"Wolfenstein II" and Maga as fandom
Bibliographic Data
| ID | 21836674 |
|---|---|
| Authors | Lucy Miller (0009-0002-7668-0586, Mitchell Institute, corresponding author) |
| Year | 2020 |
| Volume | 32 |
| Publication date | 2020-03-15 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Transformative Works and Cultures (JOURNAL) |
| Journal identifiers | ISSN: 1941-2258 • E-ISSN: 1941-2258 |
| Publisher | Transformative Works and Cultures (PUBLISHER) |
| DOI | 10.3983/twc.2020.1717 |
| OpenAlex | W3013789211 |
| Language | EN |
| Citations received | 6 |
The current political discourse in the United States is generally understood through the framework of partisanship, but this framework alone is insufficient to encompass all forms of political engagement. An analysis of the discourse around the Bethesda Softworks video game Wolfenstein II: The New Colossus (2017) reveals that the outraged discourse around the references to the current political climate in America by right-wing groups is best understood through a framework of fandom. From this perspective, the discourse around the game is understood as an expression of fandom for President Donald Trump as an individual rather than of a persistent political identity or ideology. As fans, Trump supporters are guided in the political engagement by Trump's pledge to make America great again (MAGA)
Aesthetics · Art · Counterattack · Fandom · Ideology · Media studies · Pledge · Political science · Politics · Sociology · Digital Games and Media · Impact of Technology on Adolescents · Law · Social Media and Politics
Toward a Ludology of Fascism
Ideology and Affect in Political Polarization and Fandom Online
« Il est acceptable de rire de quelqu’un qui a besoin d’apprendre une leçon »
Civic culture in the Supernatural fandom
‘Every adventure begins with a cup of coffee’
“The People” Imagined , Felt , and Experienced by Populist Supporters
| Citations per year | 2 |
|---|---|
| Citation span | 2023 - 2026 (4) |
| Highly cited | No |