Fandom Studies

Consumo e Fandom em Jogos: Um Estudo de Caso Sobre League of Legends

Game studies / Video Games / Consumerism / Fan Studies / Multiplayer Online Games / Fandom / Computer Games / Games / Video Game Studies / Games Studies / Consumo / Jogos / Jogos Digitais / Multiplayer / Teoria dos Jogos / Esports / Game Studies / Fandom Studies / Estudo De Caso / Consumerism Practices / League of Legends / Práticas De Consumo / Moba / Fandom / Computer Games / Games / Video Game Studies / Games Studies / Consumo / Jogos / Jogos Digitais / Multiplayer / Teoria dos Jogos / Esports / Game Studies / Fandom Studies / Estudo De Caso / Consumerism Practices / League of Legends / Práticas De Consumo / Moba

O fandom Clanessa como audiência transmídia [E-book Ibercom 2015]

Transmedial Storytelling / Fandom / Online Fandom / Big Brother / Media Convergence / Convergence Culture / Transmedia / Transmedia Studies / Fandom Studies / Convergence Culture / Transmedia / Transmedia Studies / Fandom Studies

O Meet & Greet como Intensificador da Experiência do Show de Música Pop

Aesthetics / Popular Music / Music Aesthetics / Fandom / Presence (Performing Arts) / Estética / Fandom Studies / Música Popular Massiva / Música Popular Latinoamericana / Popular Music and Popular Culture, Critical Theory and Cultural Studies / Aesthetics and Perception of Appare / Produção de presença / Meet & Greet / Estética / Fandom Studies / Música Popular Massiva / Música Popular Latinoamericana / Popular Music and Popular Culture, Critical Theory and Cultural Studies / Aesthetics and Perception of Appare / Produção de presença / Meet & Greet

O culto dos fãs online e a transformação de Avenida Brasil em um cult nacional

Telenovela and Soap Opera / Fandom / Ficção Televisiva / Ficção / Cult TV / Televisão / Fandom Studies / Estudos De Televisão / Televisão / Fandom Studies / Estudos De Televisão

Elfos, anões e mulheres: A produção dos fãs de Tolkien sobre a inserção de Tauriel em O Hobbit

Literature and cinema / J. R. R. Tolkien / Fan Cultures / Fandom / Fandom Studies

Loser like me: a influência da série de TV Glee e o grupo \"Glee Brasil\"

Web 2.0 / Facebook / Fan Cultures / Fandom / Online Fandom / Facebook Studies / Glee / Fandom Studies / Facebook Studies / Glee / Fandom Studies

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

Coxinhas e petralhas: o fandom político como chave de análise da audiência criativa nas mídias sociais

Political communication / Fandom / Online Fandom / Comunicação e Política / Mídias Sociais / Audiencia / Internet e Política / Online Fandom Culture / Fandom Studies / Redes sociais e política / Audiencia / Internet e Política / Online Fandom Culture / Fandom Studies / Redes sociais e política

RESEÑA “Otaku: Japan’s Database Animals”, de Hiroki Azuma en Revista ANDULI

Subcultures / Fandom / Online Fandom / Youth Subcultures / Youth subcultures (Anthropology) / Youth subcultures (Sociology) / Otaku studies / Geek Humanities / Fandoms / Geek Culture / Subculture / Freaks and Geeks / Azuma Hiroki / Otaku culture / Japanese, Yaoi, Fandom / Otaku / Fandom Studies / Otaku: Japan’s Database Animals / Otaku Subculture / Urban Subcultures / Geeks / Geek Community / Geek / Otaku/Fan culture / Youth subcultures (Sociology) / Otaku studies / Geek Humanities / Fandoms / Geek Culture / Subculture / Freaks and Geeks / Azuma Hiroki / Otaku culture / Japanese, Yaoi, Fandom / Otaku / Fandom Studies / Otaku: Japan’s Database Animals / Otaku Subculture / Urban Subcultures / Geeks / Geek Community / Geek / Otaku/Fan culture

Accio fandom: Harry Potter – de livros para a história transmídia com o engajamento dos fãs

Harry Potter / Fan Cultures / Fandom / Online Fandom / Harry Potter studies / Harry Potter fandom / Narrativas Transmídia / Fandom Studies / Harry Potter fandom / Narrativas Transmídia / Fandom Studies

SOBRE DECKS E \" SHIPS \" : APONTAMENTOS SOBRE FANDOMS TEMATIZANDO MULHERES QUE DESEJAM MULHERES NO CONTEXTO BRASILEIRO

Internet Studies / Gender and Sexuality / Fan Studies / Shipping / Femslash / Fandom Studies

Os memes como micronarrativas da cultura pop: interação, criatividade e reapropriação pelos fãs de Game of Thrones no Facebook

Cultural Studies / Aesthetics / Media and Cultural Studies / Social Networks / Internet Studies / Digital Literacy / Popular Culture / Digital Media / Humor / Subcultures / Audience and Reception Studies / Participatory Culture / Digital Culture / Pop Culture / Social Media / Intertextuality / Facebook / Fan Cultures / Fandom / Internet memes / Online Fandom / Youth Subcultures / Series TV / Humor Studies / Cybercultures / Seriality / Cibercultura / Memes / Facebook Studies / Redes Sociais / Analise de Redes Sociais / TV Series / Game of Thrones / Internet Humor / Fandom Studies / Meme studies / Digital Literacy / Popular Culture / Digital Media / Humor / Subcultures / Audience and Reception Studies / Participatory Culture / Digital Culture / Pop Culture / Social Media / Intertextuality / Facebook / Fan Cultures / Fandom / Internet memes / Online Fandom / Youth Subcultures / Series TV / Humor Studies / Cybercultures / Seriality / Cibercultura / Memes / Facebook Studies / Redes Sociais / Analise de Redes Sociais / TV Series / Game of Thrones / Internet Humor / Fandom Studies / Meme studies

Apropriações meméticas na #PrimeiraGuerraMemeal: sociabilidade, subculturas e consumo de humor nos memes digitais

Cultural Studies / Aesthetics / Social Networks / Internet Studies / Digital Media / Humor / Subcultures / Participatory Culture / Digital Culture / Social Media / Twitter / Fan Cultures / Fandom / Internet memes / Online Fandom / Youth Subcultures / Fan Theory and Culture / Digital Identity / Netnography / Entertainment / Humor Studies / Cybercultures / Cibercultura / Memes / Redes Sociais / Internet Humor / Fandom Studies / Meme studies / Humor / Subcultures / Participatory Culture / Digital Culture / Social Media / Twitter / Fan Cultures / Fandom / Internet memes / Online Fandom / Youth Subcultures / Fan Theory and Culture / Digital Identity / Netnography / Entertainment / Humor Studies / Cybercultures / Cibercultura / Memes / Redes Sociais / Internet Humor / Fandom Studies / Meme studies

[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
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