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dc.contributor.authorVälisalo, Tanja
dc.date.accessioned2022-12-22T11:16:49Z
dc.date.available2022-12-22T11:16:49Z
dc.date.issued2023
dc.identifier.isbn978-951-39-9275-0
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/84564
dc.description.abstractTransmediality, where narratives and fictional worlds are dispersed on multiple media platforms, has become a dominant feature of media production. As fictional characters are central to our relationship with stories and storyworlds, the transition into transmediality poses the question of how audiences engage with fictional characters in transmedia. This dissertation addresses this question empirically by focusing on how audiences articulate and construct character engagement, how character engagement is positioned in relation to transmedia engagement in general, and how character engagement is intertwined with broader meaning-making processes. This empirical study was conducted within two contexts, the audiences of The Hobbit film trilogy and the players of the multiplayer online game, Overwatch. Both media products are part of a larger transmedia universe. The main research data consisted of surveys and online discussions. Textual data from survey responses and online discussions were analysed using open coding and thematic analysis, and discourse analysis methodology was applied to parts of the online discussions. These methods were supplemented by descriptive statistics and analysis of transmedia content. The results offer empirical evidence to the notion that character engagement is connected to how audiences engage with the transmedia universe. Audiences articulate character engagement based on character traits, such as appearance, personality, gender, sexuality, as well as elements of character creation, such as character design or actor’s performance. Analysis of these articulations revealed different interpretative contexts for character engagement: (1) individual text/work, (2) transmedia universe, (3), genre(s), (4) medium(s), and (5) socio-cultural context(s). Different audiences prioritize different contexts, which can lead to negotiations and struggles over meanings. These articulations and negotiations reveal and construct hierarchies among audiences and creators. Characters are also used in in creating places of belonging outside of these structures. Fictional characters are indeed central to our relationship with fiction; however, they are also important in negotiating, defining and constructing broader structures of belonging, identity, and power through fiction.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherJyväskylän yliopisto
dc.relation.ispartofseriesJYU dissertations
dc.relation.haspart<b>Artikkeli I:</b> Koistinen, A.-K., Ruotsalainen, M., & Välisalo, T. (2016). The World Hobbit Project in Finland : Audience responses and transmedial user practices. <i>Participations : Journal of Audience and Reception Studies, 13(2), 356-379. </i> <a href="http://www.participations.org/Volume%2013/Issue%202/s1/10.pdf"target="_blank">Full text</a>
dc.relation.haspart<b>Artikkeli II:</b> Välisalo, T. (2017). Engaging with film characters : Empirical study on the reception of characters in The Hobbit films. <i>Fafnir : Nordic Journal of Science Fiction and Fantasy Research, 4(3-4), 12-30.</i> <a href="http://journal.finfar.org/articles/1159.pdf"target="_blank">Full text</a>
dc.relation.haspart<b>Artikkeli III:</b> Välisalo, T., & Ruotsalainen, M. (2019). "I never gave up" : engagement with playable characters and esports players of Overwatch. In <i>FDG '19 : Proceedings of the International Conference on the Foundations of Digital Games (Article 40). ACM.</i> DOI: <a href="https://doi.org/10.1145/3337722.3337769"target="_blank">10.1145/3337722.3337769</a>. JYX: <a href="https://jyx.jyu.fi/handle/123456789/67440"target="_blank"> jyx.jyu.fi/handle/123456789/67440</a>
dc.relation.haspart<b>Artikkeli IV:</b> Välisalo, T., & Ruotsalainen, M. (2022). Player Reception of Change and Stability in Character Mechanics. In <i>M. Ruotsalainen, M. Törhönen, & V.-M. Karhulahti (Eds.), Modes of Esports Engagement in Overwatch (pp. 67-86). Palgrave Macmillan.</i> DOI: <a href="https://doi.org/10.1007/978-3-030-82767-0_5"target="_blank">https://doi.org/10.1007/978-3-030-82767-0_5</a>
dc.relation.haspart<b>Artikkeli V:</b> Välisalo, T., & Ruotsalainen, M. (2022). “Sexuality does not belong to the game” : Discourses in Overwatch Community and the Privilege of Belonging. <i>Game Studies: the international journal of computer game research, 22(3).</i> <a href="http://gamestudies.org/2203/articles/valisalo_ruotsalainen"target="_blank">Full text</a>
dc.rightsIn Copyright
dc.subject.otherfilm charactersen
dc.subject.othercharacter engagementen
dc.subject.otherfansen
dc.subject.otheraudience studiesen
dc.subject.otherelokuvahahmotfi
dc.subject.otherhahmosuhdefi
dc.subject.otherfanitfi
dc.subject.otheryleisötutkimusfi
dc.titleWho is your favourite character? Audience engagement with fictional characters
dc.typeDiss.
dc.identifier.urnURN:ISBN:978-951-39-9275-0
dc.contributor.tiedekuntaFaculty of Humanities and Social Sciencesen
dc.contributor.tiedekuntaHumanistis-yhteiskuntatieteellinen tiedekuntafi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.relation.issn2489-9003
dc.rights.copyright© The Author & University of Jyväskylä
dc.rights.accesslevelopenAccess
dc.type.publicationdoctoralThesis
dc.subject.ysofictional charactersen
dc.subject.ysogame charactersen
dc.subject.ysotransmediaen
dc.subject.ysoaudienceen
dc.subject.ysoplayers (non-music)en
dc.subject.ysofiktiiviset hahmotfi
dc.subject.ysopelihahmotfi
dc.subject.ysotransmediafi
dc.subject.ysoyleisöfi
dc.subject.ysopelaajatfi
dc.format.contentfulltext
dc.rights.urlhttps://rightsstatements.org/page/InC/1.0/


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