Fandom as playing communities
In 1967, Stephenson (1988 [1967]) introduced his play theory of mass communication, in which he brought forward the notion of play as pertinent to mass communication through its purpose to entertain: âMass communication in its play aspects may be the way a society develops its culture â the way it dreams, has its myths, and develops its loyalties âŚâ (Stephenson 1988 [1967], p. 48). Since Stephensonâs contribution in 1967, and his updated version in 1988, developments in digital media and the availability of the internet have significantly changed the landscape of media consumption and media use. In this new landscape, the notion of play is even more imperative as digital participation has an increasingly dominant role in contemporary media culture. If play is âessential to the development of cultureâ (Stephenson 1988 [1967], p. 46), an understanding of the conditions for play in digital media and the play practices that structure participatory culture is key. In readdressing Stephensonâs notion of play and the media in the context of contemporary digital media culture, the following chapters consider play and its correlation with fandom. Both play and fandom are autotelic. Both engage with make-believe, and both are self-organised, community-building and concerned with questions of power. Three key theoretical perspectives run through the following chapters: play theory; mediatization theory; and fan studies theory. This chapter introduces these three theoretical fields and suggests how play aspects of digital-based fan communities may be pertinent to the understanding of tendencies in digital media culture. This book brings the concept of play to the forefront of understanding fandom, because fansâ play practices are gaining a primary position in a digital culture that is shaped by mediatization. Investigating fan play will not only help us understand the motivations and practices of digital fan communities but also give us insights into how fansâ play practices are amalgamating with other social domains. This perspective builds on existing theories of fansâ playful practices on digital media. Paul Booth suggests that audiences âcreate a philosophy of playfulnessâ (2017, p. 20) in relation to digital fandom as an element of intratextuality: âFan fiction is itself a way of âplayingâ at professional writing, or playfully subverting the copyright of a commercial product for noncommercial funâ (Booth 2017, p. 71). Booth goes on to emphasise the subversive potential of fansâ playful practices, but also makes clear the global nature of media play:
While playing in fandom is certainly playing with texts, the playful practices become more complex as they become integrated into the digital affordances on different platforms and media technologies. Massanari (2015) looks at Reddit as a platform where play becomes manifest, and she importantly suggests that play is linked to participatory culture. Matt Hills criticises previous fan studiesâ rationalisation of fansâ enjoyment, focus on escapism and resisting of dominant ideologies ârather than being explored as an event in and of itselfâ (Hills 2002, p. 105). A play perspective on fandom helps us consider being a fan participating on social media as the fan herself experiences it. This critique is incidentally also a common critique of play studies. Play is often seen as a means to academic progress or as part of a childâs psychological, cognitive development (Henricks 2015), but these approaches fail to illuminate the value of play in its own right. Rather, this book discusses the experience of fans, and it is through insights into these experiences that we can grasp the role of fans in contemporary culture. Fans do not engage in fan communities in order to participate in a certain level of productivity (Fiske 1992) or as part of deliberate performance (Abercrombie & Longhurst 1998), although both textual productivity and performance are often the result of participation, as Fiske and Abercrombie and Longhurst argue. Instead, I argue, fans participate in fandom because it allows them to engage in play moods through a variety of play modes and it is the pleasure of these moods that are the primary motivation for staying in fandom and contributing to a fan community. Hills suggests that we understand fandom as affective play but emphasises affect over play in his approach to understanding fans. He argues that affective play âcreates cultureâ (Hills 2002, p. 111). If we instead put emphasis on play we open up our understanding of fansâ experience to include the play moods and play modes that fans create and enjoy in a way that allows for fan practices to amalgamate with and shape other societal domains. Sandvoss says in reference to Hillsâ focus on transitional objects as affective play: âWhile it is an important element of fandom, the focus on play inevitably privileges fan performances and activities over their social and cultural conditioningâ (Sandvoss 2005, p. 93). But a perspective on play, as a practice, allows us to consider the social and cultural conditioning taking place in a networked space of digital convergence (Jenkins 2006) and understand not only fansâ experiences but also the role of fandom in a sociocultural context.
