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Wikipedia

Fan labor

Fan labor, also called fan works, are the creative activities engaged in by fans, primarily those of various media properties or musical groups.[1][2] These activities can include creation of written works (fiction, fan fiction and review literature), visual or computer-assisted art, films and videos, animations, games, music, or applied arts and costuming.

Although fans invest significant time creating their products, and fan-created products are "often crafted with production values as high as any in the official culture,"[3] most fans provide their creative works as amateurs, for others to enjoy without requiring or requesting monetary compensation. Fans respect their gift economy culture and are often also fearful that charging other fans for products of their creativity will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. The skills that fans hone through their fan works may be marketable, and some fans find employment through their fan works.

In recent years, media conglomerates have become more aware of how fan labor activities can add to and affect the effectiveness of media product development, marketing, advertising, promotional activities, and distribution. They seek to harness fan activities for low-cost and effective advertisements (such as the 2007 Doritos Super Bowl Ad contest) at the same time as they continue to send out cease and desist to the creators of amateur fan products—threatening legal action whose basis is increasingly being questioned by fandom rights groups like the Organization for Transformative Works, which assert the transformative and therefore legal nature of fan labor products.

In the fandom subgroups science fiction fandom and media fandom, fan labor activities may be termed fanac (from "fannish activities"), a term that also includes non-creative activities such as managing traditional science fiction fanzines (i.e., not primarily devoted to fan fiction), and the organization and maintenance of science fiction conventions and science fiction clubs.

A more general and internet focused form of "fan work" is user-generated content, which became popular with the Web 2.0, often also a form of virtual volunteering.

Categories of activities edit

Fans use all art forms to express their creativity with regard to their fandoms.

Literary arts: Fan fiction, reviews edit

Fan fiction is the most widely known fan labor practice, and arguably one of the oldest, beginning at least as early as the 17th century.[4][5] Fan fiction stories ("fan fic") are literary works produced by fans of a given media property, rather than the original creator. They may expand on an original story line, character relationship, or situations and entities that were originally mentioned in the original author's work. Works of fan fiction are rarely commissioned or authorized by the original work's owner, creator, or publisher, and they are almost never professionally published.

The rise of online repositories built to archive and deliver fan fiction has resulted in a new activity: fandom analytics. This fan labor practice is focused on the analysis and visualization of the use of content tags and categories, along with other metrics, such as hit and word counts in order to discuss and forecast trends and variations within and across fandoms.[6]

Traditional visual arts: Art and graphic design edit

Fan art is artwork based on a character, costume, item, or story that was created by someone other than the artist. Usually, it refers to fan labor artworks by amateur and unpaid artists. In addition to traditional paintings and drawings, fan artists may also create web banners, avatars, or web-based animations, as well as photo collages, posters, and artistic representation of movie/show/book quotes.

Computer-aided visual arts: Fan films, fan vids, fan games, machinima edit

 
A booth screening a Star Wars fan film at a convention

A fan film is a film or video inspired by a media source, created by fans rather than by the source's copyright holders or creators. Fan films vary in length from short faux-teaser trailers for non-existent motion pictures to ultra-rare full-length motion pictures.

Fanvids are analytical music videos made by synchronizing clips from TV shows or movies with music to tell a story or make an argument.[7] "Vidders", the creators of these videos, carefully match the audio and video components to tell a story or set a specific mood.

Fangames are video games made by fans based on one or more established video games; the vast majority of fangames that have been successfully completed and published are adventure games. Many fangames attempt to clone the original game's design, gameplay and characters, but it is equally common for fans to develop a unique game using another only as a template. Fangames are either developed as standalone games with their own engines, or as modifications to existing games that "piggyback" on the other's engines.

Fans of video games have been creating machinima since 1996.[8] Machinima creators use computer game engines to create "actors" and create scenarios for them to perform in, using the physics and character generation tools of the game. The scripts, as performed by the computer-generated characters, are recorded and distributed to viewers online.[9]

Reanimated collaborations involve each fan animating a shot of an existing film in their own unique style. The clips are then stitched together to produce a collaborative tribute, sometimes with over 500 animators on a single film. The finished product is then uploaded to the internet for other fans to watch. Reanimated projects have been produced in honor of Shrek, SpongeBob, The Simpsons, Kirby, and Zelda CDi, among others.[10][11][12][13][14][15] Participants generally expect little or no profit.[16][17]

Fan labor in the software domain, especially for video games, exists also in the form of fan patches, fan translations, mods, fan-made remakes, server emulators and source ports.[18]

Musical arts: Filking edit

Filk is a musical culture, genre, and community tied to science fiction/fantasy fandom, involving the writing and performance of songs inspired by fandom and other common filk themes. Filking is often done in small groups at conventions, often late at night after other official convention programming has ended for the day; additionally, there are now dedicated filk conventions in Canada, England, Germany, and the USA.

Some fandoms[19][20] are known to produce music as a form of fan labor that is not usually classified as filk.

Applied arts: Costume construction, tea blending edit

In costuming or cosplay, creators assemble and sew costumes that replicate characters or fit with the setting of the target of fannish activity. Costuming often goes well beyond basic seamstress and tailoring, and may include developing sophisticated mechanics, such as hydraulics to open and close wings, or complicated manufacturing techniques, such as building Stormtrooper armor from scratch by using vacuum molding and fiberglass application.

In fandom-inspired tea blends, creators craft unique combinations of teas, herbs, nuts, fruits, and/or spices to produce a blend that typifies a character from TV, film, or comic books or exemplifies their nature, or an aspect of it. Fan art is typically involved in the form of a custom designed label. NPR reports this started in 2012 and there are now "more than a thousand user-created 'fandom teas'" available.[21]

Economic theories and models edit

Having invested significant amounts of time, most fans provide their creative works for others to enjoy without requiring or requesting monetary compensation. Most fans are engaged in an economic model that rewards labor with "credit" such as attribution, notoriety, and good will, rather than money.[22]

Relationships between fans edit

Instead of monetary reward, one of the major rewards of fan labor is the formation of relationships between fan creators and other fans. The relationships created through fan exchanges are often as important, if not more so, than the products exchanged. The focus on relationships separates fandom economic practices from the capitalistic practices of everyday life.

