Casual Cosplay

Casual Cosplay
Author: Krystal Everdeen
Publisher: Simon and Schuster
Total Pages: 144
Release: 2021-06-08
Genre: Crafts & Hobbies
ISBN: 1982150599

Channel your favourite movie character and add a little magic to your everyday wardrobe with this enchanting and illuminating guide to casual cosplay.

Take Back the Skies

Take Back the Skies
Author: Lucy Saxon
Publisher: Bloomsbury Publishing USA
Total Pages: 385
Release: 2014-06-03
Genre: Juvenile Fiction
ISBN: 161963368X

Desperate to escape an arranged marriage and the life her high-ranking government official father planned for her, Cat Hunter does the unthinkable. She runs away from her homeland Tellus, disguises herself as a boy, and stows away on an air ship. She's ready for life in a new land where the general population isn't poverty stricken and at the mercy of the cruel officials. What she isn't quite ready for is meeting Fox, a crew member aboard the Stormdancer-which turns out to be a smugglers' ship. So begins an epic adventure that spans both land and sea. This explosive debut starts a unique six-book series. Each novel will be set in a different land within the Tellus world, with repeating characters and related, nonlinear storylines that combine to create a one-of-a-kind, addictive reading experience.

Fake Geek Girls

Fake Geek Girls
Author: Suzanne Scott
Publisher: NYU Press
Total Pages: 302
Release: 2019-04-16
Genre: Social Science
ISBN: 1479879576

Reveals the systematic marginalization of women within pop culture fan communities When Ghostbusters returned to the screen in 2016, some male fans of the original film boycotted the all-female adaptation of the cult classic, turning to Twitter to express their disapproval and making it clear that they considered the film’s “real” fans to be white, straight men. While extreme, these responses are far from unusual, with similar uproars around the female protagonists of the new Star Wars films to full-fledged geek culture wars and harassment campaigns, as exemplified by the #GamerGate controversy that began in 2014. Over the past decade, fan and geek culture has moved from the margins to the mainstream as fans have become tastemakers and promotional partners, with fan art transformed into official merchandise and fan fiction launching new franchises. But this shift has left some people behind. Suzanne Scott points to the ways in which the “men’s rights” movement and antifeminist pushback against “social justice warriors” connect to new mainstream fandom, where female casting in geek-nostalgia reboots is vilified and historically feminized forms of fan engagement—like cosplay and fan fiction—are treated as less worthy than male-dominant expressions of fandom like collection, possession, and cataloguing. While this gender bias harkens back to the origins of fandom itself, Fake Geek Girls contends that the current view of women in fandom as either inauthentic masqueraders or unwelcome interlopers has been tacitly endorsed by Hollywood franchises and the viewer demographics they selectively champion. It offers a view into the inner workings of how digital fan culture converges with old media and its biases in new and novel ways.

Cosplay in America

Cosplay in America
Author: Ejen Chuang
Publisher: Optiknerve
Total Pages: 288
Release: 2017-12-05
Genre: Photography
ISBN: 9780996129503

"Cosplay in America V2 takes a reader on a visual journey through the culture of cosplay in the United States. Photographer Ejen Chuang spent three years visiting twenty cities to gather images for this book combining portraits of cosplayers taken at fandom conventions with documentary photographers of people making costumes at home and gathering at events. Along the way, cosplayers talk about their experience in cosplay. Featuring essays from Liz Ohanesian and Dr. Andrea Letamendi"--Publisher's website.

A Kid's Guide to Fandom

A Kid's Guide to Fandom
Author: Amy Ratcliffe
Publisher: Running Press Kids
Total Pages: 173
Release: 2021-05-04
Genre: Juvenile Nonfiction
ISBN: 0762498773

Help young fans get in touch with their inner geeks with the ultimate guidebook for creating, sharing, and enjoying the world of fandom. Being a fan is a big deal. Whether it's comics, video games, podcasts, cosplay, books, films, or something else, there are so many ways to share and celebrate with the things that you love. So, it's high time for a guide to help young fans navigate the world of fandom and its many flourishing communities—from fan works to cosplay, gaming, podcasting, and more! Filled with history, trivia, tips and advice to getting started, and insight from creators and artists from across pop culture and specializing in a wide variety of mediums, A Kid's Guide to Fandom is the perfect geeky primer for young fans. Organized by type of fandom medium, each chapter offers a brief introduction, facts, history sidebars, and easy to digest information on how to: Create Fan Fic or Fan Art Design and Create a Cosplay Start a Podcast Design and Create Games (video games, tabletop, and other role playing games) Find and Create Supportive Communities Find and Attend Conventions Plus, interviews with popular creatives like Alan Gratz, Erin Lefler, Jen Bartel, Daniel José Older, Rose Eveleth, Kat Kruger, Jordan Dené Ellis, Liz Crowder, and more.

Cosplay: A History

Cosplay: A History
Author: Andrew Liptak
Publisher: Simon and Schuster
Total Pages: 368
Release: 2022-06-28
Genre: Comics & Graphic Novels
ISBN: 1534455825

This look at the colorful and complex history of cosplay and fandom fashion examines the relationship between franchises and the cosplayers they inspire and the technology that helps bring the details of costumes to life.

