National Repository of Grey Literature 4 records found  Search took 0.00 seconds. 
Avengers and their Fandom Perception
ŠURANSKÁ, Barbora
The Bachelor thesis on the topic Fandom Perception of Avengers have been focused especially at the final product of a specific fandom, in the form of shared fan art on social media. The first part is focused on the theoretical side of fan. I pay attention to its history and gradual progression. I'm trying to introduce the fan studies that have a tradition at universities of the United States of America and slowly making their way here in the field of media, television and cultural studies. In the next two chapters, I define the categories of fandom and types of fans and non-fans, about expend level of the activity. Then, based on typical fan activities by marked academics, I wrote down several practices. At the end of the theoretical part I discuss the three most important works wrote by Henry Jenkins, Matt Hills and Paul Booth, on which are build fan studies and are often quoted. In the second part, I will take a closer look at two works focused on the hypersexuality of female comic books characters from The Hawkeye Inititative website and a "race" man, Black Panther by Reginald Hudlin, Afroamerican author. I will analyze a video about physics milestones Marvel Universe filmed by the University of Minnesota physicist Jim Kakalios, who uses some scenes to explain various facts in his lectures. After that I will look at the main headline scenes that led to the end of the four phases of the Infinity Saga, popular conspiracy theories of forums such as Reddit, and at the finish add a few examples from Czech fan work on YouTube and shared art on Facebook, etc.
Fanworks and Copyright
Macáková, Michaela ; Petrlík, David (advisor) ; Dobřichovský, Tomáš (referee)
Fanworks and Copyright Abstract Fan works are works of authorship created by fans of a preexistent work from which they adopt characters, plots and worlds, and are distributed especially via the Internet. However, by doing so, the fan-author may infringe upon the copyright of the author of the preexistent work. The thesis Fanworks and Copyright introduces fanworks from a copyright perspective and starts a discussion whether current copyright statues are still appropriate in the era of massive growth of the Internet and online creative fan communities. Although it is not possible to state in general that fanworks infringe upon copyright, as there are multiple factors to take into account (what elements the author-fan adopts from the preexistent work, whether the author of the preexistent work has given consent for such use, whether the term of protection of the preexistent work has expired and whether there is a statutory exception), it can be stated that a large number of fanworks use copyrighted elements from preexistent works without the authors' consent, and since there is no exception in the Czech (and European) legislation that can be applied to fanworks, copyright is often being infringed upon. The complexity of the legislation and the legal uncertainty associated with its inconsistent application may...
Detectives in the captivity of fans
NIKLOVÁ, Monika
This master's thesis will explore the ways in which the fictional and real world blends with detective stories readers. In the methodological part, the author will focus on theoretical problems associated with perception of cult literary works, readers' activity and further expansion of fictional worlds. The phenomena the author will explore are, for example, fan clubs, fan fiction, fan art, naming real entities according to fictional characters and places, and searching for fictional entities in the real world. The practical part of this thesis will be devoted to three detective stories authors - A. C. Doyle, A. Christie and M. Jennings, and their functioning as cultural phenomena both in the Czech and world context.
Fan art in official promotion of video games
Veselá, Veronika ; Švelch, Jaroslav (advisor) ; Nečas, Vlastimil (referee)
With the rise of Internet, Web and new media technologies come increased opportunities for audience to recreate media content and influence its flow across different media platforms. The fan as a demanding yet enthusiastic consumer has become a centrepiece of media industries' marketing strategies. On the one hand, this qualitative change often described as participatory culture means a giant leap forward for fans, who can now serve new roles within the media industry. On the other, it represents a potential exploitation of media users, as unpaid volunteers do the labour professionals are paid for. This study investigates this tension in a case of videogame fans. On their official websites, videogame developers encourage fans to contribute with their fan art harnessing fan creativity for their advertising purposes. Convergence culture raises conflicts and compromises between creators of fan art (fan artists), and the owners of the copyrighted works they appropriate (game companies). This study addresses three main issues: (1) the way and circumstances under which game companies are displaying fan art on their official websites, (2) how fans understand the tensions between empowerment and exploitation, how do they address the issue of free labour, (3) how fans view issues concerning intellectual property...

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