Fans and Fandom - MSTU6009

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2026 to 2027
Canterbury
Spring Term 6 20 (10) Maurizio Cinquegrani checkmark-circle

Overview

What are you a fan of? And how do you express your fandom? Today, thanks to online communities and corporate feedback systems, the fan has more power than ever to welcome, influence, and reject media content. Is the fan today a loyal follower or empowered shaper of the media industry? This module explores what makes a fan ‘a fan’, and how fandom has changed over the last century. You will look at a range of media industries and their outputs - which may include film, television, animation, comics, and video games - and how those industries and media connect and interact with their audiences. You will consider how fans express themselves through different means, and you are encouraged to reflect on your own fandom through creative outputs on the module. You will critically engage with the ‘business’ of fandom, its financial worth to the entertainment industry, including the vast merchandizing involved, and the opportunities for fans themselves to make money. Using key case studies and examples, you will also critically discuss the transmedia framework behind modern entertainment, exploring, for example, how contemporary franchises reach new audiences and encourage new people to become fans.

Details

Contact hours

Lecture & Screening: 24 hours
Seminar: 16 hours

Method of assessment

Main Assessment Methods:
Extended Writing.
Assessment Details: Essay (Illustrated) (2,000 words ). Worth 50%.

Portfolio.
Assessment Details: E-Portfolio. Video Essay or fanzine (featuring audio-visual or fanzine production (2,000 words equivalent). Worth 50%.

Reassessment Method:
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

Learning outcomes

On successfully completing the module, students will be able to: 
1) Appraise and analyse different kinds of media content and their appeal to popular audiences.
2) Explore ways of expressing individual fandom and evaluate these differing forms of communication.
3) Critically engage with fan studies and scholarly theories of fandom.
4) Critically analyse the role of entertainment providers in promoting fandom, and the relationship between industry and fan.
5) 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.

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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