For the fan, the initial path to participatory fandom may be brought on by an enthusiasm for a media text, a material object or a celebrity (i.e., the fan object); but once he or she is participating in a fan community, other things seem to be at stake for the fan. Why do fans stay fans? Studies that have a life course perspective on fandom suggest that fans often move from one fan object to another, or stay fans throughout their life course (Harrington & Bielby 2014; Petersen 2017, 2018). Fandom in itself is a seemingly pointless activity. It promises no purpose of productivity, it offers no livelihood or social status, although there are certainly examples of fans who have acquired both livelihood and social status as part of their fan commitment. E. L. James is a prominent example following the publication of Fifty Shades of Grey (2012), which was initially fan fiction written as part of the Twilight fandom. Fandom has no progress, no end goal. Instead, it offers a way to âwasteâ endless hours in the company of like-minded people. People may become fans out of an enthusiasm for a fan object; but they stay participating fans, this book suggests, because of the play space that fandom and digital media offer them.
Aside from the autotelic nature of fandom, fandom and play are similar in their ability to facilitate deep absorption for those participating. Huizinga says the following about play:
Fandom promotes an affective intensity, which we might otherwise see in a group of kids playing cops and robbers. Fandom, like play, invites its participants to get swept away by the thrill of it all. In this way, fansâ playful practices are also driven by the enthusiasm that made them engage in a fan community in the first place. Thomas Henricks reminds us that: âCreatures play when they are high-spirited or have energy to burnâ (2015, p. 29). Perhaps fans engage in play precisely because the chosen fan object has left them in high spirits and with energy to burn. Popular media portrayals of fans tend to conflate their enthusiasm with pure idolisation, and while idolisation certainly plays a central role, it far from captures the majority of practices that fans engage in online. Thus, it is pertinent to consider fansâ enthusiasm in a broader sense. Henricks offers this insight about play: âIn play, we intentionally exhume the negative primary emotions of fear, anger, disgust, and sadness as well as the more usual modalities of surprise and happinessâ (Henricks 2015, p. 196). Studying fan communities reveals a wide range of emotional expressions that are far from the simple idolisation of a fan object captured by the popular media. For instance, fans produce and maintain digital character accounts and parody accounts. These accounts draw on fan fiction and costume playing (cosplay) practices in fan communities. They are not just idolising their fan object, they are playing with it, stretching its boundaries to test its elasticity, sometimes even mocking their fan object. Fans of Star Wars VIII: The Last Jedi (2017) can follow @SassyGeneralHux, @EmoKylo and @VeryLonelyLuke on Twitter. These parody accounts role-play certain traits of the established Star Wars characters, but with a comedic aim. Their celebration of the fan object becomes secondary to the play practice, while still playing with and through their favourite text. In another example from the Star Wars fan community, the Twitter account @Porg_rates echoes another popular Twitter account, @dog_rates, an account devoted to posting pictures and short videos of adorable dogs and rating them on a scale of 1â10. Mostly, @dog_rates gives the dog 12/10 or 13/10, because the dogsâ sheer adorableness cannot be contained within the scale. The @Porg_rates account follows a similar principle; it features and rates pictures of porgs in the wake of the release of Star Wars VIII: The Last Jedi (2017) for fans to enjoy. Digital media offers a magnificent playground and fans have eagerly occupied this domain with their playful undertakings and their insistence on not allowing the playing to end.
