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The Digital Otaku: Anime, Participat...
~
Garner, Katelin .
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The Digital Otaku: Anime, Participatory Culture, and Desire.
Record Type:
Electronic resources : Monograph/item
Title/Author:
The Digital Otaku: Anime, Participatory Culture, and Desire./
Author:
Garner, Katelin .
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
Description:
97 p.
Notes:
Source: Masters Abstracts International, Volume: 81-04.
Contained By:
Masters Abstracts International81-04.
Subject:
English literature. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=22588029
ISBN:
9781687913500
The Digital Otaku: Anime, Participatory Culture, and Desire.
Garner, Katelin .
The Digital Otaku: Anime, Participatory Culture, and Desire.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 97 p.
Source: Masters Abstracts International, Volume: 81-04.
Thesis (M.A.)--California State University, Long Beach, 2019.
This item must not be sold to any third party vendors.
Amid the growing wealth of digital technologies and social media platforms across the web, eclectic groups of fan communities have cultivated intricate networks in the emerging apparatus of electracy to participate in the composition and distribution of fan works. Drawing from Gregory Ulmer's theory of heuretics and Gilles Deleuze and Felix Guattari's philosophical conception of desiring-production, this thesis contends that Otaku Culture, the fan community dedicated to the consumption of Japanese animation, models the inventive video practices of electracy by engaging, mediating, and translating cultural texts. Insights from Sarah Arroyo, who analyzes participatory video culture, and Jan Rune Holmevik, who examines "play" as a conductor for invention, help contextualize otaku as ludic agents in a choric environment. Neatly fulfilling Henry Jenkins' definition of a participatory culture, Otaku Culture consists of a global community in which a shared appreciation for animated media drives the formation of transnational identities and collaborative electrate production.
ISBN: 9781687913500Subjects--Topical Terms:
516356
English literature.
Subjects--Index Terms:
Electracy
The Digital Otaku: Anime, Participatory Culture, and Desire.
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Amid the growing wealth of digital technologies and social media platforms across the web, eclectic groups of fan communities have cultivated intricate networks in the emerging apparatus of electracy to participate in the composition and distribution of fan works. Drawing from Gregory Ulmer's theory of heuretics and Gilles Deleuze and Felix Guattari's philosophical conception of desiring-production, this thesis contends that Otaku Culture, the fan community dedicated to the consumption of Japanese animation, models the inventive video practices of electracy by engaging, mediating, and translating cultural texts. Insights from Sarah Arroyo, who analyzes participatory video culture, and Jan Rune Holmevik, who examines "play" as a conductor for invention, help contextualize otaku as ludic agents in a choric environment. Neatly fulfilling Henry Jenkins' definition of a participatory culture, Otaku Culture consists of a global community in which a shared appreciation for animated media drives the formation of transnational identities and collaborative electrate production.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=22588029
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