Showing posts with label fandom. Show all posts
Showing posts with label fandom. Show all posts

Friday, July 15, 2022

Behind the Cowl: A small glimpse into the psyche of the Dark Knight

 Lang, Robert. “Batman and Robin: A Family Romance.” American Imago, vol. 47, no. Fall/Winter 1990, 1990, pp. 293-319. Jstor, https://www-jstor-org.ezproxynsc.helmlib.org/stable/26303934?searchText=batman&searchUri=%2Faction%2FdoBasicSearch%3FQuery%3Dbatman%2B%26so%3Drel%26efqs%3DeyJjdHkiOlsiYW05MWNtNWhiQT09Il19&ab_segments=0%2Fbasic_search_gsv2%2Fcontrol&refreqid=fastly-default%. Accessed 18 July 2022.


This article by Robert Lang takes a critical look at both Bruce Wayne and Batman and how he is an example of “Freud’s notion of the family romance, which is the fantasy of the child, who imagines that he is not born of his real parents; rather a noble one” (Lang 294). This theory is a really interesting look at the psyche of the beloved character of Bruce Wayne and Batman and how maybe in reality Thomas and Martha Wayne were not the only ones who died that night in the alley. Lang brings forth the idea that perhaps, after his parents death, Batman is the one who became the father to young Bruce Wayne, who lives in Batman’s psyche as an image of happy innocence. We can see this type of “family romance” ideology from how Bruce views his father as a proud noble of Gotham who was a shining example of good and charity in a city that was the opposite. Despite this being Bruce’s view of his father, there are numerous stories that illustrate how Thomas Wayne also did some dealings with the mob boss Carmine Falcone and is not this all good perfect example of a man the Bruce believed him to be. 

This is a great article and a great look into the psyche of a character that is a fascinating psychological study. This is just one of the many psychological theories that can be looked into about Batman and Bruce Wayne, but the “family romance” in which he idolizes his father and putting him on the golden pedestal of can do no wrong, with the idea that the Batman is his true father is not just an interesting concept but one we can kind of grasp and understand from some of the different storylines in the comics about the character and from the recent The Batman movie by Matt Reeves, which very much revolves around Bruce coming out of his perceived reality about his father and the pedestal he places him on and seeing the reality of the mistakes and sins that his father had made with partnering with Carmine Falcone and through the movie we see the impact that takes on Bruce’s psyche as he overcomes that. 

This article has enhanced my fandom and understanding of my favorite hero Batman by exploring the different psychological elements of the character. Like I stated earlier this is just one psychological theory about the character as there are definitely plenty more that we can look into about him. What makes Batman such a popular character is that unlike the majority of his hero counterparts, he has no powers. He is just a man in a bat costume and that is what makes him so appealing to mass audiences and the study of his psyche the most interesting of all the heroes.


Sunday, January 19, 2020

Who is the most popular consumer in fashion?

Baker, Renee, et al. "Identifying tween fashion consumers' profile concerning fashion innovativeness, opinion leadership, internet use for apparel shopping, interest in online co-design involvement, and brand commitment." Fashion and Textiles, vol. 6, no. 1, 2019. Gale Academic Onefile, https://link.gale.com/apps/doc/A583933163/AONE?u=mlin_n_danvers&sid=AONE&xid=be7a64fe. Accessed 16 Jan. 2020.


I am familiar with the search process of using the schools database so for me it wasn't too complex of finding an article to my liking. I choose this article in particular because I am very interested in fashion and what makes certain clothes and brands more popular than others. I ended up choosing Gale academic Onefile as my database choice and I have found over the years using the other databases and not just the library's database is more helpful because it provides more sources than what you would find on the library's database. It is also much easier if you do an advanced search because it allows you to use multiple keywords to narrow down the options. 
In this article it discusses the influencers of fashion particularly focusing on the U.S. childrenswear market, fashion adoption theory, and whether or not consumers can be segmented into different groups. This childrenswear market or “tweens” are children ranging from the ages of 7-14, they are responsible for the $43 billion in spending power and apparel represents the primary purchase category. Fashion adoption theory is an individual's decision making process to adopt any given style. Tweens have dominated the consumer market because of their ability to adopt new styles. These consumers can be broken down into different groups fashion innovators, fashion opinion leaders, innovative communicators and fashion followers. These groups are all responsible for the advancement of new trends and styles.
I thought this article was pretty interesting for me personally because it gave me information that I was not familiar with and I actually learned from it. I didn't know that the consumer group was mainly focused around kids ranging from 7-14. I was confused mainly for the reason that probably all of these kids don't make their own money and have to rely on parents to make purchases. So why is it that the people who dont make money are responsible for what is popular in fashion. That just confused me because when I was that age it didn't really peak my interest to wear these “cool” brands and now they are the biggest consumer group.  