From an economic anthropology viewpoint, the products of fan labor are a form of cultural wealth, valuable also for their ability to interrelate the fan works, the fan-creators, and the original media property itself through conversation and fan work exchanges. Fans, in other words, are "affines" of media property and of other fans.

Deification of media property owner edit

From another economic anthropology perspective, fan creative practices are labor that is done in a relatively routine way and that helps to maintain a connection to the media property itself (the "cultural ancestor" or "deity"). Through their fan labor, fans are able to replicate "the original creative acts of first-principle deities, ancestors or cultural heroes".[23]

Ritual anthropology edit

Fans engage in skilled crafting, "routine acts" within a ritual economy. The types of material that fans produce and consume continually reproduce the structures and worldview of the fandom subset of the authors and readers, for instance, in terms of which ships are popular. These choices also reflect the relationships fans construct of their view of their place within fandom, including how they relate to the media property and the corporate structures and products surrounding it. Fans are therefore engaged in "the individual and collective construction of overlapping and even conflicting practices, identities, meanings, and also alternate texts, images, and objects".[24]

The goods that fans produce as a result of these rituals are imbued with social value by other fans. Fan works are valued as fandom products, and they also support the fan creator's desire to be valued by peers.[25]

Fan products and money edit

There is a divide in fandom between those who want to see new models of remuneration developed and those who feel that "getting paid cuts fandom off at the knees".[26]

For example, Rebecca Tushnet fears that "if fan productions became well-recognized gateways to legitimate fame and fortune, there might be a tradeoff between monetary and community-based incentives to create."[27] By contrast, Abigail De Kosnik suggests that, since fans are inevitably part of a monetary economy in some way or another, fans should be able to profit from the people who are profiting from them.[28]

Ambivalence regarding monetary compensation edit

Fans who do their creative work out of paying respect to the original media property or an actor or to the fandom in general gain cultural capital in the fandom. However, those who attempt to sell their creative products will be shunned by other fans, and subject to possible legal action. Fans often classify other fans trying to sell their items for profit motives as "hucksters" rather than true fans.[29]

Fans are often also fearful that charging other fans for products of their creativity, such as zines, videos, costumes, art, etc. will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. That fear has come true in more than one case, such as the removal from sale on Amazon.com of Another Hope, a commercial fan fiction book set in the Star Wars universe.[30]

However, some fans engage in for-profit exchange of their creations in what is known as the "gray market". The gray market operates mainly through word of mouth and "under the table" sales, and provides products of varying quality. Even though these are commercial activities, it is still expected that fan vendors will not make a large amount of profit, charging just enough to cover expenses. Some vendors attempt to not mark up their products at all, and will use that information in their promotional information, in an attempt to secure the confidence of other fans who may look down at fans making a profit.

Fan art is one exception, in that artists have traditionally sold their works in public at conventions and other fan gatherings,[31] as well as on their own web sites. Many fan artists have set up e-commerce storefronts through vendors such as CafePress and Zazzle, which allow customers to purchase items such as t-shirts, totes, and mugs with the fan design imprinted on them.

Filking has also become more commercialized, with several filkers (The Great LukeSki, Voltaire, The Bedlam Bards, etc.) producing and selling filk cassettes, CDs and DVDs of their performances.

Third party marketplaces edit

Some companies purchase fan-created additions or game items. Other companies run marketplaces for fans to sell these items to other fans for monetary reward.[22]

Conglomerates and fans edit

Jenkins comments on the fan-media conglomerate relationship, saying, "Here, the right to participate in the culture is assumed to be 'the freedom we have allowed ourselves,' not a privilege granted by a benevolent company, not something they [fans] are prepared to barter away for better sound files or free Web hosting. [….] Instead, they embrace an understanding of intellectual property as 'shareware,' something that accrues value as it moves across different contexts, gets retold in various ways, attracts multiple audiences, and opens itself up to a proliferation of alternative meanings."[32]

However, this state of affairs may not last as companies become more aware of how fan labor activities can add to and affect the effectiveness of media product development, marketing, advertising, promotional activities, and distribution. A business report called The Future of Independent Media stated, "The media landscape will be reshaped by the bottom-up energy of media created by amateurs and hobbyists as a matter of course [….] A new generation of media makers and viewers are [sic] emerging which could lead to a sea change in how media is made and consumed."[33] The 2007 book Consumer Tribes[34] is devoted to case studies of consumer groups, many of them media fans, who are challenging the traditional media production and consumer product marketing models.

Companies, however, react to fan activities in very different ways. While some companies actively court fans and these type of activities (sometimes limited to ways delineated by the company itself), other companies attempt to highly restrict them.

Full support of fan activities edit

The payments to fan creators of content that is used in upgrades to the model train simulator Trainz is an example of an original copyright owner being willing to share the potential commercial gain to be made from derivative works by fans.[35]

In Japan, doujinshi is often sold side by side with its original commercial inspiration, with no legal action from the original publishers.[27]

Co-opting fan activities edit

Companies are now building in room for participation and improvisation, allowing fans to essentially color-by-number with franchise approval.[36] Some, however, disagree that it is good practice for corporations to engage in and encourage fan activities. Stephen Brown, in his article for Consumer Tribes, Harry Potter and the Fandom Menace, writes, "Fans, furthermore, are atypical. [….] They are not representative, not even remotely. Their enthusiastically put views are hopelessly distorted, albeit hopelessly distorted in a direction marketers find congenial. Isn't it great to gather eager followers? [….] The answer, in a nutshell, is NO."[37]

Additionally, some corporations co-opt user-generated content as "free labor".[38] As fans recognize the commercial value of their labor, the issue of companies abusing these volunteer creators of videos, stories, and advertisements (such as the 2007 Doritos Super Bowl Ad contest) by not providing an appropriate monetary reward is of concern.[39]

Eliminating fan activities edit

In recent years, copyright holders have increasingly sent cease and desist letters to vendors and authors, as well as requests for back licensing fees or other fines for copyright violations.[40] Often, these cases are settled out of court, but usually result in the fan vendor having to stop selling products entirely, or significantly modifying their wares to comply with the copyright owner's demands.

