Fan labor, also called fan works, are the creative activities engaged in by fans, primarily those of various media properties or musical groups. [1] [2] These activities can include creation of written works (fiction, fan fiction and review literature), visual or computer-assisted art, films and videos, animations, games, music, or applied arts and costuming.
Although fans invest significant time creating their products, and fan-created products are "often crafted with production values as high as any in the official culture," [3] most fans provide their creative works as amateurs, for others to enjoy without requiring or requesting monetary compensation. Fans respect their gift economy culture and are often also fearful that charging other fans for products of their creativity will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. The skills that fans hone through their fan works may be marketable, and some fans find employment through their fan works.
In recent years, media conglomerates have become more aware of how fan labor activities can add to and affect the effectiveness of media product development, marketing, advertising, promotional activities, and distribution. They seek to harness fan activities for low-cost and effective advertisements (such as the 2007 Doritos Super Bowl Ad contest) at the same time as they continue to send out cease and desist to the creators of amateur fan products—threatening legal action whose basis is increasingly being questioned by fandom rights groups like the Organization for Transformative Works, which assert the transformative and therefore legal nature of fan labor products.
In the fandom subgroups science fiction fandom and media fandom, fan labor activities may be termed fanac (from "fannish activities"), a term that also includes non-creative activities such as managing traditional science fiction fanzines (i.e., not primarily devoted to fan fiction), and the organization and maintenance of science fiction conventions and science fiction clubs.
A more general and internet focused form of "fan work" is user-generated content, which became popular with the Web 2.0, often also a form of virtual volunteering.
Fans use all art forms to express their creativity with regard to their fandoms.
Fan fiction is the most widely known fan labor practice, and arguably one of the oldest, beginning at least as early as the 17th century. [4] [5] Fan fiction stories ("fan fic") are literary works produced by fans of a given media property, rather than the original creator. They may expand on an original story line, character relationship, or situations and entities that were originally mentioned in the original author's work. Works of fan fiction are rarely commissioned or authorized by the original work's owner, creator, or publisher, and they are almost never professionally published.
The rise of online repositories built to archive and deliver fan fiction has resulted in a new activity: fandom analytics. This fan labor practice is focused on the analysis and visualization of the use of content tags and categories, along with other metrics, such as hit and word counts in order to discuss and forecast trends and variations within and across fandoms. [6]
Fan art is artwork based on a character, costume, item, or story that was created by someone other than the artist. Usually, it refers to fan labor artworks by amateur and unpaid artists. In addition to traditional paintings and drawings, fan artists may also create web banners, avatars, or web-based animations, as well as photo collages, posters, and artistic representation of movie/show/book quotes.
A fan film is a film or video inspired by a media source, created by fans rather than by the source's copyright holders or creators. Fan films vary in length from short faux-teaser trailers for non-existent motion pictures to ultra-rare full-length motion pictures.
Fanvids are analytical music videos made by synchronizing clips from TV shows or movies with music to tell a story or make an argument. [7] "Vidders", the creators of these videos, carefully match the audio and video components to tell a story or set a specific mood.
Fangames are video games made by fans based on one or more established video games; the vast majority of fangames that have been successfully completed and published are adventure games. Many fangames attempt to clone the original game's design, gameplay and characters, but it is equally common for fans to develop a unique game using another only as a template. Fangames are either developed as standalone games with their own engines, or as modifications to existing games that "piggyback" on the other's engines.
Fans of video games have been creating machinima since 1996. [8] Machinima creators use computer game engines to create "actors" and create scenarios for them to perform in, using the physics and character generation tools of the game. The scripts, as performed by the computer-generated characters, are recorded and distributed to viewers online. [9]
Reanimated collaborations involve each fan animating a shot of an existing film in their own unique style. The clips are then stitched together to produce a collaborative tribute, sometimes with over 500 animators on a single film. The finished product is then uploaded to the internet for other fans to watch. Reanimated projects have been produced in honor of Looney Tunes , SpongeBob, The Simpsons , Kirby, and Zelda CDi, among others. [10] [11] [12] [13] [14] [15] Participants generally expect little or no profit. [16] [17]
Fan labor in the software domain, especially for video games, exists also in the form of fan patches, fan translations, mods, fan-made remakes, server emulators and source ports. [18]
Filk is a musical culture, genre, and community tied to science fiction/fantasy fandom, involving the writing and performance of songs inspired by fandom and other common filk themes. Filking is often done in small groups at conventions, often late at night after other official convention programming has ended for the day; additionally, there are now dedicated filk conventions in Canada, England, Germany, and the USA.
