ABSTRACT

In the age of "complex Tv", of social networking and massive consumption of transmedia narratives, a myriad short-lived phenomena surround films and TV programs raising questions about the endurance of a fictional world and other mediatized discourse over a long arc of time. The life of media products can change direction depending on the variability of paratextual materials and activities such as online commentaries and forums, promos and trailers, disposable merchandise and gadgets, grassroots video production, archives, and gaming. This book examines the tension between permanence and obsolescence in the production and experience of media byproducts analysing the affections and meanings they convey and uncovering the machineries of their persistence or disposal. Paratexts, which have long been considered only ancillary to a central text, interfere instead with textual politics by influencing the viewers’ fidelity (or infidelity) to a product and affecting a fictional world’s "life expectancy". Scholars in the fields of film studies, media studies, memory and cultural studies are here called to observe these byproducts' temporalities (their short form and/or long temporal extention, their nostalgic politics or future projections) and assess their increasing influence on our use of the past and present, on our temporal experience, and, consequently, on our social and political self-positioning through the media.

chapter |10 pages

The Politics of Ephemeral Digital Media

Permanence and Obsolescence in Paratexts

part |63 pages

Understanding “Short Shelf-Life” Media

chapter |19 pages

Short Shelf-Life Media

Ephemeral Digital Practices and the Contemporary Dream of Permanence

chapter |15 pages

Beyond the Threshold

Paratext, Transcendence, and Time in the Contemporary Media Landscape

part |77 pages

Screen Time and Memory

chapter |18 pages

Googling Sherlock Holmes

Popular Memory, Platforms, Protocols, and Paratexts

chapter |15 pages

Nostalgia for the Future

How TRON: Legacy's Paratexual Promotion Campaign Rebooted the Franchise

chapter |13 pages

Hoaxing the Media

1920s Film Ballyhoo and an Archaeology of Presence

chapter |15 pages

Sound Memories

“Talker Remakes,” Paratexts, and the Cinematic Past

part |87 pages

Mutant Paratexts

chapter |15 pages

Interactivity and the Modalities of Textual-Hacking

From the Bible to Algorithmically Generated Stories

chapter |15 pages

“You Had to Be There”

Alternate Reality Games and Multiple Durational Temporalities

chapter |15 pages

The TV Recap

Knowledge, Memory, and Complex Narrative Orientation

chapter |15 pages

The Girl with the Dragon Tattoo

Paratexts in a Flexible World