MedieKultur: Journal of media and communication research 2020-01-19T03:46:43+01:00 Christian Hviid Mortensen Open Journal Systems Journal of media and communication research Editorial 2020-01-19T03:46:43+01:00 Christian Hviid Mortensen Stinne Gunder Strøm Krogager 2019-10-22T15:27:00+02:00 ##submission.copyrightStatement## Going home again? 2020-01-19T03:46:35+01:00 Claus Toft-Nielsen <div>Since its release in 2004, World of Warcraft (WoW) has regularly changed the game and the play experience in signifi cant ways. Recently, Blizzard, the developer of WoW, announced the upcoming game WoW Classic: “an authentic, Blizzard-quality classic experience”. Drawing on interviews with adult WoW fans and gamers, the article examines the game as an ‘aff ective space’ (Hills, 2002) of fandom that cannot be separated from the fan narratives and experiences it mediates. A key component in this aff ective space is the notion of fan nostalgia. The nostalgic relationship between a fan and a favourite text is often imbued with an imagined history, conjoining aff ect and meaning, belief and knowledge, and making nostalgia “both a way of knowing worlds – and a discourse of knowledge” (Radstone, 2010, p. 188). The article traces diff erent and often contradictory modes of fan nostalgia connected to WoW, such as tactile feelings of technostalgia (Bolin, 2015), deeply personal and anchoring types of nostalgia in the form of totemic objects (Proctor, 2017), manifested through fan practices of collecting digital items and souvenirs (Geraghty, 2014), and interwoven with desirable and appropriate self-identity and self-narrative (Williams, 2014). In reading these modes of nostalgia, the article argues that they ultimately function as a sort of ‘homecoming’, as the gamers’ many different experiences of the game and media texts surrounding the game all come together as complex attempts of memory work, creating the possibility of establishing a home within their fandom.</div> 2019-10-22T15:35:34+02:00 ##submission.copyrightStatement## Playing with Fandom 2020-01-19T03:46:29+01:00 Gry Høngsmark Knudsen Michael Fabrin Hjort Lukas Johannes Blaser <p>Th is article addresses fandom from the perspective of LEGO Fans. Building on data<br>from a large study of the LEGO Ideas platform, we investigate fandom as material<br>narratives of play, nostalgia, and intertextuality. LEGO Ideas is a platform that<br>allows users to submit ideas for future LEGO products, and based on the support<br>of other users in the form of votes and comments on issues such as suggested price<br>and target market, LEGO decides whether or not to produce a suggested product.<br>As such, LEGO Ideas is an online community for fans of LEGO, but a surprising<br>number of projects employ other fan narratives such as Star Wars, Marvel, Gilmore<br>Girls, Beatles, and Doctor Who to name a few. When analysing the number of<br>projects submitted to the platform, as many as 69% build on popular texts, brands<br>and celebrities. Further, two thirds of the approved projects build on popular texts<br>and celebrities with established fan cultures.<br>In this article we argue that fandom becomes a way to create bridges between<br>a variety of users and corporate interests. Although all the active participants on<br>LEGO Ideas self-identify as AFOLS (adult fans of LEGO), they do not necessarily<br>agree about what constitutes an interesting LEGO Ideas project. One way to reach<br>out and draw attention to a project, however, seems to be by employing fandom<br>in general as leverage; that is, materialising fans’ narratives in LEGO is a driving<br>force – not just for social interaction among the users – but also in getting their&nbsp;ideas considered for production by LEGO. Th us, when AFOLs bridge the apparent<br>gap between toys and (often) adult fan cultures, they facilitate multiple ways of<br>engaging with both, in ways that underline the play and intertextuality of popular<br>culture.</p> 2019-10-23T00:00:00+02:00 ##submission.copyrightStatement## “Today let's gently brush your ears” 2020-01-19T03:46:04+01:00 Helle Breth Klausen Iben Have <div>ASMR (Autonomous Sensory Meridian Response) is a physiological sensory reaction usually described as “a tingling, static-like sensation across the scalp, back of the neck and at times further areas in response to specific triggering audio and visual stimuli” (Barratt &amp; Davis, 2015). In the last decade ASMR has also become a growing media cultural phenomenon, especially on YouTube, where ASMRtists create videos that help you overcome stress, loneliness and insomnia while making you feel good. This article follows a question raised by one of these ASMRtists concerning the ability of the videos to generate a feeling of human touch. In a combination of Media and Sound Studies, and supported by an empirical study of user comments on YouTube and Reddit, we argue that ASMR videos off er a social service by affording experiences of telepresence and pseudohaptic social audio-grooming and thereby meeting the ‘skin hunger’ of modern human beings.