Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.contributor | School of Design | en_US |
| dc.contributor.advisor | Wei, Huaxin (SD) | en_US |
| dc.contributor.advisor | Wirman, Hanna (SD) | en_US |
| dc.creator | Jones, Rhys Gareth | - |
| dc.identifier.uri | https://theses.lib.polyu.edu.hk/handle/200/14751 | - |
| dc.language | English | en_US |
| dc.publisher | Hong Kong Polytechnic University | en_US |
| dc.rights | All rights reserved | en_US |
| dc.title | Videogame spectatorship and orbital fandom value | en_US |
| dcterms.abstract | This thesis examines the layered and evolving nature of online videogame fandoms, with a particular focus on what it terms orbital fandom; fan communities that emerged one or more step removed from the original game text. Rather than engaging directly with the game itself, these fans form attachment through derivative content, content creators, and platform-medicated interactions. By shifting attention to these decentralised forms of engagement, the thesis expands existing models of fandom to account for the complex social, affective, and economic dynamics that shape participation in contemporary digital game cultures. | en_US |
| dcterms.abstract | To explore these dynamics, the research draws on a mixed-methods approach combining virtual ethnography, semi-structured stakeholder interviews, and a participant journaling study. This methodology allows for both creator- and viewer-centred perspectives, capturing how value; cultural, social, and monetary is produced, circulated, and contested within platformed fan ecosystems. The thesis develops the Orbital Fandom Framework, a conceptual model that articulates how these forms of fandom operate within the wider infrastructures of platform governance and digital labour. | en_US |
| dcterms.abstract | Empirical findings reveal how fan labour often takes place under informal, precarious, and frequently unacknowledged conditions. At the same time, fan contributions, particularly within orbital fandoms, play a vital role in shaping visibility, community cohesion, and even commercial success within the games industry. The thesis also explores the emotional intensities of parasocial relationships and the ethical concerns surrounding platform incentives and exploitation. These findings hold relevance not only for academic debates in game and fan studies but also for developers and platform designers seeking to engage with fan communities in more ethical and inclusive ways. | en_US |
| dcterms.abstract | By introducing a new conceptual vocabulary, advancing a critical framework, and offering practical insights, this research contributes to a deeper understanding of the socio-cultural and economic life of videogame fandoms in the platform era. | en_US |
| dcterms.extent | xx, 183 pages | en_US |
| dcterms.isPartOf | PolyU Electronic Theses | en_US |
| dcterms.issued | 2026 | en_US |
| dcterms.educationalLevel | Ph.D. | en_US |
| dcterms.educationalLevel | All Doctorate | en_US |
| dcterms.accessRights | open access | en_US |
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