New Media Environments

     Introduction - Glover David and Scott McCracken

[alert-success] New Media Environments

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[alert-primary] Summary [/alert-primary]

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The field of popular fiction, in the last fifty years has changed a lot, with new media venues like blogs and fan fictions coming out. Pulp fiction is a great example of new type of popular writing. Pulp fiction makes people feel nostalgic because it is based on historical study and collectors’ love of old, strange things. Comics and graphic novels have changed over time and they are unique. 
When new media tools meet old ones, it leads to a complicated process of redefining both form and content. This includes making changes for theatre, film, TV, comic books, and video games. This process includes both licenced and illegal sequels to well-known books like Frankenstein by Mary Shelley or Rebecca by Daphne du Maurier. Digital technologies in the 21st century have given us a wide range of options for reusing stories.
 Bestsellers and blockbusters are still important because authors and bookstores are still obsessed with how many copies of each book are sold. Some people think that even the best-selling book has reached its peak. This is because electronic inventories make it easier to keep track of sales, which highlights the trends in popular fiction.
 Pulps, graphic novels, computer games, and fan stories are all examples of subcultures that can help readers move towards a new sense of who they are as a group. The subcultures show how powerful it can be to show what is hidden or unsaid. The results have been both rebellious and popular.
 Comics and interactive games start out as products, but they bring together a group of fans who believe in the art and political importance of these texts and practises. When popular literature is remade, it not only gives us new stories, but it also sets up new ways for people to talk and argue in public. Questions of cultural change can't be separated from a language of cultural and artistic value.
 In conclusion, the digital inventory has huge implications for the study of popular fiction, and questions of consumption and circulation have become more common. The global culture is because of the digital inventory. The tension between what's familiar and what's new creates the conditions for cultural change, and the people who listen to popular stories can become the source of a wish for a better world. Popular Fiction is interesting because it gives readers the chance to write their own futures.

 

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