Fan Culture: Film, Comics and Games - MSTU5003

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2024 to 2025
Canterbury
Autumn Term 6 30 (15) Maurizio Cinquegrani checkmark-circle

Overview

In mainstream media franchises, contemporary moving images are now typically transmedial, existing in different forms and across different platforms: for example, the Marvel universe includes comic books, films (released in cinemas and VoD) and games. This multiplicity of platforms generates new, and takes further existing, forms of fan culture as media-makers use transmedial platforms to reach new audiences and create media that can be experienced across multiple devices. The module explores fan culture and its engagement with different media content, and offers a critical and creative perspective on how media exist across different formats.

Details

Contact hours

Private Study: 267
Contact Hours: 33
Total: 300

Method of assessment

Main assessment methods

Project (40%)
Digital Portfolio (60%)

Reassessment methods
Like-for-Like

Indicative reading

The University is committed to ensuring that core reading materials are in accessible electronic format in line with the Kent Inclusive Practices.
The most up to date reading list for each module can be found on the university's reading list pages: https://kent.rl.talis.com/index.html

See the library reading list for this module (Canterbury)

Learning outcomes

The intended subject specific learning outcomes.
On successfully completing the module students will be able to:

1. Have a systematic knowledge of different kinds of media content in a world context, based on a study of films, comics and games;
2. Understand the different modes of analysis made possible by key methods of enquiry and be able to demonstrate their relevance to an understanding of fan culture and media content;
3. Devise a discussion of fans and media content through a sustained engagement with key methods of enquiry based on a synthesis of historical, theoretical, and aesthetic approaches;
4. Develop a greater understanding of the interplay between aesthetic choices, technological innovation, and transmedia techniques through their research into relevant scholarly literature.

The intended generic learning outcomes.
On successfully completing the module students will be able to:

1. Develop skills in critical and historical analysis, together with generic intellectual skills of synthesis, summarisation, critical judgement and problem-solving that will allow for the construction of original and persuasive arguments;
2. Develop the skills of communication, improving performance, and problem-solving;
3. Communicate effectively, using appropriate vocabulary, ideas and arguments in a written form;
4 Read critically, analyse and use a range of primary and secondary texts;
5 Locate and use appropriately a range of learning and reference resources (including moving image resources and the internet);
6 Demonstrate the acquisition of an independent learning style; for example in the preparation and presentation of course work, in carrying out independent research, in showing the ability to reflect on their own learning and by mediating complex arguments in written form;
7 Approach problem-solving creatively, and form critical and evaluative judgments about the appropriateness of these approaches to a level where a substantial degree of autonomy and self-reflexive awareness is achieved in these tasks.

Notes

  1. Credit level 6. Higher level module usually taken in Stage 3 of an undergraduate degree.
  2. ECTS credits are recognised throughout the EU and allow you to transfer credit easily from one university to another.
  3. The named convenor is the convenor for the current academic session.
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