fans   crossed   the   boundaries   of   his   approval.  Like  his  fans,  Lucas  was  an  early  adaptor  of  new  technologies  and  therefore  the  Star   Wars  fandom  was  the  first  to  encounter  problematic  situations.  Lucas  tried  to  collaborate  with   his   fans,   but   his   efforts   backlashed   when   fans   discovered   they   had   creative   differences   with   Lucas.   The   relation   between   companies   and   their   fans   is   a   delicate   issue,   because   fans   love   to   engage   and   create   new   content   but   to   do   this   they   use   original   source   material   that   is   the   intellectual  property  of  someone  else.    

     

My   research   will   contribute   to   new   media   studies   and   fan   studies   by   directly   connecting   the   fields   of   research   with   each   other.   Fans   and   media   are   inseparable   and   should   be   treated   as   such.  This  thesis  will  show  how  the  production  of  fan  products  has  changed  over  the  years  and   what   effects   these   changes   have   caused.   The   focus   is   on   the   fan-­‐generated   products.   Products   that   are   always   connected   with   new   media   technologies.   Fans   use   media   to   create,   share   and   communicate   with   each   other.   New   media   has   changed   the   way   fan   products   are   created   and   shared.  New  technology  implies  new  ways  use  and  will  lead  to  new  behavior.  How  much  has  fan   culture  changed  with  the  emerging  of  digital  technology?  I  will  follow  the  history  of  fan  cultures   and  show  how  closely  connected  fan  cultures  are  with  media  and  why  this  concerns  the  media   industry.   How   has   the   media   industry   approached   the   changing   behavior   of   fan   cultures   and   how  have  fans  reacted  to  this  interference?    

 

Research  question    

How   has   digital   technology   shaped   fan   culture   and   what   are   the   effects   of   fan   generated   products  in  relation  to  the  media  industries?    

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Thesis  overview  

The   chapters   are   portrayed   as   ‘episodes’,   a   referral   to   the   way   each   Star   Wars   movie   is   titled.   The  headline  of  some  episodes  refer  to  a  movie  quote  or  title  that  corresponds  with  the  content   provided  in  the  chapter.  The  structure  of  the  thesis  follows  a  chronological  order,  where  I  will   start   with   the   emergence   of   organized   fan   culture   and   will   follow   the   development   of   new   technologies.  Star  Wars  is  therefore  very  appropriate  because  the  release  of  each  trilogy  takes   place  in  the  different  time  periods  discussed:  pre-­‐digital,  early  Web  (1.0)  and  the  present  Web   (2.0).   I   will   discuss   how   new   technology   has   influenced   fan   cultures   and   how   the   relation   between  fans  and  the  original  creator  changes  over  the  years.    

 

Methodology   –   The   methodology   is   a   theoretical   analysis   of   the   different   methods   and   approaches  used  during  this  research.  It  will  account  for  the  decision  to  use  certain  methods  and   how  these  methods  are  executed  and  designed.    

 

Episode  I:  Defining  Fandom  –  This  chapter  aims  to  explain  the  essence  of  fan  culture  and  the   close  relation  fans  have  with  media.  Key  terms  and  activities  are  introduced,  such  as  the  act  of   remixing   original   source   works.   This   is   an   activity   that   shows   the   nature   of   fan   culture   and   suggests  the  conflict  fans  tend  to  have  with  the  original  authors.  The  aim  for  this  chapter  is  to   provide  a  short  introduction  to  fandom.      

 

Episode   II:   Start   of   an   Empire   –   I   will   discuss   the   emergence   of   fan   culture   of   the   1900s   by   connecting  technological  developments  with  fan  activities.  It  will  show  the  fandom  as  a  network   that  became  more  present  as  media  progressed.  This  will  not  only  show  what  role  media  plays   in  fan  cultures,  but  also  how  the  media  industry  initially  treaded  fan  engagement.    

 

Episode  III:  The  Fans  Awaken  –  This  chapter  focuses  on  the  transition  of  fan  cultures  to  the   early   days   of   the   Web.   The   time   period   discussed   is   the   1990s   until   roughly   the   2000s.   Lucas   already  struggled  to  control  fan  activities  and  tried  to  use  fans  for  his  company.  The  concept  of   free   labor   in   relation   to   fans   is   discussed.   Fan   products   are   not   just   valuable   in   the   fan   community.   George   Lucas   always   had   an   interesting   relationship   with   his   fans.   He   started   out   loving   the   attention   of   fans,   but   at   a   turn   point   he   aggressively   protected   his   intellectual   property.  Over  time,  the  Star  Wars  fandom  has  grown  to  enormous  proportion  and  all  the  fans   have   a   certain   view   of   what   Star   Wars   is   about.   When   their   idea   of   Star   Wars   does   not   match   with   how   Lucas   envisions   it,   conflict   emerges.   Several   media   developments   have   fueled   this   conflict   and   they   show   that   fans   cannot   be   controlled.   In   the   participatory   culture   the   group   decided  the  rules.    

