Transmedia has become the dominant form of media production. This article introduces a novel definition of the concept of a ‘transmedia universe’ to encompass the complexity of transmedia storytelling, production and consumption.
In the long-awaited third season of Twin Peaks the audience was presented to Dougie Jones, a tulpa of FBI Agent Dale Cooper. In this article, I discuss Dougie’s post-linguistic subjectivity to contest the notion of intentionality which relies on linguistic traits and normative behaviours.
The narrative of Twin Peaks (1990–1991, 2017) and the way it is constructed have not only influenced contemporary television, but also video games. In this article, I analyze the critically acclaimed adventure game, Kentucky Route Zero (2013–2020), to discover meaningful connections to the creative work of David Lynch.
Lynch’s Industrial Symphony No. 1 possesses an immersive quality, which is here ascribed to intermedial practices of a performative nature based on the senses and meant to reinforce the viewers’ conscience thereof. A parallel is made with Gene Youngblood’s “synaesthetic mode” of expanded cinema.
This article discusses planned obsolescence, the limitation of product usability, and its connection to classic products to point out the flexibility of the term.
The article explores the skillful and laborious work that was necessary to make the supposedly universal computer usable locally. To achieve this, it explores the role of home computer periodicals in Greece, particularly the magazine Pixel.
This article investigates the community of Commodore Amiga computer users in early post-
communist Poland by focusing on the constructions of rituals in the community and a shared
identity. This case study is used to examine the usefulness of the concept of brand community for consumer culture research.
The article reconstructs the history of underground software transfer in the second half of the 1980s between the core countries of the home computer software industry and its ‘peripheries’ both in the Eastern Bloc and in the ‘Global South’, and the geographical expansion of the cracking scene in this process.
The history of Bulletin Board Systems (BBS) in Finland started in 1982. This article provides a case study, focusing on the general history of the Finnish BBS culture.
This article investigates the relationship between the Swedish demoscene and the formation of the Swedish game industry in the 1980s and 1990s. It explores the generational aspects of this symbiosis, and looks at the interrelations between subcultural and entrepreneurial practices.
The article examines the potential that the short video app TikTok offers to users to perform notions of beauty and gender. The research methodology employs content analysis of sample videos focusing on self-representation to examine the performativity of the body image.
Our article explores Overwatch’s healslut community, and we examine how the healslut community writes sexuality into the gamespace through subversive gameplay techniques that repurpose the ludic language of Overwatch.
This article investigates various kinds of analog and digital role-playing games (RPG) from the perspective of queer romance. We are interested in finding out how ‘queer’ appears in the composition of role-playing games through analysing players’ explorations and performances, as well as the options for romance in these games.
The article focuses on the ways negative anonyms influence Finnish lifestyle blogging though their critical comments and the strategies bloggers employ in order to manage critique in the blogosphere.
This article examines what it means when an animal points a camera at itself and takes a picture. The knowledge that the picture of the monkey is taken by the monkey itself urges a thorough re-examine of the agency, power, and embodied consciousness associated with photography and the practices of self-representation.
Shipping is a fan activity, in which the focus is to find romantically charged sub-texts from media texts. In this article I examine the taboo of shipping two fictional movie monsters, Pennywise the Dancing Clown and Babadook, and the way they turned into a celebrated power couple in social media.
The article has two foci: It first discusses visual statements on U.S.-Cuba relations, produced by official and online representations. It then examines closer some specific urban imagi(ni)ngs of Havana from the perspective of official and grassroots actors in shared space in Havana.
This article investigates the potential of networked publics and affective meaning-making by examining the remediation of urban murals in post-protest Kyiv, Ukraine, on Instagram.
This article addresses the visual specificities of the imaginations, “reimaginings”, and interpretations of Hong Kong’s urban space as represented in the American adaptation of Ghost in the Shell (Sanders 2017).
This article regards urban planning as a form of storytelling and argues that there is significance in whose stories and which storylines are acknowledged to belong to the narrative fabric of a place and how the stories of future districts are communicated to the public through narratives during a planning project.
The article focuses on the ways in which Roberto Rossellini’s Italian neorealist film Rome, Open City and Wolfgang Staudte’s German rubble film Murderers Among Us can participate in the cultural heritage process and thereby affect the unity of the nation as a cultural heritage community.
In this article, I examine the political ideology of the Superman films. Through close reading and contextualization, I find elements that represent issues and ideals present that were part contemporary political discourses during the time each film was released.