Legal issues edit

Most fan labor products are derivative works,[41] in that they are creative additions or modifications to an existing copyrighted work,[42] or they are original creations which are inspired by a specific copyrighted work. Some or all of these works may fall into the legal category of transformative works (such as a parody of the original), which is protected as fair use under U.S. copyright law. However, corporations continue to ask fans to stop engaging with their products in creative ways.

Support for fans edit

Fan labor products may be protected by the Fair Use Doctrine of the U.S. Copyright Law, which judges if a work is copyright-infringing based on four tests:

  1. the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;
  2. the nature of the copyrighted work;
  3. the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
  4. the effect of the use upon the potential market for or value of the copyrighted work.

However, these tests are not absolute, and judges may decide to weigh one factor more heavily than another in any given case.[43]

Although some fan artists receive cease and desist letters or find themselves running afoul of copyright law, they may argue that their "artistic interpretation" of a character or scenario makes it a transformative work upheld by the fair use doctrine.

The Organization for Transformative Works is a fan-run organization that advocates for the transformative nature of fan fiction and provides legal advice for fan fiction writers, vidders, and other fan labor practitioners.

Chilling Effects is a joint web project of the Electronic Frontier Foundation and Harvard, Stanford, Berkeley, University of San Francisco, University of Maine, George Washington School of Law, and Santa Clara University School of Law clinics, which covers the current state of copyright-related law suits, and has a special section devoted to fan fiction legal action and how to fight it.

Some copyright holders view fan work as free publicity, permitting them to the maximum extent.

Copyright holders fight fans edit

Recent years have seen increasing legal action from media conglomerates, who are actively protecting their intellectual property rights. Because of new technologies that make media easier to distribute and modify, fan labor activities are coming under greater scrutiny. Some fans are finding themselves the subjects of cease and desist letters which ask them to take down the offending materials from a website, or stop distributing or selling an item which the corporation believes violates their copyright.[44] As a result of these actions by media companies, some conventions now ban fan art entirely from their art shows, even if not offered for sale, and third party vendors may remove offending designs from their websites.

See also edit

References edit

  1. ^ "Futures of Entertainment 2 – Fan Labor". MIT Comparative Media Studies (CMS). 2007-12-07.
  2. ^ Watching Television Without Pity: The Productivity of Free Fan Labor. The annual meeting of the International Communication Association. New York, NY. 2008-10-10.
  3. ^ Fiske 1992:39
  4. ^ "Alonso Fernández de Avellaneda". Encyclopædia Britannica. Retrieved 2008-04-24.
  5. ^ Constant, Paul. "Where No Man Has Gone Before" Newsweek Web Exclusive May 5, 2009
  6. ^ Baker-Whitelaw, Gavia (15 July 2013). "Unpacking the unofficial fanfiction census". dailydot.com. The Daily Dot. Retrieved 16 January 2014.
  7. ^ Jenkins 2006b:144, Kozinets 2007:198–200
  8. ^ Lowood 2006, 32
  9. ^ Robert Jones (2007-06-06). . transform. Louisa Ellen Stein. Archived from the original on 2019-12-09.
  10. ^ Steamed Hams but There's a Different Animator Every 13 Seconds, retrieved 2022-08-24
  11. ^ "Zelda CD-i Reanimated brings together over 200 animators to celebrate the worst-ever Zelda cutscenes". Nintendo Wire. 2020-09-07. Retrieved 2022-08-24.
  12. ^ The Zelda CDi Reanimated Collab!, retrieved 2022-08-24
  13. ^ Muñoz, José David (2020-09-08). "Los Zelda CD-i se han reanimado de una manera gloriosa gracias a los esfuerzos de varios fans". Hobbyconsolas (in Spanish). Retrieved 2022-08-24.
  14. ^ The SpongeBob SquarePants Movie Rehydrated!, retrieved 2022-08-24
  15. ^ Kirby Reanimated Collab, retrieved 2022-08-24
  16. ^ Jaworski, Michelle (2022-05-02). "'It was a love letter to the franchise and what did Paramount do? They blocked it': Outrage as 'SpongeBob' fan film removed on YouTube". The Daily Dot. Retrieved 2022-08-24.
  17. ^ Pitman, Robert (2022-05-03). "#JusticeForSpongebob: What Is Spongebob Movie Rehydrated?". ScreenRant. Retrieved 2022-08-24.
  18. ^ You're in charge! – From vital patches to game cancellations, players are often intimately involved. by Christian Donlan on Eurogamer "Supreme Commander fans released Forged Alliance Forever and gave the game the online client it could otherwise only dream of. I haven't played it much, but I still got a tear in my eye when I read about the extents these coders had gone to. There's nothing quite so wonderful to witness as love, and this is surely love of the very purest order. [...] SupCom guys resurrect a series whose publisher had just gone under." (2013-11-02)
  19. ^ Rutherford, Kevin (2012-04-20). "Behind the Music of Pop Culture Smash 'My Little Pony: Friendship Is Magic'". Rolling Stone. Retrieved 2012-04-20.
  20. ^ Lauren Rae Orsini (3 September 2012). "Behind the wonderful and weird soundtrack to Homestuck". The Daily Dot. Retrieved September 13, 2012.
  21. ^ Zuraw, Lydia (29 April 2013). "If TV's Your Cup of Tea, Try A Character-Infused Blend". npr.org. NPR. Retrieved 16 January 2014.
  22. ^ a b Tushnet 2007
  23. ^ Helms 1998:171
  24. ^ Kozinets 2007:205
  25. ^ Thorne and Bruner 2006:54
  26. ^ Comment by Catherine Tosenberger, speaker on "Fan Labor" panel, Futures of Entertainment 2007 conference at MIT
  27. ^ a b Tushnet 2007:173
  28. ^ De Kosnik 2009:118
  29. ^ Fiske 1992:40
  30. ^ MacDonald 2006:6
  31. ^ Fiske 2002:40[full citation needed]
  32. ^ Jenkins 2006:256
  33. ^ Jenkins 2007b:360
  34. ^ Cova, Kozinets, Shankar, eds. 2007
  35. ^ Session on Fan Labor and personal discussion with an Auran company representative, Media in Transition Conference, Massachusetts Institute of Technology, April 18–21, 2007.
  36. ^ Jenkins 2007a:145
  37. ^ Brown 2007:190
  38. ^ Deuze 2007:3,57; Keen 2007:61–62
  39. ^ Deuze 2007:56–83; Keen 2007:60–63
  40. ^ Universal Studios C&D letter to fan artist 11th Hour, 2006[full citation needed]
  41. ^ Tushnet 2007:141–150
  42. ^ Tushnet 2004:551
  43. ^ Woo 2004
  44. ^ Clerc 2002:71-54,162-179