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Episode   IV:   The   Empire   Strikes   Back–   The   final   chapter   will   describe   contemporary   fan   culture.   After   10   years   of   silence,   Lucasfilm   releases   its   newest   Star   Wars   movie.   The   media   environment   has   significantly   changed,   as   has   the   behavior   of   fans.   Lucas   has   denounced   all   rights  to  Disney,  resulting  in  superfan  Abrams  directing  the  franchise  he  loves.  In  this  chapter  I   will  look  back  on  the  relationship  of  fans  and  the  media  industry  and  how  companies  have  tried   to  control  fan  engagement.  Lucas  has  not  succeeded  in  creating  a  harmonious  fan  relation,  but   new  owner  Disney  has  a  different  approach.      

 

 

 

 

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Methodology  

 

This   chapter   will   focus   on   the   different   research   methods   used   in   this   study.   The   aim   of   this   research  is  to  provide  new  insights  and  knowledge  to  contribute  to  existing  research  on  media   and   fan   studies.   Through   research   we   gain   a   deeper   understanding   of   contemporary   events   (Creswell   2002   4).   The   research   question   ‘How   has   digital   technology   shaped   fan   culture   and   what   are   the   effects   of   fan   generated   products   in   relation   to   the   media   industries?’   requires   a   qualitative   research   approach.   Creswell   explains   that   a   qualitative   research   approach   is   best   suited  to  address  a  research  problem  in  which  the  variables  are  not  yet  known  and  exploring  is   essential  (Creswell  2002  17).  The  answer  of  the  research  question  cannot  narrowly  be  measured   in   numbers.   It   is   the   exploration   of   a   phenomenon   that   will   provide   a   suitable   answer   and   getting  to  know  a  culture  and  its  artifacts  will  be  key  to  this  research.  It  is  therefore  necessary  to   choose  for  a  qualitative  approach,  where  a  phenomenon  is  explored  by  looking  at  events  and  the   reaction  of  people  to  these  events.  

     Though  in  a  qualitative  approach  literature  often  plays  a  minor  role  (Creswell  2002  17)  I  have   frequently  used  literature  to  guide  the  argument.  The  research  question  requires  two  different   understandings:  an  exploration  of  technological  developments  from  the  1900s  until  present  day   and   an   understanding   of   the   nature   of   fan   cultures.   These   two   main   questions   must   be   connected  to  answer  the  first  part  of  the  research  question.  The  technological  developments  and   their  impact  on  the  culture  are  analyzed  by  literature.  But  connecting  it  to  fan  activities  requires   an   understanding   of   what   fan   culture   is   all   about.   Getting   to   know   a   culture   requires   contact   with   participants   of   the   culture.   I   have   systematically   analyzed   my   personal   experiences   (autoethnographic   research)   in   order   to   obtain   thick   descriptions.   Thick   descriptions   consist,   opposed   to   thin   descriptions,   of   more   detail,   conceptual   structures   and   meanings   and   interpretation  (Geertz  1994  213-­‐220).  As  an  active  participant  in  fandom  I  have  a  clear  idea  of   the  essence  of  fan  culture.  Something  that  may  not  reflect  in  literature.  In  combination  with  my   autoethnographic   approach   I   have   interviewed   other   fans   and   connected   their   answers   to   my   personal  experience  and  the  literature  presented.    

   The  interview  results  and  my  personal  experience  however  did  not  contain  data  that  provided   an  historical  overview  of  the  developments  of  technology.  Many  interviewees  did  not  experience   the  shift  from  analog  media  to  digital  media  and  therefore  could  not  comment  on  this.  For  this   reason  I  have  used  mostly  literature  to  structure  the  storyline  that  chronologically  follows  the   developments   of   new   media   technology.   New   technology   is   then   linked   to   fan   activities   to   interpret  its  influence  and  effects.  I  have  used  the  Star  Wars  case  study  as  an  example  to  more   closely   examine   how   a   fandom   could   change.   Not   every   fandom   goes   through   the   same  

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developments,  but  Star  Wars  has  had  a  significant  role  in  the  history  of  Western  science  fiction   fandom  and  has  experienced  the  three  time  periods  I  have  chosen  to  discuss  in  this  thesis.  The   timeline  of  new  technological  developments  linked  with  the  Star  Wars  fandom  therefore  guides   the  storyline  of  this  thesis.  It  is  complemented  with  the  thick  descriptions  of  the  interviews  and   autoethnographic  research  to  enrich  the  insights  obtained  from  literature.    

 

