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1. Commentary on the Arcane fan-edit
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When engaging with a media text, we are no longer passive consumers but active consumers who dynamically associate with and produce our contextual interpretations, within a participatory culture (Jenkins, 2018). Unlike Hall et al. (1980)’s model of encoding and decoding where producers and consumers are ideally in a same context and interpret meanings in a same way, Jenkins (2014) argues that we are implementing “textual poaching”, as we appropriate pleasurable resources from a text and interpret them in distinct contexts. In this commentary, we will explore how the Arcane edit poaches from the text of the Arcane series itself and the song Fall Back Titty Fat by Viktor Vaughn also known as MF Doom, forming its own narratives.
The editor presents the audience with the background of Jinx, centered around her family and friends when she was Powder. Ideally, following Hall’s concept, all related footage for this section should be extracted from the episodes in the series when Jinx was Powder. However, a few scenes from later episodes were recontextualised to deliver the idea. For instance, Jayce (0:04), who says “Send me back” in the edit, says this sentence at the very end of the series when he undergoes time-traveling and foresees the tragedy of Piltover. The edit re-interprets that quote to signal the start of a prologue to narrate Powder’s background, shifting the idea to a large extent. Likewise, the question from Vi (0:10) “Where is my sister?” also serves the similar function, which subtly showcases the transition as this is the dialogue happening after Powder has been Jinx for a while. It is not until 0:17 that Jinx, not Powder, finally shows up.
The background music Fall Back Titty Fat is also “poached” (Jenkins, 2014), with its lyrics extracted not to represent its original context of the song’s creation but the storyline of Arcane. “Pink drink” from the sentence “I told her time and time again not to swallow pink drinks” is edited in at the scene where shimmer, the potion in Zaun, appears and falls to the ground. Pink drinks, referred in the lyrics, is speculatively regarded as “Lean”, which is a cocktail of substances including codeine linctus (an Opiate), promethazine, paracetamol and dextromethorphan, and mixed with fizzy drinks (Parr-Morley, 2019). It is used to represent the street and underground rap culture that MF Doom (Viktor Vaughn) participated in, while it signifies the use of shimmer in Arcane given that it is also pink/purple in colour. Here the same drink is contextualized separately, as a means of textual poaching. Another example would be the “V” in “V, the fink who made the chink in the mink wink” which is a mischievous self reference to MF Doom (Viktor Vaughn) recontextualised into a reference to the family of Jinx (Vander, Vi, Jinx) in the edit.
The idea of Textual poaching, brought by Jenkins (2014), is leveraged thoroughly in this fan edit of Arcane by re-interpreting both the series itself and the background music, meaning that the compliance to the original pieces doesn’t necessarily exist within a fan culture. Fandoms have the right to dissemble, recombine and subvert given their own contexts. “After the initial break into fandom through a single series, fans tend to follow other people into various fandoms, rather than stumble upon programs themselves” (Garett, 1991 as cited in Jenkins, 2014), which makes the edit an introduction into this series.



References
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Hall, S., Hobson, D., Love, A., & Willis, P. (1980). Encoding/Decoding 163 From Stuart Hall, “Encoding/decoding.” In Encoding/Decoding (pp. 128–166). Hutchinson.
Jenkins, H. (2014). The Fan Fiction Studies Reader. The Fan Fiction Studies Reader. https://doi.org/10.2307/j.ctt20p58d6
Jenkins, H. (2018). Fandom, Negotiation, and Participatory Culture. A Companion to Media Fandom and Fan Studies, 11–26. https://doi.org/10.1002/9781119237211.ch1
Parr-Morley, B. (2019, November 19). What is “Lean”? Catch22. https://www.catch-22.org.uk/resources/what-is-lean/
2. Multimodal analysis of the LoL Guide
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The fan artefact aims to use its anecdotal storytelling and humorous (but familiar) conventions in the YouTube League of Legends communities. This artefact disproves Goffman’s (1959 as cited in Buckingham 2008) dramaturgical or theatrically performative view of social interaction. The common point of contention with this account would be the implication that “front-stage” social behaviour, seen in the workplace or large social gatherings, is less sincere and truthful than the “back-stage” social behaviour present in smaller scale settings. This does not consider the fact that all social interactions are performative to some extent thus their veracity can not be truly judged and can not be divided into those from either social and personal identities. While the identity Ian exhibits is explicitly presented as performative it still shows his sincere views, albeit sometimes in a satirical manner, and reflects the vision of the League community he wanted to create in the viewers’ minds, a game filled with stress, toxicity, and frustration, yet remains highly addictive and popular. For example, the statement “You might have heard about the game’s playerbase being a bit too- Passionate… very… passionate” while showing imagery of articles that state League’s toxicity on a statistical level. This is an understatement done for comedic effect which reflects his real view on the community. Another example would be when he said “The first thing I do when I load into a game is optimize communications” while muting the voice chat for the team, which humorously reinforces these ideas on the community’s toxicity through performative action.