Works cited edit

  • Appadurai, Arjun (1986) The social life of things: Commodities in cultural perspective. Cambridge: Cambridge University Press.
  • Brown, Stephen (2007) "Harry Potter and the Fandom Menace". In Consumer Tribes, B. Cova, R.V. Kozinets and A. Shankar, eds. pp. 177–193. Oxford, Elsevier.
  • Clerc, Susan (2002) Who Owns Our Culture? The Battle Over the Internet, Copyright, Media Fandom, and Everyday Uses of the Cultural Commons. Dissertation, Bowling Green State University. Ann Arbor, MI: ProQuest Information and Learning Co.
  • Coppa, Francesca (2007) "A Brief History of Media Fandom". In Fan Fiction and Fan Communities in the Age of the Internet, K. Hellekson and K. Busse, eds. pp. 5–32. London, McFarland.
  • Cova, Bernard, Robert V. Kozinets and Avi Shankar (2007) Consumer Tribes. Oxford, Elsevier.
  • De Kosnik, Abigail (2009) Should Fan Fiction Be Free?. In Cinema Journal 48:118 (2009).
  • Deuze, Mark (2007) Media Work. Cambridge, Polity Press.
  • Fiske, John (1992) "The Cultural Economy of Fandom". In The Adoring Audience, Lisa A. Lewis, ed. pp. 30–49. London, Routledge.
  • Gray, Jonathan, Cornel Sandvoss and C. Lee Harrington (2007) Fandom: Identities and Communities in a Mediated World. New York, New York University Press.
  • Hellekson, Karen and Kristina Busse (2006) "Introduction: Work in Progress". In Fan Fiction and Fan Communities in the Age of the Internet, K. Hellekson and K. Busse, eds. pp. 5–32. London, McFarland.
  • Helms, Mary W. (1998)"Tangible Durability". In Access to Origins: Affines, Ancestors, and Aristocrats. M.W. Helms, ed. pp. 164–173. Austin: University of Texas Press.
  • Isaac, Barry L. (1993) "Retrospective on the Formalist-Substantivist Debate". Research in Economic Anthropology 14:213–233.
  • Jenkins, Henry (2007a) Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York, New York University Press.
  • Jenkins, Henry (2007b) "Afterword: The Future of Fandom".In Fandom: Identities and Communities in a Mediated World. J. Gray, C. Sandvoss and C.L. Harrington, eds. pp. 357–364. New York, New York University Press.
  • Jenkins, Henry (2006) Convergence Culture: Where Old and New Media Collide. New York, New York University Press.
  • Keen, Andrew (2007) The Cult of the Amateur: How Today's Internet is Killing Our Culture. New York, Doubleday.
  • Kozinets, Robert V. (2007) "Inno-tribes: Star Trek as wikimedia". In Consumer Tribes, B. Cova, R.V. Kozinets and A. Shankar, eds. pp. 177–193. Oxford, Elsevier.
  • Lowood, Henry (2006). "High-performance play: The making of machinima". Journal of Media Practice. 7 (1): 25–42. doi:10.1386/jmpr.7.1.25/1. S2CID 191359937.
  • Mauss, Marcel (1990) The Gift: The Form and Reason for Exchange in Archaic Societies. W.D. Halls, transl. London: Routledge.
  • MacDonald, Heidi (2006) "Star Wars POD Fan Fiction Flap". in Publishers Weekly; May 1, 2006, 253, 18. p. 6.
  • Polanyi, Karl (1957) "The Economy as Instituted Process". In Trade and market in the Early Empires: Economies in History and Theory. C.M.A. K. Polanyi, H.W. Pearson, ed. pp. 243–270. Glencoe, Illinois: The Free Press.
  • Thorne, Scott and Gordon C. Bruner (2006) "An exploratory investigation of the characteristics of consumer fanaticism". Qualitative Market Research; 2006; 9, 1. p. 51.
  • Thorsby, David (2001) "Introduction". In Economics and Culture. pp. 1–18. Cambridge, UK: Cambridge University Press.
  • Tushnet, Rebecca (2004) "Copy This Essay: How Fair Use Doctrine Harms Free Speech and How Copying Serves It". In The Yale Law Journal. 114(3):535–590. JSTOR 4135692.
  • Tushnet, Rebecca (2007) "http://scholarship.law.duke.edu/cgi/viewcontent.cgi?article=1424&context=lcp Payment in Credit: Copyright Law and Subcultural Creativity[permanent dead link]". In Law & Contemporary Problems. 70:135–174.
  • Wells, E. Christian and Karla Davis-Salazar (2007) "Mesoamerican Ritual Economy: Materialization as Ritual and Economic Process". In Mesoamerican Ritual Economy: Archaeological and Ethnological Perspectives, E. C. Wells and K. L. Davis-Salazar, eds. pp. 1–26. Boulder, University Press of Colorado.
  • Wilk, Richard R. and Lisa C. Cliggett (2007) Economies and Cultures: Foundations of Economic Anthropology. Boulder, Colorado: Westview Press.
  • Woo, Jisuk (2004) "Redefining the 'Transformative Use' of Copyrighted Works: Toward a Fair Use Standard in the Digital Environment". In Hastings Communications and Law Journal. Retrieved from Lexis-Nexis service, University of South Florida Library.