Case  study    

In  general,  case  studies  are  an  empirical  inquiry  that  investigates  a  contemporary  phenomenon   within   its   real-­‐life   context;   when   the   boundaries   between   phenomenon   and   context   are   not   clearly  evident;  and  in  which  multiple  sources  of  evidence  are  used  (Yin  1984  23).    Eisenhardt   and  Graebner  describe  case  studies  as  “a  research  strategy,  which  focuses  on  understanding  the   dynamics   present   within   single   settings,”   (Eisenhardt   &   Graebner   2007   534).     My   research   strategy  involves  taking  on  a  case  study:  the  Star  Wars  fandom2.  Case  studies  are  rich  empirical   descriptions   of   particular   instances   of   a   phenomenon   that   are   typically   based   on   a   variety   of   data  sources  (Yin  1994;  Eisenhardt  &  Graebner  2007  25).  This  approach  has  been  followed  by   analyzing  how  technology  has  shaped  fan  behavior  before  and  after  the  influence  of  the  Web  2.0.   This   is   done   by   doing   theoretical   research   where   I   historicize   certain   fan   related   events   and   connect  them  to  technological  developments.  For  pre-­‐digital  developments,  I  used  pre-­‐existing   theories  created  by  other  researchers  such  as  Henry  Jenkins,  Karen  Hellekson,  Mark  Duffet,  Matt   Hills   and   Fransesca   Coppa,   who   have   all   partially   historicized   fan   culture   but   show   different   perspectives  from  different  movements.  I  will  connect  their  findings  with  the  emergence  of  new   technologies  and  the  events  of  the  Star  Wars  fandom.  Contemporary  fan  culture  will  be  analyzed   by  not  only  theoretical  research,  but  also  empirical  research  (interviews,  autoethnography)  that   will  have  a  leading  role  in  especially  the  final  chapter  of  this  thesis.      

         Star  Wars  has  a  rich  cultural  history  that  illustrates  the  struggle  with  original  authors  prior  to   present  fan  culture.  The  role  of  this  case  study  will  not  be  captured  if  historical  events  are  not   mentioned.  Star  Wars  is  one  of  the  key  fandoms  in  the  science  fiction/fantasy  scene.  It  could  be   argued  that  one  the  reason  for  fan  cultures  to  become  popular  in  the  1970s  is  the  release  of  the   first   science   fiction   blockbuster   movie:   Star   Wars.   Even   today,   Star   Wars   is   one   of   the   biggest   fandoms  in  the  world  with  a  large  variety  of  fan  activities  and  creative  products.    

     The  reason  I  chose  Star  Wars  as  a  case  study  is  its  unique  relationship  with  the  original  author.   The   story   of   fan   culture   can   be   illustrated   through   this   specific   fandom,   for   Star   Wars   started   during   the   time   when   fan   culture   was   at   its   beginning.   Many   Star   Wars   related   events   have   influenced  the  relationship  between  fans  and  the  original  makers  of  the  franchise.  George  Lucas,  

                                                                                                               

2  Fandom  is  a  term  used  to  refer  to  a  subculture  composed  of  fans  characterized  by  a  feeling  of  empathy  and  camaraderie  with  

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creator  of  Star  Wars,  from  the  beginning  had  a  fickle  relationship  with  his  fans.  He  used  them  to   promote  his  franchise,  but  tried  to  control  them  to  eventually  find  out  fans  cannot  be  controlled,   and  eventually  he  denied  their  existence  (Jenkins  2006b  138).  Fans  of  Star  Wars,  on  their  end,   have   loudly   critiques   creative   decisions   George   Lucas   has   made   and   used   fan   products   to   aggressively   critique   the   source   material.   But   even   after   disappointing   events,   the   number   of   Star  Wars  fans  did  not  decrease.  The  latest  movie  resulting  in  a  creative  fan  engagement  revival   regarding   Star   Wars   and   participates   in   the   newest   genres   of   fan   engagement.   However,   what   makes  Star  Wars  most  interesting  is  that  their  fandom  has  had  struggle  when  forming.  Unlike   popular  fandom  like  The  Hunger  Games,  Lord  of  the  Rings  or  Game  of  Thrones,  in  which  fans  were   welcomed   by   the   original   authors   and   encountered   less   struggle.   Star   Wars   has   encountered   several   counteracts   by   Lucas,   but   nevertheless   evolved   into   a   fandom   with   diverse   fan   engagement  that  have  influenced  the  creative  industries,  the  media  industries,  popular  culture   and  fan  culture  behavior  with  the  use  of  new  (digital)  technologies.    

 

Autoethnography  

Autoethnography   is   a   research   approach   that   seeks   to   describe   and   systematically   analyze   personal   experience   in   order   to   understand   cultural   experience.   It   is   a   form   of   qualitative   research   in   which   the   author   uses   self-­‐reflection   and   writing   to   explore   personal   experiences   and   connect   this   autobiographical   story   to   wider   cultural,   political   and   social   meanings   (Ellis,   Adam  &  Brochner  2011  273).  It  is  an  approach  that  leads  to  thick  descriptions.  The  purpose  of   this  description  is  to  help  facilitate  understanding  of  a  culture  for  insiders  and  outsiders,  and  is   created   by   (inductively)   discerning   patterns   of   cultural   experience—repeated   feelings,   stories,   and   happenings—as   evidenced   by   interviews   and/or   artefacts  (Jorgenson   2002   350-­‐380).   Autoethnographers   must   consider   ways   in   which   others   may   experience   similar   experiences.   They   must   use   personal   experience   to   illustrate   facets   of   cultural   experience   and   make   characteristics   of   a   culture   familiar   for   insiders   and   outsiders.   Autoethnography   implies   connection:  the  stories  we  write  connect  the  self  to  the  cultural.  The  way  we  research  and  write   these  stories  blends  social  science  methods  with  the  aesthetic  sensibilities  of  the  humanities.              I   consider   myself   a   fan   and   have   been   a   participant   in   the   several   fandom   as   long   as   I   can   remember.  Looking  back  at  my  childhood,  I  started  creating  fan  art  of  my  favorite  characters  of   The  Powerpuff  Girls  and  Dexter  Laboratory  in  juxtaposed  sequences,  creating  comic  books.  This   later   evolved   in   crossovers3   and   new   narratives   between   several   cartoon   series,   mostly   of   the   Cartoon  Network  channel.  Of  course  as  a  child  I  did  not  consider  these  practices  fan  activities  and   I  did  not  yet  actively  participated  in  a  networked  fandom.  But  looking  back  at  those  activities  I   do   see   my   acts   as   a   way   to   engage   with   source   material,   one   of   the   key   characteristics   of   ‘fan  