Play
The following takes an aesthetic philosophical approach to play. This approach allows us to look beyond the function of play and instead understand the purpose of play in its own right (Huizinga 2016 [1949]). For the person playing, the purpose of play is play. In this sense, Johan Huizinga emphasises that play is autotelic. Considering play in the context of fandom is appropriate because it brings theoretical attention to the everyday experience of being a fan. As with being in play, being in fandom is characterised by an autotelic nature and this book is concerned with the primary significance for fans themselves. In short, the following puts forward the idea that the purpose of fandom, for the fan, is being in fandom. But what is play? To be in play is to engage in a particular play mode and to be in play mood (Skovbjerg 2016). By considering the play aspects of fandom, we gain deeper insights into fansâ experiences, their practices and their moods when they engage in fan communities. To Johan Huizinga (2016 [1949]), Roger Caillois (2001 [1961]) and Brian Sutton-Smith (1997), play is at once autotelic, voluntary and self-organised. Play is frivolous and separate from ordinary life. Play is governed by its own rules and concerned with make-believe and power. Play is closely related to culture in that âin its earliest phases culture has the play-characterâ (Huizinga 2016 [1949], p. 46). According to Huizinga, play does not create culture but is primary in its twin union with culture. As a culture progresses, the play-element may recede into the background, â(b)ut at any moment, even in a highly developed civilization, the play âinstinctâ may reassert itself in full force, drowning the individual and the mass in the intoxication of an immense gameâ (Huizinga 2016 [1949], p. 47). Contemporary culture is currently experiencing a resurgence, or primacy, of play in culture as a consequence of digital mediaâs increased societal authority and omnipresence in our everyday lives. Sicart states this point: âplay is a dominant way of expression in our First World societiesâ (Sicart 2014, p. 2). If play is a dominant way of expression, it is an expression with which fans are particularly well-suited to engage.
Huizingaâs classical understanding of play, as defined in the introduction, is both too broad and too narrow according to Caillois (2001 [1961]). In an attempt to compensate for the issues with Huzingaâs definition of play, Caillois instead offers a classification of games that operates on a spectrum between free-form improvisational play (paidia) and rule-driven play (ludus). Caillois distinguishes between four classification of games: agon (competition); alea (chance); mimicry (make-believe); and ilinx (vertigo). As with Huizingaâs definition, Cailloisâ classification does not straightforwardly capture the essence of play. Agonâs relationship to ludus seems clear, but agonâs relationship with paidia is less clear. Caillois suggests that non-regulated wrestling or racing is competition driven by paidia, but one could argue that even these informal competitions have a set of rules established to determine a winner. Likewise, aleaâs relationship with paidia is unclear. Caillois suggests counting-out rhymes or playing heads or tails as games of chance (alea) driven by paidia, but counting-out rhymes are often based on well-known, rehearsed verses and a fixed choreography and as such have inherent rules and a structure for playing.
While the fan play studied in this book tends to have a spontaneous, improvisational character, fans also actively engage in ludus-driven play. Ludic elements are becoming increasingly integrated into seemingly non-playful practices such as language learning in Duolingo, where users are rewarded for their progress, and on ResearchGate, where users are given incentives to give information and interact with others, thus increasing their profileâs âscoreâ. When we consider fansâ play practices it is important to keep in mind that their playing takes place in a digital environment that is already heavily gamified and playful. Defining play has, in this way, been a challenging task for play researchers, and Sutton-Smith (1997, p. 1) echoes Michel Spariosuâs (1989) thoughts on playâs amphibolous nature. Sutton-Smith argues that, rather than trying to rid the play concept of its ambiguities, play is best understood through these ambiguities. Instead of settling for a dissatisfying definition, Sutton-Smith offers seven rhetorics that play theorists assume about play as part of existing value systems (such as politics, religion, education and society). Through these rhetorics, we might move closer to understanding the nature of play. Play, for Henricks:
In the following, we consider some of the ways in which play is embedded in digital fandom by considering playâs characteristics and practices. First, we return to Huizingaâs insistence on taking play in its primary significance. Play is autotelic. Playing has meaning in its own right. Sicart argues that play is a way of being in the world, a particular directedness towards objects and other people (Sicart 2014, p. 18). Being a member of a fan community and participating in online fan practices makes little sense on a surface level. Participation in fandom is not about being productive or learning or contributing to society, it is the experience of participating that has value for the fan in its own right. Another central quality for Huizinga (2016 [1949]) is that play is voluntary. The moment play is ordered it becomes imitation of play. Therefore, Huizinga goes on to say, play is freedom. Fandom, in a similar way, is voluntary. Viewers and social media users alike could just as well choose not to engage. Fandom cannot be forced; it emerges because enough people have decided to engage. In the context of digital media, producers have little say in whether fans decide to play with their content. Producers and creators can create encouragements and stimulations through means of narrative, distribution and marketing, but industry attempts will only ever be imitations of play unless fans decide to p...