• Title/Summary/Keyword: 팬덤 문화

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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.

Characteristics Analysis and Utilization Plans of K-POP Fandom Records for Popular Music Archives : Focused on the Case of BTS Fandom, A.R.M.Y (대중음악 아카이브를 위한 K-POP 팬덤 기록 특성 분석 및 활용 방안 방탄소년단 팬덤 '아미'를 중심으로)

  • Lee, Youung-ji;Oh, Hyo-jung;An, Seung-kwon
    • The Korean Journal of Archival Studies
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    • no.60
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    • pp.161-194
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    • 2019
  • In modern society, popular music is becoming a reflection of public consciousness, and due to advances in technology, pop music culture is gradually spreading both quantitative and qualitatively as it provides access to popular music in a variety of different ways. K-pop has become more important to society as it reflects the social status of the day, showing the most active activities and influences at home and abroad. In this study, we revealed the definitions and characteristics of K-POP and K-POP fandom. Then, a survey was conducted on the fandom of BTS, A.R.M.Y, which can represent K-POP fandom. The survey looked at the general perception of K-pop fandom's archives, the current status of its collection and production records, the perception of popular music archives, and the donation and commission of their records. At the results, we proposed utilization plans of K-POP fandom records, for developing popular music archives.

The effect of off-line and on-line fandom activity participation on adolescents' academic time management skills -A multi-level growth curve analysis- (청소년의 온라인 및 오프라인 팬덤 활동이 청소년의 학습시간 관리능력에 미치는 영향 -다층성장모형의 적용-)

  • Jeon, Suah;Han, Yoonsun
    • Journal of the Korean Society of Child Welfare
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    • no.56
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    • pp.101-132
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    • 2016
  • Fandom is a meaningful social phenomenon that represents a significant dimension of contemporary Korean youth culture. Previous research, however, has considered fandom as a deviant activity that is negative in nature, and there is scant research on the positive effects of fandom activity. This study examined the effects of off-line and on-line fandom activity participation on adolescents' academic time management capability. Data were collected from three waves (2010, 2012, and 2014) of the Korean Children and Youth Panel Survey (middle school cohort; N=2,206 at baseline). Results from the multi-level growth curve analysis were as follows. First, more than half of the adolescents reported participating in fandom activities, and the majority of them participated in both online and offline activities. Second, adolescents' academic time management capability improved over time. Third, both off-line and on-line fandom activity participation was positively associated with adolescents' academic time management capability at the baseline (first year of middle school). The size of this relationship, however, decreased over time (from middle school to high school). This study presented the importance of appropriate guidance by adults to develop and promote the positive aspects of fandom activity, and highlighted the need for further research that focuses on the positive aspects of fandom activities.

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.

Korean Wave, Korean Drama, and Women's Fandom (한류와 한국 드라마, 그리고 여성의 팬덤)

  • Shim, Doo-Bo
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.414-422
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    • 2007
  • This paper aims to find the reasons for Korean television drama being popular in Asia. In particular, the author argues that the role of women's Korean drama fandom is important in the popularity of Korean television drama. What is the role of fandom? How is the gender identity related to women's television viewing? What is the communicative process between the Korean drama producers and fans? What problems does the Korean Wave face recently? These are the questions dealt with in the paper.

A Research on the Methods of Forming the Fandoms of the Theatre - Centered on the Comparisons between K-POP and the Theatre (연극의 팬덤 형성 방법 연구 K-POP과 연극의 비교를 중심으로)

  • Kim, Lee-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.379-405
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    • 2015
  • The purpose of this thesis is to seek the methodologies for forming the fandoms of the Theatre. For the research, I explain by giving the example of the K-POP, of which the fandom has already been spread. Afterwards, I describe about the items which can substitute the plays and about the limits. By escaping from the passive consumptions, the fandoms have been expanded to the domain in which the culture is reborn. The cultural activities of the fandoms have come out of simply liking the fans, and the domain has been widened to the social activities. In the case of the K-POP, it has gone beyond Korea and has the fandoms in the whole world. Regarding the reasons why the fandoms could be formed in relation to the K-POP, firstly, it is because the project-type stars made by the large-scale agency had existed. Secondly, it is because the methods of accessing the contents had become simple through the online proliferation, such as the YouTube and the SNS's. Lastly, it is because the cultural activities of the fandoms give the joys, thereby continually maintaining the fandoms. If this is substituted for the Theatre, in the case of the Theatre, in order for the large-scale agencies to make the plans for and train the actors and the actresses, there are, somewhat, the excesses. However, if a PR method suitable for the online environment is developed and if the common joy is given to the audience of the Theatre, there is the possibility that the fandoms can be invigorated regarding the Theatre. Although, with regard to the K-POP and the Theatre, there exist the differences between the contents, if the methodologies of the K-POP fandoms, which have invigorated the fandoms and have been managing stably, are substituted for the plays, the invigoration of the fandoms is possible regarding the Theatre, too.