                                                                                                               

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behavior.’  During  my  teenage  years  (2000/2010)  I  was  an  active  fan  fiction  writer  and  fan  artist,   mostly  in  the  anime4  and  manga5  scene.  I  have  become  more  enthusiastic  about  several  Western   science   fiction   franchises,   due   to   encountering   fans   and   interesting   fan   products   (fan   fiction   mostly).  Although  I  do  not  engage  in  fan  fiction/art  anymore,  I  am  an  active  member  on  social   media,   forums   and   do   my   deal   of   theory   crafting6   on   Reddit.   Because   years   of   personal   experience  in  fan  culture,  I  understand  what  it  means  to  be  a  fan  and  how  fans  often  think  about   their   works   in   relation   to   non-­‐fan   productions.   My   personal   experiences   can   provide   richer   (thicker)   descriptions,   because   I   can   oversee   the   full   context   of   my   actions   after   self-­‐reflexion   and  match  these  with  the  literature.  This  however,  has  not  been  an  easy  process.  “Because  many   autoethnographical  studies  relate  to  painful  experiences,  the  researcher  may  encounter  difficult   moments  during  the  course  of  the  research  and  writing,”  (Raab  2013  14).  To  relate  to  my  past   identity  and  understand  how  it  translates  into  my  present  identity  is  a  difficult  process.  But  it  is   worth   the   effort   in   order   to   reap   the   wards   or   reflexivity   and   introspection.   This   process   required  honesty  and  understanding.    

     To  balance  my  understanding  of  fan  culture,  it  is  necessary  to  contact  other  fan  members  and   compare  our  experiences  in  order  to  capture  the  nature  of  fan  culture,  the  motives  of  producing   fan   products   and   their   view   on   ownership.   To   accurately   illustrate   what   it   means   to   be   an   engaging   fan   in   contemporary   times   it   is   mandatory   to   get   in   touch   with   fans   that   currently   creatively  participate  in  fan  communities.    

 

Interviews  

In-­‐dept   interviews   are   often   described   as   a   form   of   conversation   (Ritchie   2013   138).   An   interview   is   a   form   of   survey   on   which   the   researcher   records   answers   supplied   by   the   participant   in   the   study.   The   researcher   asks   a   question   from   an   interview   guide,   listens   for   answers  or  observes  behavior,  and  records  responses  on  the  survey  (Creswell  2002  382).  These   interviews  were  conducted  to  obtain  information  about  fan’s  motives,  perception  on  fan  culture,   production  of  fan  works  and  the  effects  of  fan  production  within  the  community.  What  role  does   media  technology  play  in  the  production  and  distribution  of  fan  products?    

       The  interview  questions  are  structured  in  a  way  they  allow  the  interviewee  to  answer  freely   without   being   influenced   by   the   interviewers   opinions.   The   interview   must   be   interactive   in  

                                                                                                               

4   Anime  is  Japanese  hand-­‐drawn   or   computer  animation.   The   word   is   the   abbreviated   pronunciation   of   ‘animation’   in   Japanese,  

where   this   term   references   all   animation   without   regards   to   the   nation   of   origin.  Outside   Japan   however,  anime  is   used   to   refer  

specifically  to  animation  from  Japan  or  as  a  Japanese-­‐disseminated  animation  style  often  characterized  by  colorful  graphics,  vibrant   characters  and  fantastical  themes.  

5  Manga  are  comics  created  in  Japan,  or  by  creators  in  the  Japanese  language,  conforming  to  a  style  developed  in  Japan  in  the  late  

19th  century.  They  have  a  long  and  complex  pre-­‐history  in  earlier  Japanese  art.  The  term  manga  is  a  Japanese  word  referring  both  to   comics  and  cartooning.  ‘Manga’  as  a  term  used  outside  Japan  refers  specifically  to  comics  originally  published  in  Japan.  

6  As  an  emergent  practice  of  World  of  Warcraft  (WoW)  players,  theory  crafting  is  the  search  for  the  optimal  set  of  strategies  with  

which  to  play  WoW.  By  using  statistical  analysis  and  mathematical  modeling,  theory  crafters  seek  out  the  underlying  formulae  that   govern  WoW,  largely  in  an  attempt  to  play  WoW  better.  Since  the  release  of  the  popular  novel  and  TV  series  Game  of  Thones,  theory   crafting  is  also  considered  the  crafting  of  theories  regarding  the  fictional  narrative;  solving  the  story  mystery.    