External links edit

  • Coverage of the Harry Potter Lexicon Trial

labor, fanworks, redirects, here, japanese, company, fanworks, animation, studio, confused, with, service, also, called, works, creative, activities, engaged, fans, primarily, those, various, media, properties, musical, groups, these, activities, include, crea. fanworks redirects here For the Japanese company see Fanworks animation studio Not to be confused with Fan service Fan labor also called fan works are the creative activities engaged in by fans primarily those of various media properties or musical groups 1 2 These activities can include creation of written works fiction fan fiction and review literature visual or computer assisted art films and videos animations games music or applied arts and costuming Although fans invest significant time creating their products and fan created products are often crafted with production values as high as any in the official culture 3 most fans provide their creative works as amateurs for others to enjoy without requiring or requesting monetary compensation Fans respect their gift economy culture and are often also fearful that charging other fans for products of their creativity will somehow fundamentally change the fan fan relationship as well as attract unwanted legal attention from copyright holders The skills that fans hone through their fan works may be marketable and some fans find employment through their fan works In recent years media conglomerates have become more aware of how fan labor activities can add to and affect the effectiveness of media product development marketing advertising promotional activities and distribution They seek to harness fan activities for low cost and effective advertisements such as the 2007 Doritos Super Bowl Ad contest at the same time as they continue to send out cease and desist to the creators of amateur fan products threatening legal action whose basis is increasingly being questioned by fandom rights groups like the Organization for Transformative Works which assert the transformative and therefore legal nature of fan labor products In the fandom subgroups science fiction fandom and media fandom fan labor activities may be termed fanac from fannish activities a term that also includes non creative activities such as managing traditional science fiction fanzines i e not primarily devoted to fan fiction and the organization and maintenance of science fiction conventions and science fiction clubs A more general and internet focused form of fan work is user generated content which became popular with the Web 2 0 often also a form of virtual volunteering Contents 1 Categories of activities 1 1 Literary arts Fan fiction reviews 1 2 Traditional visual arts Art and graphic design 1 3 Computer aided visual arts Fan films fan vids fan games machinima 1 4 Musical arts Filking 1 5 Applied arts Costume construction tea blending 2 Economic theories and models 2 1 Relationships between fans 2 2 Deification of media property owner 2 3 Ritual anthropology 3 Fan products and money 3 1 Ambivalence regarding monetary compensation 3 2 Third party marketplaces 4 Conglomerates and fans 4 1 Full support of fan activities 4 2 Co opting fan activities 4 3 Eliminating fan activities 5 Legal issues 5 1 Support for fans 5 2 Copyright holders fight fans 6 See also 7 References 8 Works cited 9 External linksCategories of activities editFans use all art forms to express their creativity with regard to their fandoms Literary arts Fan fiction reviews edit Fan fiction is the most widely known fan labor practice and arguably one of the oldest beginning at least as early as the 17th century 4 5 Fan fiction stories fan fic are literary works produced by fans of a given media property rather than the original creator They may expand on an original story line character relationship or situations and entities that were originally mentioned in the original author s work Works of fan fiction are rarely commissioned or authorized by the original work s owner creator or publisher and they are almost never professionally published The rise of online repositories built to archive and deliver fan fiction has resulted in a new activity fandom analytics This fan labor practice is focused on the analysis and visualization of the use of content tags and categories along with other metrics such as hit and word counts in order to discuss and forecast trends and variations within and across fandoms 6 Traditional visual arts Art and graphic design edit Fan art is artwork based on a character costume item or story that was created by someone other than the artist Usually it refers to fan labor artworks by amateur and unpaid artists In addition to traditional paintings and drawings fan artists may also create web banners avatars or web based animations as well as photo collages posters and artistic representation of movie show book quotes Computer aided visual arts Fan films fan vids fan games machinima edit nbsp A booth screening a Star Wars fan film at a convention A fan film is a film or video inspired by a media source created by fans rather than by the source s copyright holders or creators Fan films vary in length from short faux teaser trailers for non existent motion pictures to ultra rare full length motion pictures Fanvids are analytical music videos made by synchronizing clips from TV shows or movies with music to tell a story or make an argument 7 Vidders the creators of these videos carefully match the audio and video components to tell a story or set a specific mood Fangames are video games made by fans based on one or more established video games the vast majority of fangames that have been successfully completed and published are adventure games Many fangames attempt to clone the original game s design gameplay and characters but it is equally common for fans to develop a unique game using another only as a template Fangames are either developed as standalone games with their own engines or as modifications to existing games that piggyback on the other s engines Fans of video games have been creating machinima since 1996 8 Machinima creators use computer game engines to create actors and create scenarios for them to perform in using the physics and character generation tools of the game The scripts as performed by the computer generated characters are recorded and distributed to viewers online 9 Reanimated collaborations involve each fan animating a shot of an existing film in their own unique style The clips are then stitched together to produce a collaborative tribute sometimes with over 500 animators on a single film The finished product is then uploaded to the internet for other fans to watch Reanimated projects have been produced in honor of Shrek SpongeBob The Simpsons Kirby and Zelda CDi among others 10 11 12 13 14 15 Participants generally expect little or no profit 16 17 Fan labor in the software domain especially for video games exists also in the form of fan patches fan translations