</div> 2019-10-23T10:09:23+02:00 ##submission.copyrightStatement## Beyond the Informed Citizen? 2020-01-19T03:45:55+01:00 Jannie Møller Hartley Leif Hemming Pedersen <div class="page" data-page-number="1" data-loaded="true" data-page-label="55"> <div class="textLayer"> <div>This article presents an in-depth analysis of the narratives of everyday news engagement, and examines what news users perceive as the ideals, values and normative expectations surrounding their orientation to the “public world”. While many studies have examined this orientation related to media consumption in the broad sense, fewer have investigated how public connection and civic experiences are related to a news users’ normative ideals of news engagement. Through such a focus, this study shows the multiple and complex ways in which subjective experiences of news are related to civic experiences, here understood as how audiences articulate and understand their role as citizens in democratic societies. Based on an analysis of semi-structured interviews with, and in-depth media diaries by, 17 Danish news users between the ages of 21 and 65, we find that the often-implied ideal of the informed citizen in democratic theory is very strong among the participants. This is expressed through a narrative of news engagement as a moral obligation to be informed, resulting in what we label dutiful public connection. Secondly, we see a narrative of news consumption as socially expected, which is related to civic experiences such as taking a stand and debating societal issues with other people. In this narrative, the public connection is interpretative. Lastly, the study identifies a narrative of news engagement as genuine interest in news content and a wish to critically evaluate the news and its consequences, resulting in what we have termed a self-actualising public connection.</div> </div> </div> 2019-10-23T10:23:49+02:00 ##submission.copyrightStatement## Visual Infotainment in the political news 2020-01-19T03:45:49+01:00 Irene Photiou Lambrini Papadopoulou Artemis Eleftheriadou Theodora A. Maniou <div>This article introduces the concept of visual infotainment, the aspects of infotainment found in visual artefacts employed in the news. Using a case study, we examine the photographs published in the digital media to report on the negotiations between the Greek- and Turkish-Cypriot communities, which took place in 2016 and 2017. A four-level visual framing analysis is used to identify a consistent set of frames. It aims to identify the political ideologies that appear to be behind the visual infotainment in these pictorial reports, and the specific ways in which hard news can be transformed into soft news. Our research confirms the presence of visual infotainment elements of personalisation, emotion, morbidity and sensationalism. Overall, the study shows that visual infotainment serves to establish visual frames produced by and for contradictory propagandas, one of which favours ethnic nationalism while the other promotes confl ict resolution.</div> 2019-10-23T10:41:58+02:00 ##submission.copyrightStatement## Exploring the mediatization of organizational communication by religious communities in digital media 2020-01-19T03:46:22+01:00 Gry Høngsmark Knudsen Marie Vejrup Nielsen <p>This article presents an exploratory study of some of the ways in which religious communities communicate as organizations in digital spaces. Based on previous research, the article examines the extent to which processes of mediatization are visible in the digital spaces utilized by religious communities in Denmark today.<br>The study is based on data from websites and Facebook groups from ten Christian churches: five ELCD (Evangelical Lutheran Church in Denmark) parishes and five free churches. Data was collected using methods particularly designed for collecting digital data, with due consideration of the ethical implications of researching religious identity online. The data collection represents a follow-up study to the research project Religion in Aarhus 2013. Based on our findings, we suggest that mediatization processes progress more slowly in institutional religious communication because of the way in which they are organized. Furthermore, we demonstrate that there are some patterns in the way Christian communities express themselves online, and that these patterns to some extent depend on whether an ELCD parish or a free church is involved.</p> 2019-10-23T00:00:00+02:00 ##submission.copyrightStatement## Book Review 2020-01-19T03:46:12+01:00 Helle Birch 2019-10-23T00:00:00+02:00 ##submission.copyrightStatement## Book Review 2020-01-19T03:45:36+01:00 Helle Breth Klausen 2019-10-23T11:08:29+02:00 ##submission.copyrightStatement## Book Review 2020-01-19T03:45:43+01:00 Anne Sofia Karhio 2019-10-23T11:07:53+02:00 ##submission.copyrightStatement##