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nature  where  the  answers  of  the  interviewees  will  lead  the  follow-­‐up  of  questions.  Initially,  the   first   answers   lead   to   a   ‘surface’   question.   The   interviewers   must   use   follow-­‐up   questions   to   obtain  a  deeper  and  fuller  understanding  of  the  participants  meaning  (Ritchie  2013  141-­‐142).                Anonymity  was  a  big  issue  among  interview  interviewees.  I  received  a  lot  of  responses  on  my   interview   request   on   websites   that   are   popular   for   creative   fan   engagement   (DeviantArt,   Fanfiction.net   and   Archive   of   Our   Own),   however   all   stayed   quiet   the   moment   I   wanted   to   schedule   a   Skype   video   chat.   Because   of   this   result   I   have   changed   my   interview   method   and   found  out  that  ‘email’  interviewing  was  preferred  among  the  interview  applicants.  Though  the   exchanging   of   email   was   still   to   personal,   correspondence   through   private   messaging   was   preferred.    

       I  have  asked  some  of  the  applicants  why  they  prefer  to  stay  anonymous.  Some  have  explained   that  they  wanted  their  identity  kept  secret  because  they  do  not  openly  practice  their  hobby.  Fan   fiction   writer   David,   for   instance,   is   new   to   the   fan   fiction   scene   and   was   the   only   one   who   wanted  to  mention  his  first  name.  Rebel  Spectre  6  explained  that  he  was  simply  being  careful   with   giving   out   personal   information   to   people   he   did   not   personally   know.   From   my   own   experience   as   a   fan,   I   know   that   some   fans   consider   their   online   fan   behavior   a   secret   hobby.   Being   an   obsessive   fan   is   completely   accepted   in   fan   culture   itself,   but   might   cause   unwanted   opinions   from   others   in   daily   life.   I   respect   their   wished   to   stay   anonymous   during   the   interviews  and  have  adapted  my  interview  methods  to  the  needs  of  the  applicants.    

   Email  interviews  were  done  by  corresponding  via  email.  My  interviewees  preferred  to  use  the   private   messaging   system   provided   by   either   FanFiction.net   of   DeviantArt.   Although   private   messaging  is  different  from  email,  it  does  show  some  resemblances.  The  private  messaging  (PM   messaging)  in  DeviantArt  and  FanFiction.net  resemble  email  corresponding.  Sending  messages   are   done   from   user   to   user,   without   the   use   of   an   email   address   or   the   exchange   personal   information.   FanFiction.net   directs   incoming   PMs   to   your   personal   email   inbox,   but   to   answer   the   message   you   must   use   the   FanFiction.net   messaging   system.   This   is   not   like   a   chatroom,   where   the   conversation   synchronous.   Though,   a   PM   is   considered   less   formal   than   an   email.   FanFiction.net  does  not  allow  to  share  URLs  in  the  PMs,  which  caused  smaller  problems  when   the   fans   exchanged   their   blog   information   with   me.   DeviantArt   does   not   redirect   PMs   to   my   email,  causing  me  to  remark  responses  a  few  days  after  the  interviewee  had  send  them.  This  is   not  a  functional  problem,  but  did  cause  the  interview  correspondence  to  take  longer  than  was   necessary.    

     There  are  several  advantages  to  private  messaging  interviews.  It  is  possible  to  send  multiple   questions  at  once  and  unlike  instant  messaging  interviews,  the  applicant  has  the  option  to  think   about   the   questions   and   provide   elaborate   answers.   The   disadvantage   was   that   this   form   of   interview   could   result   in   interviewees   forgetting   or   choosing   to   not   respond   (Creswell   2002  

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383).  Another  disadvantage  is  the  chance  to  lose  the  conversation  aspect.  The  interviewee  might   keep  his  valuable  anonymity,  but  a  chance  to  really  get  to  know  the  person  is  minimized.  With   the   absence   of   body   language   the   answers   could   be   interpreted   in   a   different   way   (Creswell   2002  383).  As  an  interviewer,  I  was  fully  dependent  on  the  typed  answers  provided.    

 I   wanted   my   interviews   to   resemble   a   personal   conversation   as   much   as   possible.   For   this   reason,   I   send   out   five   or   six   questions   per   email,   so   it   would   be   easier   to   use   follow-­‐up   questions.   The   first   set   of   questions   were   used   to   get   to   know   the   person   and   the   motives   of   their   fan   engagement.   The   second   set   often   contained   questions   about   the   production   process   and   the   effects   of   their   work.   The   third   set   question   the   matter   of   ownership   of   the   fandom’s   products,  do  fans  credit  themselves?  And  what  do  they  think  about  collaborating  or  ‘being  used’   by  the  media  industry?  Are  they  even  aware?  This  structure  is  chosen  to  make  the  interviewee   feel   more   comfortable.   I   would   not   ask   delicate   questions   about   authorship   and   possible   exploitation   in   the   beginning   of   the   interview,   it   might   scare   the   interviewee   resulting   in   no   responses.  I  have  used  a  mixture  or  open  and  closed  questions,  though  closed  questions  were   often  followed  by  a  question  to  explain.    