mods fan made remakes server emulators and source ports 18 Musical arts Filking edit Filk is a musical culture genre and community tied to science fiction fantasy fandom involving the writing and performance of songs inspired by fandom and other common filk themes Filking is often done in small groups at conventions often late at night after other official convention programming has ended for the day additionally there are now dedicated filk conventions in Canada England Germany and the USA Some fandoms 19 20 are known to produce music as a form of fan labor that is not usually classified as filk Applied arts Costume construction tea blending edit In costuming or cosplay creators assemble and sew costumes that replicate characters or fit with the setting of the target of fannish activity Costuming often goes well beyond basic seamstress and tailoring and may include developing sophisticated mechanics such as hydraulics to open and close wings or complicated manufacturing techniques such as building Stormtrooper armor from scratch by using vacuum molding and fiberglass application In fandom inspired tea blends creators craft unique combinations of teas herbs nuts fruits and or spices to produce a blend that typifies a character from TV film or comic books or exemplifies their nature or an aspect of it Fan art is typically involved in the form of a custom designed label NPR reports this started in 2012 and there are now more than a thousand user created fandom teas available 21 Economic theories and models editHaving invested significant amounts of time most fans provide their creative works for others to enjoy without requiring or requesting monetary compensation Most fans are engaged in an economic model that rewards labor with credit such as attribution notoriety and good will rather than money 22 Relationships between fans edit Instead of monetary reward one of the major rewards of fan labor is the formation of relationships between fan creators and other fans The relationships created through fan exchanges are often as important if not more so than the products exchanged The focus on relationships separates fandom economic practices from the capitalistic practices of everyday life From an economic anthropology viewpoint the products of fan labor are a form of cultural wealth valuable also for their ability to interrelate the fan works the fan creators and the original media property itself through conversation and fan work exchanges Fans in other words are affines of media property and of other fans Deification of media property owner edit From another economic anthropology perspective fan creative practices are labor that is done in a relatively routine way and that helps to maintain a connection to the media property itself the cultural ancestor or deity Through their fan labor fans are able to replicate the original creative acts of first principle deities ancestors or cultural heroes 23 Ritual anthropology edit Fans engage in skilled crafting routine acts within a ritual economy The types of material that fans produce and consume continually reproduce the structures and worldview of the fandom subset of the authors and readers for instance in terms of which ships are popular These choices also reflect the relationships fans construct of their view of their place within fandom including how they relate to the media property and the corporate structures and products surrounding it Fans are therefore engaged in the individual and collective construction of overlapping and even conflicting practices identities meanings and also alternate texts images and objects 24 The goods that fans produce as a result of these rituals are imbued with social value by other fans Fan works are valued as fandom products and they also support the fan creator s desire to be valued by peers 25 Fan products and money editThere is a divide in fandom between those who want to see new models of remuneration developed and those who feel that getting paid cuts fandom off at the knees 26 For example Rebecca Tushnet fears that if fan productions became well recognized gateways to legitimate fame and fortune there might be a tradeoff between monetary and community based incentives to create 27 By contrast Abigail De Kosnik suggests that since fans are inevitably part of a monetary economy in some way or another fans should be able to profit from the people who are profiting from them 28 Ambivalence regarding monetary compensation edit Fans who do their creative work out of paying respect to the original media property or an actor or to the fandom in general gain cultural capital in the fandom However those who attempt to sell their creative products will be shunned by other fans and subject to possible legal action Fans often classify other fans trying to sell their items for profit motives as hucksters rather than true fans 29 Fans are often also fearful that charging other fans for products of their creativity such as zines videos costumes art etc will somehow fundamentally change the fan fan relationship as well as attract unwanted legal attention from copyright holders That fear has come true in more than one case such as the removal from sale on Amazon com of Another Hope a commercial fan fiction book set in the Star Wars universe 30 However some fans engage in for profit exchange of their creations in what is known as the gray market The gray market operates mainly through word of mouth and under the table sales and provides products of varying quality Even though these are commercial activities it is still expected that fan vendors will not make a large amount of profit charging just enough to cover expenses Some vendors attempt to not mark up their products at all and will use that information in their promotional information in an attempt to secure the confidence of other fans who may look down at fans making a profit Fan art is one exception in that artists have traditionally sold their works in public at conventions and other fan gatherings 31 as well as on their own web sites Many fan artists have set up e commerce storefronts through vendors such as CafePress and Zazzle which allow customers to purchase items such as t shirts totes and mugs with the fan design imprinted on them Filking has also become more commercialized with several filkers The Great LukeSki Voltaire The Bedlam Bards etc producing and selling filk cassettes CDs and DVDs of their performances Third party marketplaces edit Some companies purchase fan created additions or game items Other companies run marketplaces for fans to sell these items to other fans for monetary reward 22 Conglomerates and fans editJenkins comments on the fan media conglomerate relationship saying Here the right to participate in the culture is assumed to be the freedom we have allowed ourselves not a privilege granted by a benevolent company not something they fans are prepared to barter away for better sound files or free Web hosting Instead they embrace an understanding