Fan Communities

O CULTO NO UNIVERSO FANDOM: dinâmicas afetivas e sociais em comunidades de fãs no ciberespaço 1 CULT IN FANDOM UNIVERSE: affective and social dynamics in communities of fans in cyberspace

Fan Studies / Fan Cultures / Fandom / Series TV / Fantastic Literature / Fan Communities / Fantasy / TV Series / Fan Communities / Fantasy / TV Series

A anatomia de um movimento comunicativo on-line: o ativismo de fã-gamers em League of Legends como inteligência coletiva

Game Theory / Game studies / Popular Culture / Collective Intelligence / Video Games / Digital Culture / Fan Studies / Media Activism / Pop Culture / Social Activism / Fan Cultures / Fandom / Online Fandom / Collective Intentionality / Fan Theory and Culture / Cybercultures / Digital Theory and Culture / Activism / Cibercultura / Games / Digital Activism / Cultura Popular / Fan Communities / Gamers / Jogos Digitais / Activismo / Fandom Studies / Digital Culture / Fan Studies / Media Activism / Pop Culture / Social Activism / Fan Cultures / Fandom / Online Fandom / Collective Intentionality / Fan Theory and Culture / Cybercultures / Digital Theory and Culture / Activism / Cibercultura / Games / Digital Activism / Cultura Popular / Fan Communities / Gamers / Jogos Digitais / Activismo / Fandom Studies

Álbum de Memórias: comunidade de fãs e o álbum \'50 anos de novelas\'

Fan Studies / Telenovelas / Memory Studies / Fan Cultures / Fandom / Online Fandom / Fan Theory and Culture / Memoria Histórica / Fan Communities / Brazilian Telenovelas / álbum Ilustrado / Fãs / telenovelas brasileiras / álbum de figurinhas / Online Fandom / Fan Theory and Culture / Memoria Histórica / Fan Communities / Brazilian Telenovelas / álbum Ilustrado / Fãs / telenovelas brasileiras / álbum de figurinhas

“Não vou deixar usarem a minha cultura”! O papel da cultura no ativismo de fã-gamers em League of Legends

Game Theory / Communication / Game studies / Intercultural Communication / Science Communication / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality / Popular Culture / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Media Activism / Social Activism / Communication Theory / Cyberculture / Fan Cultures / Digital Games / Fandom / Online Fandom / Fan Theory and Culture / Sociability / Cybercultures / Digital Theory and Culture / Activism / Youth activism / Cibercultura / Games / New Media and Digital Culture / Sociality / Digital Activism / Cultura Popular / New Media and Political Activism / New media, Social Network Sites and Youth Practices, Youth Online sociability and Identity, Media and Digital Literacies, Participation and Civic Engagement, and Tensions between Public and Private / Youth Online Sociability and Identity / Online activism / Fanfiction / Fan Communities / Gamers / Digital Cultures / Activismo / Digital Culture, Cyberculture, New Media Studies / Forms of Sociality

A CULTURA PARTICIPATIVA E O ENVOLVIMENTO DOS FÃS DO GAME THE SIMS NAS COMUNIDADES VIRTUAIS

Fan Cultures / Fandom / Publicidade / Cibercultura / Marketing Communications / Fan Communities / Comunidades Virtuais / The Sims / Fan Communities / Comunidades Virtuais / The Sims

[Best Event Paper Award and Best Paper Award - Culture Track - SBGames 2016] A rede de negociações na arquitetura da cultura participativa de League of Legends // The network of negotiations at the architecture of participatory culture in League of Legends

Game Theory / Communication / Game studies / Media Studies / New Media / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation
Copyright © 2017 DADOSPDF Inc.