Sunday, April 22, 2018

Starcraft 2 Fandom - Article Analysis

Huang, Jeff, et al. "Master Maker: Understanding Gaming Skill through Practice and Habit from Gameplay Behavior." Topics in Cognitive Science, vol. 9, no. 2, Apr. 2017, pp. 437-466. EBSCOhost, doi:10.1111/tops.12251.

Starcraft 2 is described by Huang as a fast-paced strategy game where players armies fight each other.(Huang 438). Huang also mentions the game is played competitively and there are numerous factors affecting players and their ability to play at their highest level, such as tactics, and reaction time. (Huang 438). A real time strategy game usually consists of a player, being able to both build a strong economy as well as the ability to maintain an army while attacking or harassing the enemy player at the same time. A strong economy or a strong army both have to be maintained as well, even if the player is being attacked. This requires the player to be able to think quickly and react otherwise the damage dealt to their economy or army might prove too damaging to recover from and may cost the game. Huang mentions that StarCraft 2 data have been studied to identify which characteristics explain a player’s skill level (Thompson, Blair, Chen, & Henrey, 2013). The study mentions the "perception-action cycle" and APM (actions per minute). Christine Byrd describes perception-action cycle as "Humans learn through this same basic process throughout life -- not by being told, but by doing. We’re hardwired to learn by interacting with the world around us and then perceiving the results. Neuroscientists call this simple yet powerful system the perception-action cycle."(Mindresearch.org). APM or actions per minute is the key presses or mouse clicks per minute. Professional gamers can be seen pressing up to 200 keys per minute or more (Huang 452). This is very true because real time strategy games are generally very stressful. It is difficult to multitask and even considered impossible. But with constant practice of the perception-action cycle and being able to think under tremendous stress or grief while maintaining a high amount of actions per minute, you are able to wage war while maintaining a strong economy to support your troops. Huang describes expert players being better at remaining composed and sustaining group battles. (Huang 464). I agree with this because the player is under tremendous stress while trying to be successful in both an economic war and a military war. This game is played both casually and competitively by millions while holding the spotlight in the e-leagues of gaming championships where tens of thousands of fans attend to watch. A major attraction for fans are the more known Blizzcon in California which holds the WCS (World Championship Series) for Starcraft 2. It is a global event where players from Korea to Canada to the US all attend to play for a chance to win the prize pool, which can range anywhere from $100,000 to even $700,000. (Esportearnings.com)


Huang, Jeff, et al. "Master Maker: Understanding Gaming Skill through Practice and Habit from Gameplay Behavior." Topics in Cognitive Science, vol. 9, no. 2, Apr. 2017, pp. 437-466. EBSCOhost, doi:10.1111/tops.12251.

Byrd, Christine. "What the Perception-action Cycle Tells Us About How the Brain Learns."MIND Research Institute Blog. N.p., 13 June 2017. Web. 22 Apr. 2018.

"StarCraft II Prize Pools & Top Players - ESports Profile :: E-Sports Earnings." Prize Pools & Top Players - ESports Profile :: E-Sports Earnings. N.p., n.d. Web. 22 Apr. 2018.

Friday, February 10, 2017

How Netflix is Changing Mass Culture

This week I found an interesting video called "Netflix's War on Mass Culture" and I immediately thought, "Oh no, they're not going to tell me that Netflix is bad! Are they?" The reality is both yes, and no. As I watched the video, despite its daunting title, I found that the narrative was somewhat open for interpretation and I will answer to that later on.

The video basically outlined how the normal practice of watching television had gone on in previous generations and how Netflix is different from that. At first the video accuses Netflix of trying to replace the foundations of television with a new system based on the current values of the internet generation and also of trying to change viewer behavior. Of course in my mind I say, "That's great that such things can evolve as we do!" However, this video takes the opposite approach and claims that Netflix has a hidden agenda.

Even the Netflix logos have a cool history! (source)

The origin story of Netflix is generally known by the average American; it was at first a DVD mail order service that after a while began to offer some of its most popular shows and films via online streaming. Its also infamously known as the company that eventually brought down Blockbuster Video, a VHS movie rental store that refused to "get with the times." Therefore proving that evolution of entertainment is imperative.