of intellectual property as shareware something that accrues value as it moves across different contexts gets retold in various ways attracts multiple audiences and opens itself up to a proliferation of alternative meanings 32 However this state of affairs may not last as companies become more aware of how fan labor activities can add to and affect the effectiveness of media product development marketing advertising promotional activities and distribution A business report called The Future of Independent Media stated The media landscape will be reshaped by the bottom up energy of media created by amateurs and hobbyists as a matter of course A new generation of media makers and viewers are sic emerging which could lead to a sea change in how media is made and consumed 33 The 2007 book Consumer Tribes 34 is devoted to case studies of consumer groups many of them media fans who are challenging the traditional media production and consumer product marketing models Companies however react to fan activities in very different ways While some companies actively court fans and these type of activities sometimes limited to ways delineated by the company itself other companies attempt to highly restrict them Full support of fan activities edit The payments to fan creators of content that is used in upgrades to the model train simulator Trainz is an example of an original copyright owner being willing to share the potential commercial gain to be made from derivative works by fans 35 In Japan doujinshi is often sold side by side with its original commercial inspiration with no legal action from the original publishers 27 Co opting fan activities edit Companies are now building in room for participation and improvisation allowing fans to essentially color by number with franchise approval 36 Some however disagree that it is good practice for corporations to engage in and encourage fan activities Stephen Brown in his article for Consumer Tribes Harry Potter and the Fandom Menace writes Fans furthermore are atypical They are not representative not even remotely Their enthusiastically put views are hopelessly distorted albeit hopelessly distorted in a direction marketers find congenial Isn t it great to gather eager followers The answer in a nutshell is NO 37 Additionally some corporations co opt user generated content as free labor 38 As fans recognize the commercial value of their labor the issue of companies abusing these volunteer creators of videos stories and advertisements such as the 2007 Doritos Super Bowl Ad contest by not providing an appropriate monetary reward is of concern 39 Eliminating fan activities edit In recent years copyright holders have increasingly sent cease and desist letters to vendors and authors as well as requests for back licensing fees or other fines for copyright violations 40 Often these cases are settled out of court but usually result in the fan vendor having to stop selling products entirely or significantly modifying their wares to comply with the copyright owner s demands Legal issues editThe examples and perspective in this article deal primarily with the United States and do not represent a worldwide view of the subject You may improve this article discuss the issue on the talk page or create a new article as appropriate November 2009 Learn how and when to remove this message Most fan labor products are derivative works 41 in that they are creative additions or modifications to an existing copyrighted work 42 or they are original creations which are inspired by a specific copyrighted work Some or all of these works may fall into the legal category of transformative works such as a parody of the original which is protected as fair use under U S copyright law However corporations continue to ask fans to stop engaging with their products in creative ways Support for fans edit Fan labor products may be protected by the Fair Use Doctrine of the U S Copyright Law which judges if a work is copyright infringing based on four tests the purpose and character of the use including whether such use is of a commercial nature or is for nonprofit educational purposes the nature of the copyrighted work the amount and substantiality of the portion used in relation to the copyrighted work as a whole and the effect of the use upon the potential market for or value of the copyrighted work However these tests are not absolute and judges may decide to weigh one factor more heavily than another in any given case 43 Although some fan artists receive cease and desist letters or find themselves running afoul of copyright law they may argue that their artistic interpretation of a character or scenario makes it a transformative work upheld by the fair use doctrine The Organization for Transformative Works is a fan run organization that advocates for the transformative nature of fan fiction and provides legal advice for fan fiction writers vidders and other fan labor practitioners Chilling Effects is a joint web project of the Electronic Frontier Foundation and Harvard Stanford Berkeley University of San Francisco University of Maine George Washington School of Law and Santa Clara University School of Law clinics which covers the current state of copyright related law suits and has a special section devoted to fan fiction legal action and how to fight it Some copyright holders view fan work as free publicity permitting them to the maximum extent Copyright holders fight fans edit Recent years have seen increasing legal action from media conglomerates who are actively protecting their intellectual property rights Because of new technologies that make media easier to distribute and modify fan labor activities are coming under greater scrutiny Some fans are finding themselves the subjects of cease and desist letters which ask them to take down the offending materials from a website or stop distributing or selling an item which the corporation believes violates their copyright 44 As a result of these actions by media companies some conventions now ban fan art entirely from their art shows even if not offered for sale and third party vendors may remove offending designs from their websites See also editFan art Fan film Fan patch Fan translation Fangame Fansub Free software movement similar subculture based around free labor with some overlaps with fan labor Remix culture Street teamReferences edit Futures of Entertainment 2 Fan Labor MIT Comparative Media Studies CMS 2007 12 07 Watching Television Without Pity The Productivity of Free Fan Labor The annual meeting of the International Communication Association New York NY 2008 10 10 Fiske 1992 39 Alonso Fernandez de Avellaneda Encyclopaedia Britannica Retrieved 2008 04 24 Constant Paul Where No Man Has Gone Before Newsweek Web Exclusive May 5 2009 Baker Whitelaw Gavia 15 July 2013 Unpacking the unofficial fanfiction census dailydot com The Daily Dot Retrieved 16 January 2014 Jenkins 2006b 144 Kozinets 2007 198 200 Lowood 2006 32 Robert Jones 2007 06 06 Robert Jones