Some fandoms [19] [20] are known to produce music as a form of fan labor that is not usually classified as filk.
In costuming or cosplay, creators assemble and sew costumes that replicate characters or fit with the setting of the target of fannish activity. Costuming often goes well beyond basic seamstress and tailoring, and may include developing sophisticated mechanics, such as hydraulics to open and close wings, or complicated manufacturing techniques, such as building Stormtrooper armor from scratch by using vacuum molding and fiberglass application.
In fandom-inspired tea blends, creators craft unique combinations of teas, herbs, nuts, fruits, and/or spices to produce a blend that typifies a character from TV, film, or comic books or exemplifies their nature, or an aspect of it. Fan art is typically involved in the form of a custom designed label. NPR reports this started in 2012 and there are now "more than a thousand user-created 'fandom teas'" available. [21]
Having invested significant amounts of time, most fans provide their creative works for others to enjoy without requiring or requesting monetary compensation. Most fans are engaged in an economic model that rewards labor with "credit" such as attribution, notoriety, and good will, rather than money. [22]
Instead of monetary reward, one of the major rewards of fan labor is the formation of relationships between fan creators and other fans. The relationships created through fan exchanges are often as important, if not more so, than the products exchanged. The focus on relationships separates fandom economic practices from the capitalistic practices of everyday life.
From an economic anthropology viewpoint, the products of fan labor are a form of cultural wealth, valuable also for their ability to interrelate the fan works, the fan-creators, and the original media property itself through conversation and fan work exchanges. Fans, in other words, are "affines" of media property and of other fans.
From another economic anthropology perspective, fan creative practices are labor that is done in a relatively routine way and that helps to maintain a connection to the media property itself (the "cultural ancestor" or "deity"). Through their fan labor, fans are able to replicate "the original creative acts of first-principle deities, ancestors or cultural heroes". [23]
Fans engage in skilled crafting, "routine acts" within a ritual economy. The types of material that fans produce and consume continually reproduce the structures and worldview of the fandom subset of the authors and readers, for instance, in terms of which ships are popular. These choices also reflect the relationships fans construct of their view of their place within fandom, including how they relate to the media property and the corporate structures and products surrounding it. Fans are therefore engaged in "the individual and collective construction of overlapping and even conflicting practices, identities, meanings, and also alternate texts, images, and objects". [24]
The goods that fans produce as a result of these rituals are imbued with social value by other fans. Fan works are valued as fandom products, and they also support the fan creator's desire to be valued by peers. [25]
There is a divide in fandom between those who want to see new models of remuneration developed and those who feel that "getting paid cuts fandom off at the knees". [26]
For example, Rebecca Tushnet fears that "if fan productions became well-recognized gateways to legitimate fame and fortune, there might be a tradeoff between monetary and community-based incentives to create." [27] By contrast, Abigail De Kosnik suggests that, since fans are inevitably part of a monetary economy in some way or another, fans should be able to profit from the people who are profiting from them. [28]
Fans who do their creative work out of paying respect to the original media property or an actor or to the fandom in general gain cultural capital in the fandom. However, those who attempt to sell their creative products will be shunned by other fans, and subject to possible legal action. Fans often classify other fans trying to sell their items for profit motives as "hucksters" rather than true fans. [29]
Fans are often also fearful that charging other fans for products of their creativity, such as zines, videos, costumes, art, etc. will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. That fear has come true in more than one case, such as the removal from sale on Amazon.com of Another Hope , a commercial fan fiction book set in the Star Wars universe. [30]
However, some fans engage in for-profit exchange of their creations in what is known as the "gray market". The gray market operates mainly through word of mouth and "under the table" sales, and provides products of varying quality. Even though these are commercial activities, it is still expected that fan vendors will not make a large amount of profit, charging just enough to cover expenses. Some vendors attempt to not mark up their products at all, and will use that information in their promotional information, in an attempt to secure the confidence of other fans who may look down at fans making a profit.
