• Title/Summary/Keyword: Digital Fandom

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Generational Fandom Culture Shift in K-Pop Idol Fandom and Social Media Use (팬덤의 소셜 미디어 이용 양태에 따른 아이돌 세대별 팬덤 문화의 변화)

  • Han, Mihwa;Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.605-616
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    • 2022
  • Given that the current Idol fandom has been enormously affected by the development of digital technology such as the Internet, mobile or social media, this study explored how generational fandom culture has been shifted depending on the fandom's use of differential online platforms and services, i.e., online community vs. social network services. The survey results indicate that 3rd generation fandom showed significantly greater intimacy, greater attachment/worship, greater similarity toward Idol stars as well as greater fandom loyalty and greater fandom identity than 1st and 2nd generation fandom. Similarly, compared to online community centered fandom, social network centered fandom showed greater intimacy, greater attachment/worship, greater similarity as well as greater fandom loyalty and identity than community-centered fandom.

Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.

The effects of adolescent fandom activity on self-esteem : mediating effect of ego-resilience (청소년의 팬덤활동이 자아존중감에 미치는 영향 : 자아탄력성의 매개효과)

  • Choi, Ok-Joo;Kim, Dong-Song
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.243-251
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    • 2018
  • The purpose of this study was to examine whether fandom activity of adolescents mediates ego - resilience when affecting self - esteem. For this, data from the 7th year (2016) of the first 4 panels of the Korea Child and Youth Panel Survey were used and the questionnaire of 2,378 first - year high school students was used for the analysis. The results of the analysis are as follows. First, the fandom activity showed a positive predictive value of negative self - resilience. Second, the fandom activity predicted the self - esteem as a negatively. Third, ego - resilience predicts self - esteem statistically and significantly. Fourth, ego - resilience partially mediated the relationship between fandom activity and self - esteem. In other words, it is confirmed that the fandom activity directly lowers the self - esteem but indirectly decreases through the ego - resilience. This study can be meaningful in that it examines the effect of the fandom activity on the self - esteem of the adolescents and the process leading to it.

The Effects of Parenting Attitudes on Adolescents' Fandom Activities in the Times of Convergence: Focusing on the Mediating Effects of Psychological Factors and Life Satisfaction (융복합시대 부모양육태도가 청소년의 팬덤활동에 미치는 영향: 심리적 요인과 삶의 만족도의 매개효과를 중심으로)

  • Paik, Jina
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.453-461
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    • 2015
  • The purpose of the study is to examine the effect of parenting attitudes on adolescents' fandom activities, and to prove the meditating effect of psychological factors and life satisfaction on the relationship between parenting attitudes and adolescents' fandom activities. The results are as follows: First, while negative parenting attitude influenced negatively adolescents' fandom activities, positive parenting attitude had no effect on them. Second, positive parenting attitude had negative effect on adolescents' psychological factors, but negative parenting attitude influenced positively them. Third, adolescents' psychological factors influenced positively their fandom activities. Fourth, adolescents' psychological factors had perfect mediating effect between positive parenting attitude and their fandom activities, and they also played partial mediating role between negative parenting attitude and their fandom activities.

A Study on the Effects of Fandom's Digital Media Use on Social Participation : Focused on the Mediating Effect of the Identification (팬덤의 디지털 미디어 이용이 사회참여에 미치는 영향 연구 : 동일시의 매개 효과를 중심으로)

  • Jang, Hyunsuk
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.480-493
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    • 2021
  • In this paper, we attempt to empirically explain the process by which fandom performs social participation using digital media. To do this, we utilize the concept of identification and the Situational Theory of Publics in a theoretical framework, and study ARMY, BTS fandom. We confirmed a positive association between communication behavior and social participation, and verified a mediating effect of the identification as well. Interestingly, horizontal identification, a fan-to-star friendly relationship, had a greater effect on moving toward social participation than did vertical identification, a fan's blind worship of a star. This study has significance in that it has figured out the relationship of personal feelings to public participation by mobilizing achievements in various research fields.

The Effect of Internet Usage, Fandom Activities and Sense of Community on Adolescents' Mental Health in the Digital Era (디지털 시대 청소년의 인터넷 이용, 팬덤활동, 공동체 의식이 정신건강에 미치는 영향)

  • Choi, Mi-Won;Cho, Hyun-Hee;Kim, Young-Ah
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.349-358
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    • 2016
  • The purposes of the study are to examine the relationship amongst adolescents' internet usage, fandom activities, sense of community and their mental health in the digital era and to probe into the effect of internet usage, fandom activities, sense of community on adolescents' mental health. The results are as follows: First, there were statistically significant correlations among those four factors. Secondly, it shows that the effect of internet usage, fandom activities and sense of community on the adolescents' mental health have a difference by gender. In the case of female adolescents, there is no effect of internet usage on their mental health. But, the study reveals that adolescents' internet usage and fandom activities which now are accepted as a part of their culture, could be combined with the sense of community and could have an effect on the adolescents' mental health. Furthermore, the study casts a light on the possibility to build a strong point on adolescents' activities, education, counseling and policy making for the purpose to enhance adolescents' mental health in the future.

Expansion of K-Content by Global Fandom : Focusing on 'Fansub' Community of Viki (글로벌 팬덤을 통한 한류 콘텐츠의 확대 : Viki의 '팬 자막' 커뮤니티를 중심으로)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.523-530
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    • 2019
  • This study examines how global fandom for Korean dramas is formed and maintained by examining the reason and purpose of voluntarily making the subtitles of Korean drama through in-depth email interviews with foreign subtitle producers(fan subber) working on a video site called Viki.com. The research focused on Viki's fan community, which has grown into the most influential Korean Wave platform. Collective intelligence expresses in the fan community produces more than professional results and they are acting as consumers, cultural producers, and second creators of K-content. In order to continue the spread of K-content, it needs to pay more attention to the long-term strategy of global fandom combined with the fan community activities of the new media platform and network effects.

Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.137-144
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    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.

Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception (케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석)

  • Bang, Eunjung;Wu, Sindy;Kim, Soyeon
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.