     During  my  interviews  I  noticed  that  several  applicants  have  a  busy  daily  schedule,  scheduling  a   one-­‐hour  interview  would  have  been  demanding  for  them.  This  could  be  the  reason  why  many   fans  did  not  respond  after  the  request  for  a  date.  With  a  PM  interview  they  can  take  their  time   answering  the  questions  and  message  back  whenever  it  suits  them.  I  would  then  message  them   with  follow-­‐up  questions  until  I  feel  no  more  questions  were  needed.  Another  advantage  is  the   difference   in   time-­‐zones.   Hardly   any   of   the   interviewees   were   located   in   Europe,   this   issue   would  have  made  it  hard  to  schedule  a  meeting  that  was  convenient  for  them  or  me.    

 

Interviewees      

The   main   requirement   of   the   interviewees   was   that   they   had   to   be   actively   engaging   with   the   Star  Wars  fandom  by  creating  a  fan  product.  At  first  I  reached  out  to  fan  artist  whose  artwork   has   gone   viral   in   popular   culture.   One   artist   was   the   German   filmmaker   Shawn   Bu,   whose   fan   video  Darth  Maul:  Apprentice  inspired  me  to  use  fan  products  as  a  thesis  topic.  It  was  the  first  fan   video  that  I  have  encountered  that  had  an  extremely  professional  look  and  feel,  but  was  made   with  a  small  budget  by  a  small  team.  In  March  2016  the  video  went  internationally  viral  outside   the  fan  community,  presenting  popular  culture  the  underground  world  of  fan  editing.  However,   such   artists   have   become   minor   celebrities   within   their   genre   and   did   not   respond   to   my   requests.   I   decided   to   dig   deeper   in   the   fan   culture   and   invite   active   fans   that   are   currently   popular  within  their  field  and  whose  products  will  probably  not  reach  non-­‐fans  unless  they  are   looking  for  it.    

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I  have  searched  several  websites  for  fan  artist  within  the  Star  Wars  fandom  and  found  several   applicants   on   FanFiction.net   and   DeviantArt.   To   structure   the   large   amounts   of   fan   works   I   filtered  the  contents  by  the  date  of  last  published  content.  FanFiction.net  gives  basic  information   about   every   fan   fiction   such   as   amount   of   words,   chapters,   publishing   date   etc.   I   chose   fan   writers  who  recently  updated  their  work  and  had  writer  a  substantial  amount  of  work.  I  did  the   same   for   the   fan   illustrations   through   DeviantArt,   where   the   possibility   to   look   by   publishing   date  was  also  available.  I  specifically  looked  for  active  users  and  popularity  of  their  product.  The   reason  for  this  is  to  exclude  fans  that  are  creating  one-­‐shot  products  and  may  quit  their  project   before  it  can  contribute  to  the  fandom.    

Interview  interviewees  are:    

-­‐ Rebel   Spectre   6:   fan   fiction   writer,   fan   illustrator,   fan   video   (video   edits)   and   theory   crafting.    

-­‐ Nendwriter:  fan  fiction  writer  and  English  (academic)  student.     -­‐ Dark  Side  of  the  Mind:  fan  fiction  writer.    

-­‐ David:  fan  fiction  writer.    

-­‐ Murdered-­Seconds:  fan  illustrator.    

-­‐ Quack  Inc:  writing  duo,  one  writer  is  also  a  fan  illustrator.      

All  interviewees  have  stated  to  prefer  to  stay  anonymous  and  agreed  on  the  use  of  their  online   identity   (their   account   name).   To   respect   their   privacy   I   have   only   used   information   given   through  their  interviews  or  their  online  profile.  The  interviews  were  conducted  between  April   2016   and   May   2016,   using   private   messages   on   Fanfiction.net   and   DeviantArt.   Most   correspondence  lasted  for  three  to  four  weeks.  More  specific  information  per  interview  can  be   found  in  the  appendix  (page  64).  The  difficulty  with  interviewing  using  private  messaging  is  that   interviews   are   conducted   over   a   longer   time   period.   Interviewees   could   choose   when   to   respond,  resulting  in  some  responses  received  after  more  than  a  week.  The  interviewees  took   the   interview   serious   and   always   mentioned   they   needed   time   to   answer   them.   I   hardly   ever   received  a  response  on  the  same  day  of  questioning.    

       Not  all  interviewees  were  elaborate  in  their  answers  and  there  is  less  pressure  for  them  to  be   so,   even   if   the   same   question   is   asked   several   times.   This   problem   caused   me   to   delete   the   interview   with   fan   fiction   writer   DarthImperius.   Even   though   I   constructed   many   open   questions,   he   answered   in   short   sentences   with   several   yes/no   answers.   Even   after   repeating   the   question   in   a   different   manner,   there   was   no   improvement.   Several   questions   were   not   understood.  It  should  be  noted  that  this  was  the  only  non-­‐English  speaking  fan  (Portuguese  fan),   but  all  of  his  fan  fiction  was  written  in  English.  I  decided  that  because  of  the  lack  of  explanation,   the  answers  were  not  usable.  I  cannot  force  an  interviewee  to  give  more  information  than  they  

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want.  This  is  the  disadvantage  of  interviews  using  private  messaging.  This  is  in  contrast  with  my   interview   with   Nendwriter,   an   academic   literature   student   based   in   California.   She   responded   with  elaborative  answers  leaving  plenty  of  room  for  follow-­‐up  questions.  Nendwriter  seemed  to   understand  the  debate  of  my  research  well  and  our  interview  seemed  more  like  a  conversation,   discussing   the   issue   of   ownership   over   fan   products   and   the   effects   of   fan   products   on   her   personal  life,  but  also  the  fan  community.    