Fan art is one exception, in that artists have traditionally sold their works in public at conventions and other fan gatherings, [31] as well as on their own web sites. Many fan artists have set up e-commerce storefronts through vendors such as CafePress and Zazzle, which allow customers to purchase items such as t-shirts, totes, and mugs with the fan design imprinted on them.
Filking has also become more commercialized, with several filkers (The Great LukeSki, Voltaire, The Bedlam Bards, etc.) producing and selling filk cassettes, CDs and DVDs of their performances.
Some companies purchase fan-created additions or game items. Other companies run marketplaces for fans to sell these items to other fans for monetary reward. [22]
Jenkins comments on the fan-media conglomerate relationship, saying, "Here, the right to participate in the culture is assumed to be 'the freedom we have allowed ourselves,' not a privilege granted by a benevolent company, not something they [fans] are prepared to barter away for better sound files or free Web hosting. [….] Instead, they embrace an understanding of intellectual property as 'shareware,' something that accrues value as it moves across different contexts, gets retold in various ways, attracts multiple audiences, and opens itself up to a proliferation of alternative meanings." [32]
However, this state of affairs may not last as companies become more aware of how fan labor activities can add to and affect the effectiveness of media product development, marketing, advertising, promotional activities, and distribution. A business report called The Future of Independent Media stated, "The media landscape will be reshaped by the bottom-up energy of media created by amateurs and hobbyists as a matter of course [….] A new generation of media makers and viewers are [sic] emerging which could lead to a sea change in how media is made and consumed." [33] The 2007 book Consumer Tribes [34] is devoted to case studies of consumer groups, many of them media fans, who are challenging the traditional media production and consumer product marketing models.
Companies, however, react to fan activities in very different ways. While some companies actively court fans and these type of activities (sometimes limited to ways delineated by the company itself), other companies attempt to highly restrict them.
The payments to fan creators of content that is used in upgrades to the model train simulator Trainz is an example of an original copyright owner being willing to share the potential commercial gain to be made from derivative works by fans. [35]
In Japan, doujinshi is often sold side by side with its original commercial inspiration, with no legal action from the original publishers. [27]
As an example, MiHoYo allowed fans to create and sell fan-made works based on its video games such as Honkai: Star Rail , Genshin Impact , and Zenless Zone Zero subject to terms of its Fan Creations guides. [36] [37] [38] [39]
Companies are now building in room for participation and improvisation, allowing fans to essentially color-by-number with franchise approval. [40] Some, however, disagree that it is good practice for corporations to engage in and encourage fan activities. Stephen Brown, in his article for Consumer Tribes, Harry Potter and the Fandom Menace, writes, "Fans, furthermore, are atypical. [….] They are not representative, not even remotely. Their enthusiastically put views are hopelessly distorted, albeit hopelessly distorted in a direction marketers find congenial. Isn't it great to gather eager followers? [….] The answer, in a nutshell, is NO." [41]
Additionally, some corporations co-opt user-generated content as "free labor". [42] As fans recognize the commercial value of their labor, the issue of companies abusing these volunteer creators of videos, stories, and advertisements (such as the 2007 Doritos Super Bowl Ad contest) by not providing an appropriate monetary reward is of concern. [43]
In recent years, copyright holders have increasingly sent cease and desist letters to vendors and authors, as well as requests for back licensing fees or other fines for copyright violations. [44] Often, these cases are settled out of court, but usually result in the fan vendor having to stop selling products entirely, or significantly modifying their wares to comply with the copyright owner's demands.
The examples and perspective in this article deal primarily with the United States and do not represent a worldwide view of the subject.(November 2009) |
Most fan labor products are derivative works, [45] in that they are creative additions or modifications to an existing copyrighted work, [46] or they are original creations which are inspired by a specific copyrighted work. Some or all of these works may fall into the legal category of transformative works (such as a parody of the original), which is protected as fair use under U.S. copyright law. However, corporations continue to ask fans to stop engaging with their products in creative ways.