Recovering the Radical Promise of Superheroes

Recovering the Radical Promise of Superheroes
Author: Ellen Kirkpatrick
Publisher: punctum books
Total Pages: 415
Release: 2023-08-23
Genre: Literary Criticism
ISBN: 1685711081

Superhero meaning making is a site of struggle. Superheroes (are thought to) trouble borders and normative ways of seeing and being in the world. Superhero narratives (are thought to) represent, and thereby inspire, alternative visions of the real world. The superhero genre is (thought to be) a repository for radical or progressive ideas. In the superhero world and beyond, much is made of the genre's utopian and dystopian landscapes, queer identity-play, and transforming bodies, but might it not be the case that the genre's overblown normative framing, or representation, serves to muzzle, rather than express, its protagonists' radical promise? Why, when set against otherwise unbounded, and often extreme, transformation-human to machine, human to animal, human to god-are certain categories seemingly untouchable? Why does this speculative genre routinely fail to fully speculate about other worlds and ways of being in those worlds? For all their nonconformity, superhero stories do not live up to the idea of a radical genre, in look, feel, or tone. The mainstream American superhero genre, and its surrounding discourses, tells and facilitates an astonishingly seamless tale of opposing ideologies. But how? Recovering the Radical Promise of Superheroes: Un/Making Worlds serves a speculative response, detailing not so much a hunt for genre meaning as a trip through a genre's meaningscape. Looking anew at superhero meaning-making practices allows a distinct way of thinking about and describing the creative, formal, and ideological conditions of the genre and its protagonists, one removed from corralling binaries, one foregrounding the idea of a synergy-often unseen, uneasy, and even hostile-between official and unofficial agents of superhero meaning and one reframing familiar questions: What kinds of meaning do superhero texts engender? How is this meaning made? By whom and under what conditions? What processes and practices inform, regulate, and extend superhero meaning? And finally, superhero narratives present a new question: How might we reimagine its agents, surfaces, and spaces? Centering the experiences and practices of excluded and marginalized superhero fans, Recovering the Radical Promise of Superheroes reveals that genre meaning is not lodged in one place or another, neither in its official creators or fans, nor in "black and white" conservatism or in a "rainbow" of progressive possibilities. Nor is it even located somewhere in the in-between; it is instead better conceived of as an antagonistic, in-process nexus of meaning undergirded by systems of power. Ellen Kirkpatrick, based in northern Ireland, is an activist-writer with a PhD in Cultural Studies. In her work, she writes about activism, pop culture, fan cultures, and the transformative power of storytelling. She has published work in a range of academic journals and media outlets and her writings and work can be found at The Break and on Twitter @elk_dash.

Cosplay

Cosplay
Author: Jennifer Culp
Publisher: The Rosen Publishing Group, Inc
Total Pages: 51
Release: 2015-12-15
Genre: Juvenile Nonfiction
ISBN: 1499437153

Cosplay, a blend of costume and play, has taken off in popularity around the world. This entertaining and enlightening volume introduces readers to the wide and vivid cosplay world. They will learn the history of this creative outlet and how some people have taken this colorful and whimsical hobby and made it into a lucrative business. Whether the reader is interested in costumes, makeup, acting, photography, or another aspect of cosplay, this book provides inspirational yet practical examples of people who have made careers out of creative cosplay.

Entrepreneurial Cosplay

Entrepreneurial Cosplay
Author: Elizabeth Gackstetter Nichols
Publisher: Taylor & Francis
Total Pages: 189
Release: 2023-06-01
Genre: Business & Economics
ISBN: 1000890139

Entrepreneurial Cosplay takes a comprehensive and insightful look at the business of cosplay, exploring the ways that artists and fans engage in entrepreneurial and intrapreneurial practices to gain personal and professional success. Centered around the concept of entrepreneurship and the newly emerging concept of intrapreneurship – using entrepreneurial principles to enhance or further an existing concept, organization or product – the book showcases the ways in which cosplayers create new ideas, new ways of working and new ways of doing things, exploiting their knowledge to create new opportunities. By analyzing the numerous motivations driving cosplay behavior (self-expression, external recognition and financial gain), this volume provides a unique view of current cosplay practice and its relationship to economic activity. Offering important insight into this emerging area, this book will be of interest to scholars seeking to learn how entrepreneurial and economic models may be used to understand the emerging field of cosplay studies, as well as students and scholars working in the fields of Entrepreneurship, Business, Fan Studies, Visual Art Studies and Gender Studies.

Experiencing Cinema

Experiencing Cinema
Author: Emma Pett
Publisher: Bloomsbury Publishing USA
Total Pages: 224
Release: 2021-01-28
Genre: Performing Arts
ISBN: 1501352059

Film is often conceived as a medium that is watched rather than experienced. Existing studies of film audiences, and of media reception more broadly, have revealed the complexity of viewing practices and cultures surrounding cinema-going and its exhibition spaces. Experiencing Cinema offers the first in-depth study of participant engagement with a range of experiential media forms derived from cinema culture. From sing-a-long screenings to theatrical extravaganzas, a broad spectrum of alternative film-going practices and immersive spaces are explored and analysed in this original audience study. Moving from intimate community gatherings to blockbuster urban venues, from isolated farmhouses to Olympic stadia, Experiencing Cinema considers the lure and value of these popular events. Often attracting a diverse, intergenerational range of participants, from early-adopter urban hipsters to DIY rural communities, the growing demand for participatory cinema within the contemporary marketplace is analysed alongside broader debates circulating around the move away from traditional tiered seating and increased audience mobility and the de-centring of the film text.