Cargando…

#WWE : professional wrestling in the digital age /

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 progr...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Jeffries, Dru (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bloomington, Indiana : Indiana University Press, [2019]
Colección:Year's work (Bloomington, Ind.)
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000 i 4500
001 JSTOR_on1126213403
003 OCoLC
005 20231005004200.0
006 m o d
007 cr |||||||||||
008 200130s2019 inua ob 001 0 eng
010 |a  2021693168 
040 |a DLC  |b eng  |e rda  |e pn  |c DLC  |d YDX  |d JSTOR  |d OCLCF  |d N$T  |d WAU  |d YDXIT  |d P@U  |d EBLCP  |d OCLCO  |d OCLCQ  |d OCLCO 
019 |a 1125267268  |a 1137040491  |a 1141307342 
020 |a 9780253044938  |q (ebook) 
020 |a 0253044936 
020 |a 9780253044945  |q (electronic book) 
020 |a 0253044944  |q (electronic book) 
020 |z 9780253044907  |q (hardcover) 
020 |z 0253044901  |q (hardcover) 
020 |z 9780253044914  |q (paperback) 
020 |z 025304491X  |q (paperback) 
029 1 |a AU@  |b 000066210621 
029 1 |a AU@  |b 000074637850 
035 |a (OCoLC)1126213403  |z (OCoLC)1125267268  |z (OCoLC)1137040491  |z (OCoLC)1141307342 
037 |a 22573/ctvr74s2d  |b JSTOR 
050 0 0 |a GV1195 
082 0 4 |a 796.812  |2 23 
049 |a UAMI 
245 0 0 |a #WWE :  |b professional wrestling in the digital age /  |c edited by Dru Jeffries. 
246 3 |a WWE 
246 3 |a World Wrestling Entertainment 
264 1 |a Bloomington, Indiana :  |b Indiana University Press,  |c [2019] 
300 |a 1 online resource (viii, 221 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a The year's work: studies in fan culture and cultural theory 
504 |a Includes bibliographical references and index. 
588 0 |a Print version record and CIP data provided by publisher; resource not viewed. 
505 0 |a Introduction : 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 |a 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.--  |c Provided by publisher. 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
590 |a JSTOR  |b Books at JSTOR All Purchased 
590 |a JSTOR  |b Books at JSTOR Evidence Based Acquisitions 
610 2 0 |a World Wrestling Entertainment, Inc. 
610 2 7 |a World Wrestling Entertainment, Inc.  |2 fast 
650 0 |a Wrestling. 
650 2 |a Wrestling 
650 6 |a Lutte. 
650 7 |a Wrestling  |2 fast 
700 1 |a Jeffries, Dru,  |e editor. 
776 0 8 |i Print version:  |t #WWE.  |d Bloomington, Indiana : Indiana University Press, [2019]  |z 9780253044907  |w (DLC) 2019287303 
830 0 |a Year's work (Bloomington, Ind.) 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.2307/j.ctvr7f74x  |z Texto completo 
938 |a EBSCOhost  |b EBSC  |n 2282235 
938 |a Project MUSE  |b MUSE  |n musev2_79622 
938 |a YBP Library Services  |b YANK  |n 16516260 
938 |a YBP Library Services  |b YANK  |n 300920452 
994 |a 92  |b IZTAP