Fan labor products may be protected by the Fair Use Doctrine of the U.S. Copyright Law, which judges if a work is copyright-infringing based on four tests:
However, these tests are not absolute, and judges may decide to weigh one factor more heavily than another in any given case. [47]
Although some fan artists receive cease and desist letters or find themselves running afoul of copyright law, they may argue that their "artistic interpretation" of a character or scenario makes it a transformative work upheld by the fair use doctrine.
The Organization for Transformative Works is a fan-run organization that advocates for the transformative nature of fan fiction and provides legal advice for fan fiction writers, vidders, and other fan labor practitioners.
Chilling Effects is a joint web project of the Electronic Frontier Foundation and Harvard, Stanford, Berkeley, University of San Francisco, University of Maine, George Washington School of Law, and Santa Clara University School of Law clinics, which covers the current state of copyright-related law suits, and has a special section devoted to fan fiction legal action and how to fight it.
Some copyright holders view fan work as free publicity, permitting them to the maximum extent.
Recent years have seen increasing legal action from media conglomerates, who are actively protecting their intellectual property rights. Because of new technologies that make media easier to distribute and modify, fan labor activities are coming under greater scrutiny. Some fans are finding themselves the subjects of cease and desist letters which ask them to take down the offending materials from a website, or stop distributing or selling an item which the corporation believes violates their copyright. [48] As a result of these actions by media companies, some conventions now ban fan art entirely from their art shows, even if not offered for sale, and third party vendors may remove offending designs from their websites.
Filk music is a musical culture, genre, and community tied to science fiction, fantasy, and horror fandom and a type of fan labor. The genre has existed since the early 1950s and been played primarily since the mid-1970s. The genre has a niche but faithful popularity in the underground.
A fandom is a subculture composed of fans characterized by a feeling of camaraderie with others who share a common interest. Fans typically are interested in even minor details of the objects of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices, differentiating fandom-affiliated people from those with only a casual interest.
Science fiction fandom or SF fandom is a community or fandom of people interested in science fiction in contact with one another based upon that interest. SF fandom has a life of its own, but not much in the way of formal organization.
Slash fiction is a genre of fan fiction that focuses on romantic or sexual relationships between fictional characters of the same sex. While the term "slash" originally referred only to stories in which male characters are involved in an explicit sexual relationship as a primary plot element, it is now also used to refer to any fan story containing a romantic pairing between same-sex characters. Many fans distinguish slash with female characters as a separate genre, commonly referred to as femslash.
A fan convention is an event in which fans of a particular topic gather to participate and hold programs and other events, and to meet experts, famous personalities, and each other. Some also incorporate commercial activity. The term dates back to at least 1942.
In Japan, doujin is a group of people who share an interest, activity, or hobby. The word is sometimes translated into English as "clique", "fandom", "coterie", "society", or "circle". Self-published creative works produced by these groups are also called doujin, including manga, magazines, novels, music, anime, merch, and video games. Print doujin works are collectively called doujinshi.
The creative industries refers to a range of economic activities which are concerned with the generation or exploitation of knowledge and information. They may variously also be referred to as the cultural industries or the creative economy, and most recently they have been denominated as the Orange Economy in Latin America and the Caribbean.
A fan film is a film or video inspired by a film, television program, comic book, book, or video game created by fans rather than by the source's copyright holders or creators. Fan filmmakers have traditionally been amateurs, but some of the more notable films have actually been produced by professional filmmakers as film school class projects or as demonstration reels. Fan films vary tremendously in quality, as well as in length, from short faux-teaser trailers for non-existent motion pictures to full-length motion pictures. Fan films are also examples of fan labor and the remix culture. Closely related concepts are fandubs, fansubs and vidding which are reworks of fans on already released film material.
Remix culture, also known as read-write culture, is a term describing a culture that allows and encourages the creation of derivative works by combining or editing existing materials. Remix cultures are permissive of efforts to improve upon, change, integrate, or otherwise remix the work of other creators. While combining elements has always been a common practice of artists of all domains throughout human history, the growth of exclusive copyright restrictions in the last several decades limits this practice more and more by the legal chilling effect. In reaction, Harvard law professor Lawrence Lessig, who considers remixing a desirable concept for human creativity, has worked since the early 2000s on a transfer of the remixing concept into the digital age. Lessig founded the Creative Commons in 2001, which released a variety of licenses as tools to promote remix culture, as remixing is legally hindered by the default exclusive copyright regime applied on intellectual property. The remix culture for cultural works is related to and inspired by the earlier Free and open-source software for software movement, which encourages the reuse and remixing of software works.