In the history of entertainment, many shows and events were broadcasted live, as reliable technology for recording video and audio didn't come until much later. Thus live entertainment was, for much of history, seen as commonplace. Even as pre-recorded shows began to air, live television did not disappear, as today we still have live news, sporting events, award shows, reality shows, etc. Though the focus now has shifted to pre-recorded shows being the majority and live television being the minority. Having our choice of scripted shows to watch echos the retail market, just like people could go to Blockbuster and pick out only what they wanted to watch rather than being subjected to "what's on." Also, unlike cable companies, Netflix pays attention to their viewers, what they watch and what they like, and uses algorithms based on the genre or starring actors to predict other shows you might be interested in.

Netflix knows what you like! "OITNB" was their top rated show last June. (image source)

The video states that mainstream entertainment is based on a large pillar of popular culture, flanked by smaller sub-cultures and that Netflix is attempting to change this architecture into a world of “fandom islands” where people rarely interact with others outside of their island. It gives people less exposure to things that they wouldn’t normally watch but I don’t see that the unity of people loving a show will cease because of this. It in fact adds a more profound sense of connection. For someone to find another person who likes the same obscure show that they do, instead of being crowded out by the overall tone of what the majority of people are watching, makes that show and that connection even more special. They argue that entertainment only based on fandom is non-traditional and un-American, but I have so far seen very little change in the unity and passion of people who have made the transition to online streaming.

In the past, network “event television” aimed to get a large group of people watching the same thing at the same time - but what is the harm in a large group of people watching the same thing, but at their own pace? Netflix is viewed by a large amount of people, but that doesn’t make it less valuable, in fact people are watching more hours of television than they did in the 1990s. This makes it even more important that we pay attention to what we are watching and make it more readily available, rather than restricting people to less choice because of tradition

Even cable networks have "On Demand." They have to admit it is part of our modern era of entertainment. (image source)

The anti-Netflix argument in the video uses the viewpoint of Vladimir Nabokov who believes that humanity’s “highest yearning” should be to leave behind all desire to be “current.” I however, argue that modern people have a very high regard for being up-to-date on all parts of culture, especially where they consider it to be a part of their identity. This does contrast to a time, even a hundred years back, when people were wary of new inventions such as television or even electricity - but today a vast number of people take great pride in wearing the latest trend, going to see the newest movies, and sharing the most popular memes. What’s wrong with that? I say nothing!

Sunday, January 22, 2017

I Am A Cosplayer and I'm Not Sorry

Firstly, I apologize if this comes out in a terrible format because I have never really "blogged" before, so I hope the technical aspects take care of themselves.

As per the title of this post, I can confirm that the area of pop culture that interests me the most is Cosplay. For those who have never heard this term before, it is the combined concept of "costume" and "roleplay," meaning that you not only dress as a character that you like, but you act like them, and while dressed you do your best to fully become them. Now, there are definitely many different levels to this act, as any beginner or casual fan could tell you but that shall remain a topic for another time. I will simply state that I would consider myself at the upper echelon of cosplay, in that I try to make my costume as accurate as I can and do try to speak or act as that character would most of the time.

Myself as Maya the Siren from the "Borderlands" video game series at Boston Comic Con 2015.

Cosplay is important to me for more intrinsic reasons than I could probably count, but the most major reason is that it is very social by nature, there are thousands and millions of others who like to wear costumes to conventions and I just plain love making friends! Secondly, it speaks volumes to my artistic nature; not everyone endeavors or is capable of making their own costumes, but it is an artistic challenge that I thoroughly enjoy testing myself on.

Myself, my husband Nick, and friend Sammy as characters from "Metro 2033" and "Fallout" at PAX East 2016.


As to what I expect to learn - conversely I intend to include the things I know in order to contribute to the amazing discussions we are about to share and I expect to learn more about the things I have likely been avoiding. For instance, I have never been particularly fond of zombies. The original idea of roaming deceased humans is wildly entertaining, but I feel it has become very overrated. The market has been completely saturated with zombie-themed things and frankly, I quickly tired of it. However, I promise to give it another chance as perhaps one of my classmates enjoys that part of pop culture and would be willing to elaborate in order to convert me :)

Myself at Boston Comic Con as Ezio from the "Assassin's Creed" video game series at Boston Comic Con 2015.