writes on Pink vs Blue The Emergence of Women in Machinima transform Louisa Ellen Stein Archived from the original on 2019 12 09 Steamed Hams but There s a Different Animator Every 13 Seconds retrieved 2022 08 24 Zelda CD i Reanimated brings together over 200 animators to celebrate the worst ever Zelda cutscenes Nintendo Wire 2020 09 07 Retrieved 2022 08 24 The Zelda CDi Reanimated Collab retrieved 2022 08 24 Munoz Jose David 2020 09 08 Los Zelda CD i se han reanimado de una manera gloriosa gracias a los esfuerzos de varios fans Hobbyconsolas in Spanish Retrieved 2022 08 24 The SpongeBob SquarePants Movie Rehydrated retrieved 2022 08 24 Kirby Reanimated Collab retrieved 2022 08 24 Jaworski Michelle 2022 05 02 It was a love letter to the franchise and what did Paramount do They blocked it Outrage as SpongeBob fan film removed on YouTube The Daily Dot Retrieved 2022 08 24 Pitman Robert 2022 05 03 JusticeForSpongebob What Is Spongebob Movie Rehydrated ScreenRant Retrieved 2022 08 24 You re in charge From vital patches to game cancellations players are often intimately involved by Christian Donlan on Eurogamer Supreme Commander fans released Forged Alliance Forever and gave the game the online client it could otherwise only dream of I haven t played it much but I still got a tear in my eye when I read about the extents these coders had gone to There s nothing quite so wonderful to witness as love and this is surely love of the very purest order SupCom guys resurrect a series whose publisher had just gone under 2013 11 02 Rutherford Kevin 2012 04 20 Behind the Music of Pop Culture Smash My Little Pony Friendship Is Magic Rolling Stone Retrieved 2012 04 20 Lauren Rae Orsini 3 September 2012 Behind the wonderful and weird soundtrack to Homestuck The Daily Dot Retrieved September 13 2012 Zuraw Lydia 29 April 2013 If TV s Your Cup of Tea Try A Character Infused Blend npr org NPR Retrieved 16 January 2014 a b Tushnet 2007 Helms 1998 171 Kozinets 2007 205 Thorne and Bruner 2006 54 Comment by Catherine Tosenberger speaker on Fan Labor panel Futures of Entertainment 2007 conference at MIT a b Tushnet 2007 173 De Kosnik 2009 118 Fiske 1992 40 MacDonald 2006 6 Fiske 2002 40 full citation needed Jenkins 2006 256 Jenkins 2007b 360 Cova Kozinets Shankar eds 2007 Session on Fan Labor and personal discussion with an Auran company representative Media in Transition Conference Massachusetts Institute of Technology April 18 21 2007 Jenkins 2007a 145 Brown 2007 190 Deuze 2007 3 57 Keen 2007 61 62 Deuze 2007 56 83 Keen 2007 60 63 Universal Studios C amp D letter to fan artist 11th Hour 2006 full citation needed Tushnet 2007 141 150 Tushnet 2004 551 Woo 2004 Clerc 2002 71 54 162 179Works cited editAppadurai Arjun 1986 The social life of things Commodities in cultural perspective Cambridge Cambridge University Press Brown Stephen 2007 Harry Potter and the Fandom Menace In Consumer Tribes B Cova R V Kozinets and A Shankar eds pp 177 193 Oxford Elsevier Clerc Susan 2002 Who Owns Our Culture The Battle Over the Internet Copyright Media Fandom and Everyday Uses of the Cultural Commons Dissertation Bowling Green State University Ann Arbor MI ProQuest Information and Learning Co Coppa Francesca 2007 A Brief History of Media Fandom In Fan Fiction and Fan Communities in the Age of the Internet K Hellekson and K Busse eds pp 5 32 London McFarland Cova Bernard Robert V Kozinets and Avi Shankar 2007 Consumer Tribes Oxford Elsevier De Kosnik Abigail 2009 Should Fan Fiction Be Free In Cinema Journal 48 118 2009 Deuze Mark 2007 Media Work Cambridge Polity Press Fiske John 1992 The Cultural Economy of Fandom In The Adoring Audience Lisa A Lewis ed pp 30 49 London Routledge Gray Jonathan Cornel Sandvoss and C Lee Harrington 2007 Fandom Identities and Communities in a Mediated World New York New York University Press Hellekson Karen and Kristina Busse 2006 Introduction Work in Progress In Fan Fiction and Fan Communities in the Age of the Internet K Hellekson and K Busse eds pp 5 32 London McFarland Helms Mary W 1998 Tangible Durability In Access to Origins Affines Ancestors and Aristocrats M W Helms ed pp 164 173 Austin University of Texas Press Isaac Barry L 1993 Retrospective on the Formalist Substantivist Debate Research in Economic Anthropology 14 213 233 Jenkins Henry 2007a Fans Bloggers and Gamers Exploring Participatory Culture New York New York University Press Jenkins Henry 2007b Afterword The Future of Fandom In Fandom Identities and Communities in a Mediated World J Gray C Sandvoss and C L Harrington eds pp 357 364 New York New York University Press Jenkins Henry 2006 Convergence Culture Where Old and New Media Collide New York New York University Press Keen Andrew 2007 The Cult of the Amateur How Today s Internet is Killing Our Culture New York Doubleday Kozinets Robert V 2007 Inno tribes Star Trek as wikimedia In Consumer Tribes B Cova R V Kozinets and A Shankar eds pp 177 193 Oxford Elsevier Lowood Henry 2006 High performance play The making of machinima Journal of Media Practice 7 1 25 42 doi 10 1386 jmpr 7 1 25 1 S2CID 191359937 Mauss Marcel 1990 The Gift The Form and Reason for Exchange in Archaic Societies W D Halls transl London Routledge MacDonald Heidi 2006 Star Wars POD Fan Fiction Flap in Publishers Weekly May 1 2006 253 18 p 6 Polanyi Karl 1957 The Economy as Instituted Process In Trade and market in the Early Empires Economies in History and Theory C M A K Polanyi H W Pearson ed pp 243 270 Glencoe Illinois The Free Press Thorne Scott and Gordon C Bruner 2006 An exploratory investigation of the characteristics of consumer fanaticism Qualitative Market Research 2006 9 1 p 51 Thorsby David 2001 Introduction In Economics and Culture pp 1 18 Cambridge UK Cambridge University Press Tushnet Rebecca 2004 Copy This Essay How Fair Use Doctrine Harms Free Speech and How Copying Serves It In The Yale Law Journal 114 3 535 590 JSTOR 4135692 Tushnet Rebecca 2007 http scholarship law duke edu cgi viewcontent cgi article 1424 amp context lcp Payment in Credit Copyright Law and Subcultural Creativity permanent dead link In Law amp Contemporary Problems 70 135 174 Wells E Christian and Karla Davis Salazar 2007 Mesoamerican Ritual Economy Materialization as Ritual and Economic Process In Mesoamerican Ritual Economy Archaeological and Ethnological Perspectives E C Wells and K L Davis Salazar eds pp 1 26 Boulder University Press of Colorado Wilk Richard R and Lisa C Cliggett 2007 Economies and Cultures Foundations of Economic Anthropology Boulder Colorado Westview Press Woo Jisuk 2004 Redefining the Transformative Use of Copyrighted Works Toward a Fair Use Standard in the Digital Environment In Hastings Communications and Law Journal Retrieved from Lexis Nexis service University of South Florida Library External links editCoverage of the Harry Potter Lexicon Trial Retrieved from https en wikipedia org w index php title Fan labor amp oldid 1215346283, wikipedia, wiki, book, books, library,

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