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000 camIi
001 2210080898012
003 OCoLC
005 20210225115117
006 m d
007 cr |||||||||||
008 191102t20192019inu ob 001 0 eng d
019 a1125267268a1137040491
020 a9780253044945q(electronic book)
020 a0253044944q(electronic book)
020 a9780253044938q(electronic book)
020 a0253044936q(electronic book)
020 z9780253044907q(hardback)
020 z9780253044914q(paperback)
035 a2282235b(NT)
035 a(OCoLC)1126213403z(OCoLC)1125267268z(OCoLC)1137040491
037 a22573/ctvr74s2dbJSTOR
040 aEBLCPbengepnerdacEBLCPdYDXdJSTORdOCLCFdOCLCQdNdWAUd221008
050 aGV1195
082 a796.8123223
245 00 a#WWE :bprofessional wrestling in the digital age /cedited by Dru Jeffries.
246 aWWE
246 aWorld Wrestling Entertainment
246 aProfessional wrestling in the digital age
260 aBloomington, Indiana :bIndiana University Press,c[2019]
300 a1 online resource (viii, 221 pages).
336 atextbtxt2rdacontent
337 acomputerbc2rdamedia
338 aonline resourcebcr2rdacarrier
490 aThe year's work: studies in fan culture and cultural theory
504 aIncludes bibliographical references and index.
505 aIntroduction : Storyworld, Wrestling, Entertainment / Dru Jeffries -- 1. World Building in the WWE Universe / Eero Laine -- 2. The Work of Wrestling : Struggles for Creative and Industrial Power in WWE Labor / Andrew Zolides -- 3. Mapping the WWE Universe : Territory, Media, Capitalism / Dru Jeffries and Andrew Kannegiesser -- 4. Narrative Smarts : Negotiations of Creative Authority in Wrestling's Reality Era / Christian Norman -- 5. Sport vs. Spectacle : Fan Discontent and the Rise of Sports Entertainment / Shane Toepfer -- 6. The Marks Have Gone Off-Script : Rogue Actors in WWE's Stands / Sam Ford -- 7. Botchamania and the Acoustics of Professional Wrestling / Christian B. Long -- 8. "Tout It Out" : WWE's Experimentation and Failure with Social TV / Cory Barker -- 9. "We're Not Just Cheerleaders" : Reading the Postfeminist Polysemy of Total Divas / Anna F. Peppard -- 10. Daniel's Specter : Daniel Bryan, Chris Benoit, and the Work of Mourning / Sean Desilets.
520 aThe millions of fans who watch World Wrestling Entertainment (WWE) programs each year are well aware of their role in building the narrative of the sport. #WWE: Professional Wrestling in the Digital Age explores the intersections between media, technology, and fandom in WWE's contemporary programming and business practices. In the Reality Era of WWE (2011 to the present), wrestling narratives have increasingly drawn on real-life personalities and events that stretch beyond the story-world created and maintained by WWE. At the same time, the internet and fandom have a greater influence on the company than ever before. By examining various sites of struggle and negotiation between WWE executives and in-ring performers, between the product and its fans, and between the company and the rest of the wrestling industry, the contributors to this volume highlight the role of various media platforms in shaping and disseminating WWE narratives. Treating the company and its product not merely as sports entertainment, but also as a brand, an employer, a company, a content producer, and an object of fandom, #WWE conceptualizes the evolution of professional wrestling's most successful company in the digital era.--cProvided by publisher.
545 aDru Jeffries teaches in the Cultural Studies department at Wilfrid Laurier University. He is author of Comic Book Film Style: Cinema at 24 Panels Per Second.
588 aPrint version record.
590 aMaster record variable field(s) change: 650
610 aWorld Wrestling Entertainment, Inc.
650 aWrestling.
655 aElectronic books.
700 1 aJeffries, Dru,eeditor.
776 iPrint version:t#WWE.dBloomington, Indiana : Indiana University Press, [2019]z9780253044907w(OCoLC)1076790899
830 aYear's work (Bloomington, Ind.)
856 3EBSCOhostuhttp://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2282235
938 aYBP Library ServicesbYANKn16516260
938 aYBP Library ServicesbYANKn300920452
938 aEBSCOhostbEBSCn2282235
994 a92bN
#WWE :professional wrestling in the digital age /edited by Dru Jeffries
종류
전자책
서명
#WWE :professional wrestling in the digital age /edited by Dru Jeffries
저자명
발행사항
Bloomington, Indiana : Indiana University Press [2019]
형태사항
1 online resource (viii, 221 pages)
주기사항
Includes bibliographical references and index. / The millions of fans who watch World Wrestling Entertainment (WWE) programs each year are well aware of their role in building the narrative of the sport. #WWE: Professional Wrestling in the Digital Age explores the intersections between media, technology, and fandom in WWE's contemporary programming and business practices. In the Reality Era of WWE (2011 to the present), wrestling narratives have increasingly drawn on real-life personalities and events that stretch beyond the story-world created and maintained by WWE. At the same time, the internet and fandom have a greater influence on the company than ever before. By examining various sites of struggle and negotiation between WWE executives and in-ring performers, between the product and its fans, and between the company and the rest of the wrestling industry, the contributors to this volume highlight the role of various media platforms in shaping and disseminating WWE narratives. Treating the company and its product not merely as sports entertainment, but also as a brand, an employer, a company, a content producer, and an object of fandom, #WWE conceptualizes the evolution of professional wrestling's most successful company in the digital era.
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