• Title/Summary/Keyword: Erving Goffman

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Sharing Activities in an Online Fashion Community - Focusing on Erving Goffman's Impression Management Theory - (온라인 패션 커뮤니티의 나눔 활동 - 어빙 고프만의 인상관리 이론을 중심으로 -)

  • Hyunjoo Hur;Jaehoon Chun
    • Fashion & Textile Research Journal
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    • v.25 no.4
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    • pp.449-459
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    • 2023
  • This study focuses on online communities and the ritual conversations of users when participating in sharing activities. The study aims to understand the social and psychological phenomena that occur between users within the context of Erving Goffman's impression management theory. Case studies and a content analysis were conducted by collecting posts and comments related to fashion products in the sharing activities category on Naver Cafe "Family Sale." On the one hand, the study identified various disposition motives among givers, including a desire for recognition, self-expression, activation of the community, emotional sympathy, goodwill, play, and simple disposition. On the other hand, receivers' purchase motives included the need for a product, reciprocation based on a sense of belonging, play, gift-giving, and simple response. Analyzing the posts of givers and the comments of receivers of fashion products using impression management strategies and dramaturgical analysis, the study interpreted users' impression management and revealed propensities in fashion consumption: fashionability, conspicuousness, value orientation, and economic feasibility. Through ritual conversations, users managed to attain emotional stability on an individual level, while they reinforced collective bonds on a social level. They fulfilled their roles with their own narratives to achieve personal and collective goals in a non-face-to-face situations and non-monetary transactions. This study is significant in that it examines normative communication in an online community and user relationships to understand a recent phenomenon in the fashion industry.

Image Management and Luxury Goods in Korean Society: A Cultural Sociological Perspective (문화사회학적 시각에서 본 한국사회에서의 명품의 인상관리적 효과)

  • Choi, Set-Byol;Jin, Ki-Nam
    • Fashion & Textile Research Journal
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    • v.8 no.6
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    • pp.672-678
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    • 2006
  • This study examines the implications of fashion in self-expression or image management among college students in Korea. Socio-demographic factors are considered in addressing following research questions: why Korean college students seek luxury goods; how they recognize the effects of using luxury goods on their image management; whether or not they have purchased counterfeit luxury goods; and why they buy counterfeit goods. In order to explain the relationship between fashion and social class, the study examines various sociological theories including Erving Goffman's dramaturgical approach. The data were drawn from 1419 students from 10 universities nationwide in 2005. Chi-square analyses yields outcomes as follows: Using luxury goods works as a class symbol that gives the users the image of higher socio-economic background; use of counterfeit luxury goods and its symbolic effects in image management do not have significant relationship with socio-economic background.

A Study on the Costume n "The Goddess Abides" of Pearl S. Buck (Pearl S. Buck의 "The Goddess Abides"에 나타난 복식의 분석)

  • 임경심;김진구
    • Journal of the Korean Society of Costume
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    • v.18
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    • pp.351-359
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    • 1992
  • The purpose of this study is to analyze the costume in $\ulcorner$The Goddess Abides$\lrcorner$ of Pearl S. Buck by applying "Dramaturgical Analysis" of Erving Goffman. The frame of analysis is the dramaturgical conception of Goffman that he expressed in $\ulcorner$The Presentation of self in Everyday Life (1959)$\lrcorner$. Among the conception, I analyzed by applying 'performance', 'technique of impression management', 'region and region behavior' which can be used for studying and costume behavior. The following is the summary of my study. First, the performance means the performer's behavior and the procedure of impression management if face to fact interaction, which includes personal front and setting. Setting is mainly a house on the Mt. in Vermont. The time is Winter. The personal front includes appearance and manner. actors and audiences form impression through persional front. And Istudied the performance of the actors (or actress), Edith, Jared, Edmond, Edwin, Amelia, June. As for technique of impression management, I cold observe that a varieth of that were being used, such as the most general one that Edith wants to look beautiful by making god appearance, or she sometimes try not to look beautiful And when Edith meets Jared, sometimes she changed her clothes, but other times she doesn't do that. As for region and region behavior, there appears the distinction of region and a lot of expressions about clothes related to the distinction. I could observe the expressions showing the movement from front to back and from back to front. Especially I could observe the behaviors that can be occured only in back region in everyday life, that is bathing, changing clothes, making up, checking their appearance before the mirror. Like above when I analyzed $\ulcorner$The Goddess Abides$\lrcorner$ of Pearl S. Buck by Goffman's Dramaturgical analysis, I could find out that the theory was very useful to the analysis of the costume behaviors of the characters.

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Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.