Knowledge (XXG)

Hypersociability

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is the encouraged involvement of media consumers in a story through ordinary social interaction. A story may be shared through discourse within a fan group. Hypersociability lessens the need for a publisher to offer fixed media. Instead, storytellers hope that fans will build on the story
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or through direct conversation. The principle of hypersociability is most widely used in
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characterized by an unusual willingness to converse with others.
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Network/Netplay: Structures of Participation in Digital Culture
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deliberately incorporated elements of hypersociability for
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Jones et al., "Hypersociability in Williams Syndrome,"
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Convergence Culture: Where Old and New Media Collide
115:, "Technologies of the Childhood Imagination: 257: 200: 8: 68:can also occasionally refer to a symptom of 62:by seeking the help of Japanese animators. 264: 250: 207: 193: 88: 86: 84: 52:games separate from the original media. 80: 7: 218: 216: 161: 159: 236:. You can help Knowledge (XXG) by 179:. You can help Knowledge (XXG) by 14: 143:Journal of Cognitive Neuroscience 220: 163: 1: 36:, examples of which include 146:, volume 12, pages 30-46, ( 25:themselves either over the 324: 215: 158: 101:New York University Press 18:transmedia storytelling 175:-related article is a 308:Critical theory stubs 129:Duke University Press 228:This article about 121:Natalie Jeremijenko 16:In the context of 245: 244: 188: 187: 70:Williams syndrome 315: 303:Literature stubs 293:Social influence 283:Internet culture 266: 259: 252: 224: 217: 209: 202: 195: 167: 160: 151: 138: 132: 110: 104: 90: 66:Hypersociability 22:hypersociability 323: 322: 318: 317: 316: 314: 313: 312: 273: 272: 271: 270: 230:critical theory 214: 213: 156: 154: 139: 135: 127:(Durham, N.C.: 111: 107: 91: 82: 78: 12: 11: 5: 321: 319: 311: 310: 305: 300: 295: 290: 285: 275: 274: 269: 268: 261: 254: 246: 243: 242: 225: 212: 211: 204: 197: 189: 186: 185: 168: 153: 152: 133: 105: 79: 77: 74: 54:The Wachowskis 13: 10: 9: 6: 4: 3: 2: 320: 309: 306: 304: 301: 299: 296: 294: 291: 289: 286: 284: 281: 280: 278: 267: 262: 260: 255: 253: 248: 247: 241: 239: 235: 231: 226: 223: 219: 210: 205: 203: 198: 196: 191: 190: 184: 182: 178: 174: 169: 166: 162: 157: 149: 145: 144: 137: 134: 130: 126: 122: 118: 114: 109: 106: 102: 98: 94: 93:Henry Jenkins 89: 87: 85: 81: 75: 73: 71: 67: 63: 61: 60: 59:The Animatrix 55: 51: 48:, which used 47: 46: 41: 40: 35: 32: 28: 23: 19: 298:Storytelling 288:Hyperreality 238:expanding it 227: 181:expanding it 170: 155: 141: 136: 124: 116: 108: 96: 65: 64: 57: 43: 37: 21: 15: 99:(New York: 50:multiplayer 34:pop culture 277:Categories 173:literature 113:Mizuko Ito 76:References 148:MIT Press 39:Yu-Gi-Oh! 150:, 2000). 131:, 2005). 123:(eds.), 103:, 2006). 31:Japanese 27:Internet 45:Pokémon 117:Yugioh 232:is a 171:This 234:stub 177:stub 42:and 95:, 279:: 83:^ 20:, 265:e 258:t 251:v 240:. 208:e 201:t 194:v 183:.

Index

transmedia storytelling
Internet
Japanese
pop culture
Yu-Gi-Oh!
Pokémon
multiplayer
The Wachowskis
The Animatrix
Williams syndrome



Henry Jenkins
New York University Press
Mizuko Ito
Natalie Jeremijenko
Duke University Press
Journal of Cognitive Neuroscience
MIT Press
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literature
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expanding it
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e
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critical theory
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