       I   contacted   a   few   Etsy   sellers   and   requested   an   interview,   but   they   did   not   respond   to   my   request.   Interview   finding   of   Etsy   would   be   an   interesting   addition   to   my   data,   because   the   behavior   of   those   fans   differs   from   other   fans.   They   sell   their   products   with   possibly   a   commercial   motive,   whereas   other   fan   content   is   mostly   offered   for   free.   I   wanted   to   know   if   these   Etsy   sellers   considered   themselves   fans,   or   offered   their   fan   related   products   for   commercial  reasons,  and  why  they  chose  to  ask  money  for  their  products.  

 

Limitations    

Though  it  was  my  intention  to  talk  to  fans  of  different  ages,  the  fans  that  wanted  to  participate  in   this  research  were  mostly  digital  natives.  Because  a  significant  part  of  this  thesis  describes  the   transition  from  pre-­‐digital  fan  culture  to  online  fan  culture,  it  would  have  been  more  interesting   to   have   fans   that   have   experienced   this   technological   shift.   When   approaching   fans   for   an   interview  I  mostly  focused  on  fans  that  created  fanworks  such  as  fan  art  and  fan  fiction.  Because   of   my   decision   to   do   interviews   through   online   technologies   I   have   never   actually   met   my   interviewees.  I  only  knew  about  their  age  when  I  started  the  interview.  The  findings  collected  of   these   interviews   where   highly   valuable.   The   task   to   use   the   collected   data   in   the   findings   was   challenging   for   certain   chapters   such   as   Episode   II   where   the   fan   culture   of   the   1900s   was   described.   These   limitations   in   interviews   were   however   complemented   by   more   theory   that   has  been  written  about  this  period  in  fan  culture.  Towards  the  last  chapter  on  contemporary  fan   culture,  I  was  struggling  to  find  academic  theory  to  structure  my  argument.  The  interview,  case   study   and   autoethnographic   research   were   more   important   for   describing   contemporary   fan   culture.    

     Another   challenge   was   to   transform   my   personal   experiences   as   a   fan   into   an   academic   analysis  of  fandom.  Most  of  my  intensive  fan  activities  were  done  in  the  early  2000s,  but  at  the   time   I   was   barely   a   teenager   and   hardly   knew   of   the   intense   discourses   regarding   new   technology.   I   was   challenged   to   connect   my   past   experiences   with   media   theory   and   critically   reflect  on  the  works  others  have  written.    

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Episode  I  –  Defining  fandom      

 

Giving   a   clear   definition   of   what   it   means   to   be   a   fan   is   a   difficult   challenge.   There   is   not   one   definition   of   the   word   ‘fan’.   Fan   cultures   are   diverse   and   complex   and   fans   come   in   all   varied   shapes   and   genres.   It   is   impossible   to   mention   all   sorts   of   fans   and   their   unique   attributes;   therefore  this  thesis  focuses  on  the  culture  of  the  Western  science  fiction/fantasy  fans  and  their   relation   to   modern   technology.   This   chapter   aims   to   capture   the   nature   of   fan   cultures   by   explaining   the   main   characteristics   all   fandom   have   in   common.   What   makes   fan   culture   different  from  other  cultures?  Even  though  there  are  many  different  sorts  of  fans,  they  all  share   the  same  basic  need  to  engage  with  source  material.    

 

Fans  and  fandom  

Fandom   is   a   socio-­‐cultural   phenomenon   largely   associated   with   modern   capitalist   societies,   electronic   media,   and   mass   culture.   When   looking   at   the   characteristics   of   fans   it   might   be   tempting  to  think  that  fan  culture  was  always  there,  fully  formed  in  society.  “Nobody  functions   entirely  within  fan  culture,  nor  does  fan  culture  maintain  any  claims  to  self-­‐sufficiency.  There  is   nothing   timeless   about   this   culture;   fandom   originates   as   a   response   to   specific   historical   conditions   and   remains   constantly   in   flux,”   (Jenkins   1992   3).   These   conditions   stem   from   the   emergence  of  new  technology  and  their  tendency  to  reconfigure  everyday  experience.    

