Introduction: Fans just wanna have fun -- Play moods. Fandom as mediatized play -- Play moods in digital fandom -- Play modes. Play rules in transmedia participation: SKAM fandom -- Language play on social media: the digital room where it happens -- Fanization, dark and deep play. The playful fanization of political culture -- Dark and deep play: QAnon as transmedia conspiracy -- Conclusion: The role of fan play in networked culture.
This article uses e-mail interviews with nine female fans to explore what it means to be a fan over the age of 50 of the popular BBC drama Sherlock (2010–). The research aims to better understand the role of fandom in later life, in particular how the participants in this study negotiate their perceptions of their subjective age in relation to being a fan in this part of their life course. This study combines theory on cultural gerontology with fan studies and mediatization theory in order to understand the dynamics and processes that guide fans' negotiations of subjective age as well as the role of fan practices and the affordances of social media in these processes. I argue that fandom, as a manifestation of a mediatized culture, augments the relevance of subjective age and informs the way in which participants in middle and later life perceive and negotiate their own subjective age specifically in relation to fandom as youth culture, women's passion, and creativity.
Supernatural is saturated with a wide range of religious representations. These elements often serve to instigate the storyline for one or more episodes, but do so in a way that is removed from their original setting in, for example, traditional religious contexts. In Supernatural, religion is subsumed to media logic, and thus transformed religious representations are an example of a continuous process of mediatization of religion. This essay applies a three-sided theoretical approach, considering mediatization, cognitive anthropology, and social theory. The concept of mediatization applied here implies long-term processes in which media play a role in cultural and social change. The theory of cognitive anthropology of religion allows us to understand how the series activates shared implicit knowledge of supernatural agents and events to evoke recognition and emotion; but by transforming these representations, the show challenges our imaginations. These transformations of banal religious representations in Supernatural come about in three ways: (1) as a mainstreaming of occulture, (2) through connecting banal religious elements to existential themes, and (3) through playful intertextuality. The series applies these narrative devices, which heighten plausibility and familiarity, while simultaneously offering viewers a change in perspective, thus creating opportunities for viewers to renegotiate existing religious imaginations.
This article considers fans' playful digital practices and focuses on the play moods that are co-constructed in online fan communities. We analyse how these play moods are negotiated across the life course for participating fans. Play moods are closely tied to the playful modes of fan practices, and by gaining a greater understanding of the moods that fans engage in at different stages of their life course we gain new insights into fan play as it relates to issues of age-related norms in fan communities. Specifically, this article analyses the Norwegian teenage streaming drama SKAM (Shame) (NRK, 2015–17), which was produced for a target audience of 16-year-old Norwegian girls but ended up capturing the hearts of people of all ages across Scandinavia and internationally. This study is based on interviews with 43 Scandinavian fans aged between 13 and 70. The participants were all active on social media (Facebook, Instagram, the show's blog, etc.) while the show was on the air and the interviews offers insights into issues of age-appropriateness as it relates to fan practices. As such, fans 'police' both themselves and each other based on perceptions of age, while also engaging in practices that are by nature playful and may be considered subjectively and culturally 'youthful' or 'childish'. The article combines theory of play and fan studies with a focus on the life course and cultural gerontology in order to highlight these tendencies in the SKAM fandom.