Fanfiction has encountered problems with intellectual property law due to usage of copyrighted characters without the original creator or copyright owner's consent.
MediaWest*Con is one of the largest and longest running media-based fan-run conventions in the United States. It is held annually over Memorial Day weekend in Lansing, Michigan. The convention emerged in the late 1970s, beginning as T'Con in 1978 and 2'Con in 1979 before taking on the name MediaWest*Con in 1981. The convention remains the world's largest gathering of Fanzine writers, artists, and publishers, and for decades was the event where most new science fiction and fantasy Fanzines were released. The annual "Fan Quality Awards" for Fanzine excellence, known as the "Fan Q's", have been given out at MediaWest*Con since 1981. In addition, the convention's art show has been the principal location for the display and sale of published Fanzine art and illustrations.
Vidding is a fan labor practice in media fandom of creating music videos from the footage of one or more visual media sources, thereby exploring the source itself in a new way. The creator may choose video clips in order to focus on a single character, support a particular romantic pairing between characters, criticize or celebrate the original text, or point out an aspect of the TV show or film that they find under-appreciated. The resulting video may then be shared via one or more social media outlets and online video platforms such as YouTube. The creators refer to themselves as "vidders"; their product as "vids", "fanvids", "fanvideos", "songvids", or the more recently adopted name "edits"; and the act itself is referred to as vidding.
Fan translation refers to the unofficial translation of various forms of written or multimedia products made by fans, often into a language in which an official translated version is not yet available. Generally, fans do not have formal training as translators but they volunteer to participate in translation projects based on interest in a specific audiovisual genre, TV series, movie, etc. .
Fan fiction or fanfiction, also known as fan fic, fanfic, fic or FF, is fiction written in an amateur capacity by fans as a form of fan labor, unauthorized by, but based on, an existing work of fiction. The author uses copyrighted characters, settings, or other intellectual properties from the original creator(s) as a basis for their writing and can retain the original characters and settings, add their own, or both. Fan fiction ranges in length from a few sentences to novel-length and can be based on fictional and non-fictional media, including novels, movies, comics, television shows, musical groups, cartoons, anime and manga, and video games.
Remix: Making Art and Commerce Thrive in the Hybrid Economy is Lawrence Lessig's fifth book. The book was made available for free download and remixing under the CC BY-NC Creative Commons license via Bloomsbury Academic. It is still available via the Internet Archive. It details a hypothesis about the societal effect of the Internet, and how this will affect production and consumption of popular culture to a "remix culture".
The Organization for Transformative Works (OTW) is a nonprofit, fan activist organization. Its mission is to serve fans by preserving and encouraging transformative fan activity, known as "fanwork", and by making fanwork widely accessible.
Transformative Works and Cultures is a peer-reviewed open access academic journal published by the Organization for Transformative Works. The journal collects essays, articles, book reviews, and shorter pieces that concern fandom, fanworks, and fan practices. According to Humanities, Arts, Science and Technology Alliance and Collaboratory (HASTAC), the journal "supports the [Organization for Transformative Works's] mission to promote the legitimacy and sustainability of non-commercial fan creativity by providing a forum for innovative criticism in fan studies, broadly conceived."
Rebecca Tushnet is an American legal scholar. She serves as the Frank Stanton Professor of First Amendment Law at Harvard Law School. Her scholarship focuses on copyright, trademark, First Amendment, and false advertising.
Fan activism is the efforts of a fan community to raise awareness of social concerns or otherwise support the ideals expressed by objects of the fandom. The rise of fan activism has been attributed to the emergence of new media. A 2012 quantitative study by Kahne, Feezell, and Lee suggests that there may be a statistically significant relationship between youths' participation in interest-driven activities online and their civic engagement later on in life.
Fan studies is an academic discipline that analyses fans, fandoms, fan cultures and fan activities, including fanworks. It is an interdisciplinary field located at the intersection of the humanities and social sciences, which emerged in the early 1990s as a separate discipline, and draws particularly on audience studies and cultural studies.