       Merriam-­‐Webster,  the  Oxford  dictionary  defines  the  term  ‘fan’  as  a  shortened  version  of  the   word  ‘fanatic’,  already  suggesting  the  nature  of  fan  behavior.  The  word  ‘fanatic’  was  introduced   to   the   English   language   in   the   seventeenth-­‐century   with   the   definition:   “marked   by   excessive   enthusiasm  and  often  intense  uncritical  devotion,”  or  someone  who  cannot  change  his  mind  and   will  not  change  his  subject.  Both  these  definitions  often  refer  to  a  (irrational)  religious  zeal.  Later   the   word   was   shortened   to   ‘fan’   and   used   as   a   synonym   for   ‘devotee’   or   ‘adherent’.   The   word   ‘fan’  became  significant  one  century  later  when  it  was  used  by  journalists  to  describe  the  passion   of  baseball  spectators  (Duffet  2013  5).  A  fandom  is  the  collective  title  of  the  cultural  production   (movie,  show,  novel,  celebrity  etc.)  and  all  fan  activities  surrounding  it.  It  is  a  combination  of  the   words   ‘fan’   and   ‘kingdom’   and   often   used   in   a   way   one   would   use   the   word   ‘kingdom’.   Such   a   fandom   can   consist   of   several   subcultures   that   form   communities   or   groups   that   are   still   connected   to   the   main   fandom   but   have   a   preference   for   a   specific   character   or   storyline.   Sometimes  a  subculture  is  big  enough  to  be  considered  a  fandom  on  itself.    For  instance,  there  is   the  main  fandom  of  Star  Wars  where  all  Star  Wars  related  activities  resolve  under.  But  there  are   also  fandom  dedicated  to  characters,  fan  practices  or  storylines.  For  instance  there  might  be  a   Clone  Wars  fandom,  where  fans  specifically  gather  to  talk  about  the  series,  there  is  a  Kylo  Ren  

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fanbase  where  several  fans  dedicate  artwork,  fan  fiction  or  blogposts  to  this  specific  character,   and  there  is  the  501st  Legion,  a  community  dedicated  to  the  act  of  (stormtrooper)  cosplay7    that   could   be   seen   as   a   fandom   of   its   own.   All   these   fandom   have   several   gathering   spots,   but   eventually  all  contribute  in  the  circulation  of  Star  Wars  content;  the  main  fandom.      

       Defining  the  term  ‘fan’  or  ‘fandom’  has  been  proven  to  be  difficult  to  several  researchers.  One   problem   most   authors   encounter   is   that   a   fandom   cannot   be   pinned   down   to   a   singular   definition   as   expressions   and   performances   of   fandom   change   over   time   and   place.   Many   authors  come  up  with  distinctions  within  the  general  category  of  fans.  Tulloch  and  Jenkins  (1992   23)  for  instance,  make  a  distinction  between  ‘followers’  and  ‘fans’,  along  the  axis  of  engagement   with   the   object   of   fandom.   Unlike   a   ‘follower’,   a   fan   claims   a   social   identity.   Brooker   and   Brooker’s   (1996   141)   distinction   in   ‘admirers’,   ‘fans’   and   ‘cult   fans’   echoes   a   similar   mode   of   distinction   (Meers   2006).   Abercrombie   and   Longhurst’s   (1998)   taxonomy   of   audience   involvement  is  arguably  the  most  extensive  example  of  such  attempts  at  refinement.  They  have   proposed   to   consider   fandom   as   the   first   degree   of   intensity   with   which   one   can   relate   to   cultural   texts.   In   a   continuum   of   audience   involvement,   they   distinguish   between   mere   consumers  on  the  one  extreme  and  producers  on  the  other,  with  fans,  cultists  and  enthusiasts  in   the   middle.   While   it   does   make   sense   to   distinguish   between   different   kinds   of   audience   involvement,  their  proposal  is  problematic  for  its  overhaul  of  common  academic  and  common   sense   concepts.   Abercrombie   and   Longhurst   explain   that   the   fan   in   previous   studies   resemble   most  closely  their  definition  of  a  cultist,  but  as  Mark  Hills  (2002  xi)  observes,  “It  seems  faintly   unhelpful  to  produce  a  taxonomy  in  which  the  definition  of  ‘fan’  is  at  odds  with  the  use  of  this   term   in   almost   all   other   literature   in   the   field.”   Hills   continues   to   approach   cult   fandom   as   a   ‘particular  (enduring)  form  of  affective  fan  relationship’  (Hills  2002  xi).    

     Although  fans  have  an  intense  love  for  their  fandom,  they  are  by  no  means  uncritical.  Fans  have   a   voice   and   have   proven   not   to   be   afraid   to   use   it.   Jenkins   states:   “Organized   fandom   is   an   institution  of  theory  and  criticism,  a  semi  structured  space  where  competing  interpretations  and   evaluations  of  common  text  are  proposed,  debated,  and  negotiated  and  where  readers  speculate   about  the  nature  of  the  mass  media  and  their  own  relationship  with  it,”  (Jenkins  1992  86).  Fan   gatherings  consist  of  talking  about  specific  characters,  scenes  and  story  possibilities.  Fans  might   be  one  of  the  most  critical  and  hard  to  please  audiences  storytellers  have  to  deal  with.  They  have   a  specific  expectation  of  how  a  story  should  go  and  have  shown  to  be  very  vocal  about  decisions   that  do  not  meet  their  standards.    

               Media  and  music  expert  Mark  Duffet  describes  in  his  Understanding  Fandom  the  fandom  as   the   recognition   of   a   positive,   personal,   relatively   deep,   emotional   connection   with   a   mediated  

                                                                                                               

7  Cosplay  (costume  play)  is  the  practice  of  dressing  up  as  a  character  from  a  film,  book,  or  video  game.  The  act  usually  coheres  with  

costume  crafting.  Traditional  cosplayers  create  their  own  costumes.    

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