Social Phenomena and Challenges for Internet Fandom Culture (Be Focussed on the Method of Link Value and Scalability for Korea Wave Fandom) (인터넷 팬덤문화의 사회적 현상과 과제 (한류 팬덤 연결의 가치부여 방식과 확장성을 중심으로))

  • Kang, Jang-Mook;Song, You-Jin;Choi, Mi-Kyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.235-241
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    • 2013
  • This article examines the Internet fandom culture of YouTube and Facebook and Twitter for Korea Wave Fandom. This article the principle of shared network connection and re-mediated and looked at in terms of the spread and the value passed. Useful field of view which korea wave look forward to continue to release and Challenges. At the same time, Korea wave fandom optimized to analyze and understand the fundamental principles of the SNS, the new media and the spread of the wave, the need arises. Korea Wave fandom connection value granted, through the process of tracking. Watch for them through the propagation and spread of Korean culture and virtuous principles. Korea Wave fandom research this article in the future for fandom korea wave and dig into the more fundamental principles of deductive help understand expected.

Fandom and New Cultural Intermediary in New Media Era: Focusing on the Case of BTS (뉴미디어 시대의 팬덤과 문화매개자: 방탄소년단(BTS) 사례를 중심으로)

  • Kim, Eunjung
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.378-391
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    • 2020
  • This paper tries to critically examine how development of digital technology affects on the processes of production, consumption and intermediation of popular culture. We focus on the case of BTS to find changes after new media environment. In production part, artist produces diverse contents through multiple platforms to be a 'total package', and in consumption part, fans vote and promote online to support their artist, and their roles have expanded to the cultural intermediary at some part, so on the part of intermediation, inequalities from the power relations have changed in a part.

Research on the Production and Acceptance of How Fandom Culture ; Focusing on Fan Fiction and Fan Illustration (팬덤 문화의 생산과 수용방식에 대한 연구 - 팬 픽션과 팬 일러스트레이션 중심으로)

  • LIm, Jae-Min;Kim, Dai-Hyun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.315-335
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    • 2016
  • Culture is being created and consumed as several form by human development. Populace is forming through movement of mass of people to specific place which influenced by urbanization and industrialization. Since cultural products are created on base of economic principles cultural content makers are make culture products after lot of study and analyze. In early days popular culture was accepted only by the meaning of the text which has settled already via country or company which was holding the capital. But today we can apply culture products freely by the power of public opinion and media art's growth. Especially fandom is giving the opportunity to consume the image of cultural products actively and offering the good influence to make it by several ways of activities to the culture producers. In this study, consumption as a cultural group formed by the fandom in public will be transformed into participatory groups by the influence of cultural activities with fan art reproduction. These changes in the consumption of culture products will make it in positive way. Thereby culture creator who thinks fandom as a group of culture capital maker only use it now for the indicator for predicting success of culture products. Will find out in this study how culture consumption is accomplishing by fan fiction and fan illustration in the fandom culture and how reproduced fan art is affects to culture creators.

The Influence of Korea's National Image on Intention to Use Korean Wave Contents and Mediating Effect of the Korean Wave Fandom Identification :Focusing on Asian Consumers (한국 국가 이미지가 한류 콘텐츠 이용의도에 미치는 영향관계 및 한류 팬덤 동일시의 매개 효과 : 아시아권 소비자를 중심으로)

  • Han, Ga-Young;Jo, Seong-Chan
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.296-305
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    • 2019
  • With the growth of the Korean Wave and the importance of the fandom economy, it is necessary to consider the competitiveness of the Korean Wave with its fandom viewpoint. Particularly, the fandom phenomenon shows the characteristics of identifying the favorite star and actively acquiring and sharing related information in the fan community. Therefore, in this study, we examined the influence of Korean national image on consumers' intention to use Korean contents, and examined the mediating effects of fandom identification among Chinese, Japanese and Vietnamese consumers. As a result of the empirical analysis, cultural image, corporate image, and product image were found to have statistically significant influence on the intention to use Korean Wave contents. In addition, star identification and pan community identification showed partial mediation in the effect of cultural images on the intention to use Korean contents. The results of this study suggest that the Korean Wave is a leading factor for the continuous development of Korean Wave, not the halo effect point for improving the national image, and the mediating effect of the fandom phenomenon is tested empirically.