Applying the Kineikonic mode’s framework (Burns, 2013) to the video , we can analyse how multiple modes are used in tandem to convey a singular idea. The Kineikonic mode allows us to examine what Burn describes as “the distinctive insight offered by a multimodal approach, " which is the synergy between modes to help further the meaning created by the text. Using this analysis of the relationship between modes, as well as the method of decomposition to examine the smaller details that larger contributory modes are composed of, will help us to produce a comprehensive analysis of this text.
From 1:26 to 1:39, the text uses a wide variety of modes to create a chaotic atmosphere for an in-game fight scene as a parody of mainstream cinema and anime action scenes. Regarding orchestrating modes during this sequence, the primary footage was procured through recording League of Legends gameplay. This means that control over many aspects of more traditional filming are lost or have to be emulated in editing; for example, lens focal length, proximity and framing all have to be substituted for scaling and positioning footage in editing software. This artificial variation in filming is used frequently in this sequence to increase the pacing of the video. The video can cut to multiple variations of the same footage of gameplay with varied framing and proximity to build energy and pace.
One example of the text using editing to emulate more traditional cinema as a stylistic choice is the use of letterboxing. By artificially cropping out the top and bottom of recorded footage, the aspect ratio of the text is made to be wider. This widescreen aspect ratio is associated with traditional cinema and is used to imply spectatorship to audiences (Cossar, 2009). This builds toward the idea of this sequence being an action scene common in mainstream cinema. Another mode used similarly is visual effects, a submode of the larger contributory: visual modes. Throughout this sequence, a specific type of motion lines known as speed lines are overlaid on the video footage. This specific style of visual effect is popularly used in shounen manga and has been adapted to anime, where it is used to emphasise movement and action (Allen, 2015) by providing visual movement to the text and drawing the audience's attention to the center of the screen. Both the use of speed lines and letterboxing are the clearest uses of different modes that both synergise together to emphasise the idea of the sequence being a parody of mainstream media.
In terms of auditory modes, the sequence includes the background song “Fight Scene” by Audioautix. Breaking this mode down, the song uses a fast-paced rhythm, the instrumentation uses electric guitars, and the dynamic shift includes an increase in volume. All of these changes are relative to the previously used background music. This shift in tempo, for example, can be interpreted to synergise with previous visual modes to emphasise an audience's feeling of excitement (Qiao, 2024).
The chaotic atmosphere that these modes are collaborating to achieve has a special role in the larger text as a moment of juxtaposition. This is emphasised by the sequence being preceded by a black screen and no audio for about one second. The sequence then begins, interrupting the silence both visually and auditorily.
The analysis of this fan artefact reveals how different elements are orchestrated to create meaning, particularly within the League of Legends community. Through personal storytelling and humour, the video explores the performative nature of online identities while expressing the game’s culture of toxicity and frustration. The combination of visual and auditory techniques enhances the chaotic, energetic atmosphere, drawing from cinematic and anime precedents to amplify the parody’s impact. Ultimately, the artefact blends sincerity and satire, using humor to reflect and exaggerate the League of Legends experience. It highlights how, even in exaggerated portrayals, there’s an authentic representation of the shared experiences within the gaming community.
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References
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Allen, S. (2015). Expression through Lines in Comics. A publication of the Critical Writing Program The University of Pennsylvania 3808 Walnut Street Philadelphia, PA 19104-6221, 67.
