• Title/Summary/Keyword: 팬덤 동기

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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.

온라인 커뮤니티 참여와 이용에 관한 연구 -방탄소년단 온라인 팬덤 커뮤니티 사례를 중심으로-

  • Bae, Eunji;Shin, il-gi
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.37-38
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    • 2019
  • 최근 인터넷 기반의 웹 2.0의 시작으로 정보나 콘텐츠를 누구나 이용할 수 있는 인터넷환경이 제공되었다. 특히 소셜미디어를 통해 빠르게 공통관심사를 공유할 수 있는 커뮤니티를 구성하고 있으며, 온라인에서의 공동체는 개인의 정체성과 집단적 정체성을 교차하는 영역을 이루고 있다. 이러한 온라인 공동체에서 팬덤은 참여가 높고 사적 수준에서 결속력이 강한 공동체를 형성하는 집단이라고 할 수 있다. 본 연구는 이러한 문화 현상에서 유대관계가 강하게 형성된 '팬덤'이라는 이용자를 대상으로 이용동기 요인과 이에 따른 스타와의 상호작용을 통해 형성되는 커뮤니티의 충성도에 어떠한 영향을 미치는가를 알아보고자 한다. 커뮤니티 사례의 내용분석을 통해 팬덤의 일반화된 이용동기에 관해 살펴봄으로써 커뮤니티의 사용자 측면에서 시사점을 제시하고자 하였다.

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How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' - (게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 -)

  • Park, Su-Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.115-132
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    • 2021
  • This study seeks to examine the aspects of the translation and translation activities of game fan translators through the localization case of 'Dragon Age Inquision'. The interaction and experience of the game are game fan translation, giving various motivations and generating translation kinetics. The study confirmed the motivation by observing the process of game fan translation, which shows the characteristics of producers and recipients at the same time, and interviewing game fan translators. The translation of the game fan will reveal the productive aspect of the game fandom, and then I suggest a point where the game culture should discuss the fan translation.

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.

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.

A Study on the BTS Goods Values and Collaboration Brand Preference According to Fandom Type: Focusing on BTS Fan-club 'ARMY' (팬덤 동기에 따른 BTS 굿즈 가치와 협업 브랜드 선호도 연구: BTS 팬클럽 ARMY를 대상으로)

  • Lee, Minju;Yoo, Jiwon;Ko, Eunju
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.165-178
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    • 2021
  • With rise in economic activity of fandoms, fashion brands often collaborate with K-pop stars such as BTS to enhance brand preference and sales. This study analyzes why people engage in fandom activity and its effects on collaboration fashion brand preference by focusing on 'BTS' and fandom 'Army'. This study aims to provide information to establish marketing strategies by identifying the influence of fandom culture related to the Korean Wave and the fashion industry, and empirically analyzing factors affecting active customer formation for long-term growth. The data were collected from BTS fan club 'Army' and a total data sets were analyzed using SPSS25.0 statistics program. The findings of this research were as following. Frist, BTS fandom motivation were identified as Need for Approval, Communication Need, Professionalism Need, Need to Belong, Consumption Need and the BTS fan groups were categorized into 3 groups. Third, comparing BTS goods values and collaboration brand preference an excess in each group was revealed. This study is significant because it provides essential data for the marketing strategy of fandom market by comparing marketing effects of BTS with the characteristics of fandom consumers and identifying the different desires of each group. As a result of this research, it can be seen that BTS an influential leading brand, has been adopted, and the research direction of empirical analysis has been presented. In practice companies can select specific fandom targets by using the sub-levels of fandom types that have become clear and implement marketing strategies of the fandom market.

Entertainers' Conceptual Perception and Behavioral Pattern on their "Positive Influence" ('선한 영향력'에 관한 엔터테이너들의 개념 인식과 발현 양태)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.199-209
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    • 2020
  • "Positive Influence(PI)" of popular star has recently emerged as a social concern, but the lack of prior research has led to confusion over its concept and range of activity. On this point, this study carried out to lay the groundwork for discussions on the systematization of related theories, focused on identifying the current situations by analyzing articles for 15 months from January 2019 to March 2020 when related reports were in full swing. As a result of the analysis of the remarks from the entertainers mentioned in the articles, they were not clearly aware of the concept while doing good deeds under the name of PI in light of the study outcome by Aegean and Singer(2013). The motivations for good deed were classified into six types, including difficulty empathy, fandom reward, participation urge, nidana emphasis, experience subjugation, and memory evocation in the order of frequency of cases. Specific behaviors of PI were followed by donations of money and valuables for 54.4 percent, participation of social agendas for 14.0 percent, volunteering for 13.2 percent, joining campaign for 11.4 percent, other good deeds for 4.0 percent, and philanthropy for 3.0 percent. In occupational analysis, the concentration of donations was also evident. Their activities in the fields of human rights sensitivity, environmental protection and self-management, which are expected to have great effects with their influence, have been extremely poor. The results of the study first require academia to establish a interdisciplinary concept for PI. It also suggests that entertainers and their agencies should take far more strategic approach to evolve the PI event in a way that utilizes the advantages of each job group, such as actors, singers and comedians, and expands the diversity of areas.