Funko Hannibal in Florence: Fan Tourism, Participatory Culture, and Paratextual Play

Rebecca Williams
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引用次数: 8

Abstract

Fan studies has explored the concepts of ‘film-induced tourism’ (Beeton 2005, 2015) or ‘media tourism’ via the notions of cult geography (Hills 2002) or fan pilgrimage (Porter 1999), arguing that “fan-text affective relationships cannot be separated from spatial concerns and categories” (Hills 2002:145). This article contributes to work on fan tourism and participatory cultures by focusing on a visit to Florence, Italy which was inspired by fandom of the television series Hannibal. The article discusses three main elements of this trip, reflecting on the experience of the author during that visit, to interrogate the links between transmediality and participatory culture, fandom and tourism. First, the article considers how Hannibal’s status as a transmedia text which spans the television series but also a series of novels and film adaptations, leads the fan-tourist to negotiate these different ‘versions’ of Florence. Whilst some places may be doubly coded as tourist and media sites or operate as special locations for different fans (see Lee 2012, Brooker 2007) previous work discussing this has focused on the variances between different texts. In the case of Hannibal, however, fan-tourists must negotiate the layering of various versions of the same story/text across the city, seeking out multiple real-world sites that have been used within the books/films/TV series. Locations thus become multi-coded and fans may operate their own distinctions regarding which version of the story, and therefore which Hannibal locations, are the most privileged and worth visiting. Second, the article explores how elements of participatory culture were utilised in the planning of the trip, drawing on existing fan knowledge of locations which is shared online. Since there is currently no formal organised Hannibal-related tourism industry in Florence, the fan-tourist needs to seek out their own locations and routes through the city, although these may be “mediated by the testimonies, amateur and professional, of previous fans” (Brooker 2004:27). The article focuses particularly on how ‘screenframing’, the practice of visiting “filming locations of […] favourite shows and movies, and try[ing] to align a screenshot from that film with the original background used in the film” (FangirlQuest, online) was used to identify key Hannibal locations and as a guide for engaging in attempted replication of photographs and iconic moments from the series. Drawing on this, the article uniquely explores the use of para-textual object such as merchandise in the fan-tourist experience, focusing on the use of a Hannibal Funko doll as an object of fandom on this visit to Florence. Carrying this item around sites of importance and inserting this object into photographs at key locations allows fan identities to be performed and displayed and for the links between the narrative world and the ‘real’ locations to be mediated. The article thus contributes to debates around fan-tourism and transmediality, responding to the argument that “little sustained research has explored the roles of tourist performances” (Kim 2010: 60) at meaningful sites. Whilst work has been conducted on tourists re-enacting scenes in photographs (Carl et al 2007, Kim 2010), there has been relatively little study of how and why fans may draw on material objects at important sites. The article also contributes to broader debates around material culture and fandom by focusing on the “materialities of fandom” in “specific configurations of place, purpose, and performance” (Rehak 2014). The article argues that the use of objects allows the fan to engage in the “emotional commitment and imaginative work” required to “approach a sense of communion with the fictional text” (Brooker 2004:14) since, whilst the fan themselves cannot ‘enter’ the narrative world, the use of relevant objects allows play with the borders between text, self, and object.
Funko Hannibal在佛罗伦萨:粉丝旅游,参与文化,和意语游戏
粉丝研究通过邪教地理(Hills 2002)或粉丝朝圣(Porter 1999)的概念探索了“电影诱导旅游”(Beeton 2005,2015)或“媒体旅游”的概念,认为“粉丝文本情感关系不能与空间关注和类别分开”(Hills 2002:145)。这篇文章对粉丝旅游和参与式文化的研究做出了贡献,重点介绍了意大利佛罗伦萨的一次旅行,这次旅行的灵感来自电视剧《汉尼拔》的粉丝群。本文讨论了这次旅行的三个主要元素,反映了作者在这次旅行中的经历,以询问跨媒介与参与性文化,粉丝和旅游之间的联系。首先,本文考虑了汉尼拔作为跨媒体文本的地位,它跨越了电视连续剧,也包括一系列小说和电影改编,如何引导粉丝游客协商这些不同的“版本”的佛罗伦萨。虽然有些地方可能被双重编码为旅游和媒体网站,或者作为不同粉丝的特殊地点(见Lee 2012, Brooker 2007),但之前讨论这一点的工作主要集中在不同文本之间的差异上。然而,在《汉尼拔》中,粉丝们必须在城市中协商同一故事/文本的不同版本,寻找在书籍/电影/电视剧中使用过的多个真实世界的地点。因此,拍摄地点变得多编码,粉丝们可以根据故事的哪个版本,以及汉尼拔的哪个地点最有特权、最值得参观,来进行自己的区分。其次,本文探讨了如何利用参与式文化的元素来规划旅行,利用现有的在线分享的地点的粉丝知识。由于佛罗伦萨目前没有正式组织的与汉尼巴尔有关的旅游业,粉丝游客需要在城市中寻找自己的地点和路线,尽管这些可能“由以前的粉丝的业余和专业的证词调解”(Brooker 2004:27)。这篇文章特别关注了“屏幕制作”,即访问“最喜欢的电视剧和电影的拍摄地点,并尝试将电影的截图与电影中使用的原始背景相匹配”(FangirlQuest, online),这种做法被用来确定汉尼拔的关键地点,并作为尝试复制该系列照片和标志性时刻的指南。在此基础上,本文独特地探讨了粉丝旅游体验中商品等超文本对象的使用,重点关注了汉尼拔Funko玩偶作为粉丝旅游对象的使用。在重要地点周围携带该物品,并将其插入关键地点的照片中,可以表演和展示粉丝的身份,并调解叙事世界与“真实”地点之间的联系。因此,这篇文章有助于围绕粉丝旅游和跨媒介性的辩论,回应了“在有意义的地点,很少有持续的研究探索旅游表演的作用”(Kim 2010: 60)的论点。虽然对游客再现照片中的场景进行了研究(Carl等人2007年,Kim 2010年),但对粉丝如何以及为什么会在重要地点绘制实物的研究相对较少。这篇文章还通过关注“地点、目的和表现的特定配置”中的“fandom的物质性”,为围绕物质文化和粉丝圈的更广泛辩论做出了贡献(Rehak 2014)。这篇文章认为,对象的使用使粉丝能够参与“情感承诺和想象工作”,这需要“接近与虚构文本的交流感”(Brooker 2004:14),因为虽然粉丝自己不能“进入”叙事世界,但相关对象的使用允许在文本,自我和对象之间进行边界游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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