Buckingham, D. (2008). Introducing identity (pp. 1-24). Chicago: MacArthur Foundation Digital Media and Learning Initiative.
Burn, A. (2013). The kineikonic mode: Towards a multimodal approach to moving image media [Working Paper]. NCRM. https://eprints.ncrm.ac.uk/id/eprint/3085/
COSSAR, H. (2009). The Shape of New Media: Screen Space, Aspect Ratios, and Digitextuality. Journal of Film and Video, 61(4), 3–16. http://www.jstor.org/stable/20688644
Qiao, D. (2024). Analysis of the Differences in Music Perception under Different Emotional Contexts. Journal of Art, Culture and Philosophical Studies, 1(3).
3. Commentary on the Handmade Merch
Fan identity refers to how an individual connects their identity to a cultural work through love and participation, thereby constructing a sense of self-recognition both psychologically and socially (Jenkins, 1992). In fan culture, creating and using merchandise related to a work expresses a fan's love for the work itself and allows individuals to showcase their fan identity through these objects. This paper will explore the connection between fan identity, the Arcane character fridge magnets, and the Hextech crystal necklace I created.
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First, Jinx, Vi, Caitlyn, and Silco are four of the most iconic characters in Arcane and League of Legends. When designing cartoon-style fridge magnets featuring these characters, I studied their unique and defining characteristics. For example, in the series, Jinx is known for her signature turquoise twin-tails, chaotic and rebellious nature, and unwavering desire for revenge, making her a beloved character among fans.
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As an Arcane fan, I was inspired to create a project featuring these four characters, but at the same time, I am also a craft enthusiast. Holding these fan identities led me to make a fan-created product in the form of fridge magnets. In my design, Jinx is portrayed as more playful and cute, which reflects my interpretation of her character. As a member of the female fan community, I tend to have a more delicate perspective and aim to create a more complete and multidimensional character representation. Instead of portraying Jinx as a straightforward villain, I emphasized the traits that I, from a female perspective, find most striking—her playfulness, freedom, and passionate nature.​ It is precisely because I approached this creation from the perspective of multiple fan identities that my work carries unique fan characteristics like the idea expressed by Jenkins. Our identity is fluid, shaped by historical and social contexts, and subject to reinterpretation. So, everyone has many different and constantly changing identities. The combination and transformation of different fan identities allow my work to include commonalities within each fan group and distinctions between different communities.
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Secondly, the Hextech crystal necklace is my reinterpretation of the Arcane world. As a member of the Arcane fan community, I wanted to create a product related to Hextech crystals. This necklace represents my identity as an Arcane fan and my passion for handcrafted creations.​ Every individual can be categorized into multiple fan communities, and the fusion of these different fan identities shapes a person’s unique fandom identity. I chose to create a necklace because I am also an enthusiast of fashion, which makes me highly attentive to accessories' role in overall styling. Among accessories, necklaces are one of the most noticeable and visually striking pieces.
Additionally, I am a fan of glass jewelry, so I chose glass as the primary material for the Hextech crystal necklace. This choice enhances the mystical and enchanting quality of the Hextech crystal, aligning with the lore and aesthetic of the Arcane universe.
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Therefore, identity is constituted within representation rather than outside (Hall, 1990). The seemingly simple process of creating a fan-made work is shaped by the creator’s diverse and multifaceted fan identities, which imbue the work with uniqueness and individuality. My engagement with Arcane merchandise exemplifies these processes, as it combines personal creativity with collective fan culture. This reinforces that identity is constantly in flux and shaped by interactions within a transnational media landscape.



References
Jenkins, H. (1992). Textual poachers: Television fans & participatory culture. https://ci.nii.ac.jp/ncid/BB11273072
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Hall, S. (1990). Cultural identity and diaspora. In J. Rutherford (Ed.), Identity: Community, Culture, Difference (pp. 222–237). Lawrence & Wishart.
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Jenkins, H., Ford, S., Green, J., Booth, P., Busse, K., Click, M., Ford, S., Jenkins, H., Li, X., & Ross, S. (2014). Spreadable Media: Creating value and meaning in a networked culture. Cinema Journal, 53(3), 152–177. https://doi.org/10.1353/cj.2014.0021