Sunday, April 24, 2016

Shania Twain & Country Music

"Shania Twain Shakes Up Country Music." Mandrell, James. Journal of Popular Culture , October 2014, Vol. 47 Issue: Number 5 p1015-1029, 15p

Man! I Feel Like Woman. A profound statement, and probably one of the most popular country songs ever. In October 2014, the Journal of Popular Culture wrote an article titled, "Shania Twain Shakes Up Country Music."  In this article the author described how often country music has a degrading connotation towards women. Though it may not be outright in the songs, women are often portrayed as fragile and needing a man. Even female country singers portrayed themselves this way, until Shania Twain came along and came out to be a powerful women who often used men as props - as a gender role reversal. Though many country songs are meant to be patriotic, or have a "home grown", family value message behind them, Twain broke the mold by portraying sexuality in a majority of her videos. As the article states, "Twain’s first music video, “What Made You Say That” in many ways sets the tone for the image of Twain purveyed over the next decade.8 Twain cavorts on the beaches of Miami clad in a variety of outfits that all feature her curves and, in one instance, her navel. Yet she’s not alone; there’s a hunk, too, who appears with and without a shirt, always revealing his chiseled chest (Mandrell. James)." Her ground breaking videos didn't stop with the sexuality. In her, "Man! I feel Like a Woman" video Twain crosses the gender roles by dressing in a feminized version of a males suit. And it doesn't stop there. "That Don't Impress Me Much" continues to downplay mans role in a woman's life by saying their money and job doesn't matter. Though Twain seemed to blend these lines between male and female, sometimes even provoking the thought of homosexuality, she maintained her popular image within country and pop music.

Twain was able to break a gender barrier in country music. This opened the doors for today's female country singers to have a more powerful stance in music, and be the aggressor rather than a "passive female." Though the battle of woman being objectified in country songs is not completely over, there is a level of respect between the male and female artists and the gender roles have been somewhat muted.


Lady Gaga and Fan Indentification


Click, Melissa A., Hyunji Lee, and Holly Willson Holladay. "Making Monsters: Lady Gaga, Fan Identification, And Social Media." Popular Music & Society 36.3 (2013): 360-379. Academic Search Premier. Web. 24 Apr. 2016. 
Melissa A. Click, et al. loos at fandom surrounding Lady Gaga. In exploring the relationship between Lady Gaga and her fans the authors draw from three areas of research: fan identification, monsters & the monsterous and the celebrity and social media. They also interviews fans. Fans, according to Click, et al., identify with Lady Gaga through her message of empowerment and self acceptance. The authors note the work of John Caughey in examining the fan and fan object relationship. Caughey writes that over time, fans will often incorporate a celebrity’s values into their own attitudes. With Lady Gaga many of these values are already present and are validated and strengthened by Lady Gaga’s engagement with her fans. Fans of Lady Gaga call themselves “little monsters” and consider Lady Gaga the “mother monster”. Perceiving themselves as outcasts, this is a way for fans to embrace their differences. Monster generally has negative connotations in our culture and this is a way for fans to own this word. With Lady Gaga as “mother monster” and protective mentor she becomes almost a parental figure further strengthening a fan’s identification with her. Click, et al. notes the importance of social media in the popularity of Lady Gaga. Lady Gaga is very active on social media and goes beyond the self-promotion of most celebrity’s. She often will interact directly with her fans, most often through twitter. She will respond to a fan’s artwork or cover of her song. This response to the interpretive aspect of her work allows fans to “see the real authentic person behind the celebrity.” This social media engagement with Lady Gaga “both enable and amplify” the identification fans have with her. 
I thought this article was very interesting in that the authors find a very strong fan identification when a celebrity validates their values, particularly when it is done through personal engagement on social media. This, they find, empowers the fan base. 

Saturday, April 23, 2016

Resident Evil Fandom


Image result for resident evil

Farghaly, Nadine, ed. Contributions to Zombie Studies: Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films. Jefferson, NC, USA: McFarland, 2014. ProQuest ebrary. Web. 22 April 2016. 



Image result for resident evilNadine Farghaly discusses the popularity of zombies and the franchise of Resident Evil fandom. The essays written for this volume focuses on this particular zombie manifestation and its significance in popular culture. Farghaly describes how Resident Evil started out as a video game but then grew into one of the biggest zombie franchises and fandoms around. “Capcom has sold 56 million units of these games, and since its debut, seven main video games have been distributed…” Resident Evil developed merchandise for its fans, graphic novels, action figures, and books. Resident evil fandom consists of message boards, live bulletin groups, and blogs.

The fans of Resident Evil are truly amazing. They live, breathe, and die for everything resident evil. It is the fans and the fandom that comes along with Resident Evil that keeps the games, movies, figurines, comics able to come out with more content.