• Title/Summary/Keyword: 팬덤 문화

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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.

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.

Cultural Politics of Gendered Schadenfreude Surrounding an Idol Focusing on the debate over IU (아이돌을 둘러싼 젠더화된 샤덴프로이데(Schadenfreude)의 문화정치학 <아이유 사태>를 중심으로)

  • Kim, Hyun Gyung
    • Korean journal of communication and information
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    • v.80
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    • pp.115-142
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    • 2016
  • This study aims to reveal the content of and logic behind a recent negative public sentiment toward female idols with the example of a debate over songstress IU's fourth album that was released late last year. While previous studies on fandom have focused on the identification process towards entertainers and making community, a recent phenomenon of "anti-fandom" or "malicious comments" implies that more research is needed on negative emotions such as hostility or schadenfreude (feelings of pleasure from others' misfortunes). Schadenfreude is a social sentiment that originated in modern liberalism, which features contradictions between public equality and private ownership, and that has been intensified in neoliberalism, which features a maximization of this contradiction centering on a meritocracy. Celebrities in Korea often become the targets of schadenfreude, which is associated with the suspicion that they gain popularity not from their abilities but from "just being popular." It should also be noted that this kind of schadenfreude operates differently between male and female entertainers. Specifically, the acquisition of money and fame by modern women whose presence used to be located in the private possessions of males is considered to be due to their unjustified use of sexuality. This is also the background of the recent online misogyny culture in Korea. In this context, IU, who had been successful at building a differentiated image of "sister-like idol artist," became a valid target. Although accusing IU of utilizing pedophilia reflects a stalemate that a current politics of sexual violence faces, it rather damages the name of an individual than attracts public attention to the structural causes of childsexualabuse. This is why I see the way that pedophilia was used in the debate over IU as a schadenfreude. Consequently, the term pedophilia here contributes to an expansion of the entertainment economy that is sustained by rises and falls of the celebrities' stock prices.

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A Study on Star-Contents to Entertainment Management Industry (연예매니지먼트 산업의 스타콘텐츠 분석)

  • Oh, sang-baek;Kim, sang-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.407-408
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    • 2011
  • 문화산업 내 연예매니지먼트 산업은 콘텐츠의 활용 가능성이 매우 높은 고부가가치 산업으로 대중문화 및 미디어의 시대가 도래 하면서 나타난 주요한 현상 중 하나로 스타를 들 수 있다. 스타는 대중 매체에 반복적으로 등장하면서 수많은 수용자가 미디어를 소비하며 발생한 21세기의 중심적인 문화현상으로 문화 상품으로의 스타, 스타와 팬덤의 소통현상, 이러한 현상은 연예매니지먼트사의 스타의 콘텐츠화로 이어지고 있으며 다양한 마케팅으로 이익을 창출하고 있다. 하지만 이러한 마케팅이 아직까지 급변하는 기술 및 미디어의 발전에 발맞추어 나가지 못하고 있는 실정으로 앞으로의 스타콘텐츠 마케팅은 어떤 정보전달 매개체보다 강력한 수단인 휴대전화, 즉 스마트폰의 떠오르는 고부가가치 산업인 애플리케이션을 활용하여야 할 것이다. 이러한 측면에서 애플리케이션을 활용한 마케팅이 미치는 영향을 사례로 연예매니지먼트 산업의 스타콘텐츠 마케팅의 방향이 애플리케이션을 활용한다면 더욱 효과를 이룰 것이다.

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The Political Fandom of Korean and the Acceptance of the Film : ,(2013) vs.,(2014) (한국인의 정치적 팬덤 정서와 영화의 수용 : <변호인>,(2013)과 <국제시장>,(2014)을 중심으로)

  • Choi, Bae Suk
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.289-304
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    • 2018
  • The fandom phenomenon of political emotion originated from ideological conflicts between the conservative and the progressive amplifies social conflicts in South Korea in interpreting and accepting films as culture media. The purpose of this paper is to examine why the structure of political consciousness in South Korea is fandomized, what is the acceptance of cinema at the center of the controversy of political ideology, and what is the desirable attitude of film reception. I conducted a discourse analysis that closely examined the debates and articles on the internet regarding ,(2013) and ,(2014) which were controversial in terms of conservatism and progressivism. As a result, First, while Korean society has not constituted a consensus on modern and contemporary history, it has easily led the acceptance of cinema to the controversy surrounding the political ideology. Second, the failure of constructing consensual memories of modern and contemporary history has made the conservative and the progressive not acknowledge the other's achievements. Third, film interpretation and meaning production are ultimately the roles of the audience, and on interpretation, diversity should be respected but conformity would be rejected. Film acceptance and interpretation should focus on rational awareness of social reality and would reflect on the social ideal objectively.

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

A Symbolic Meaning of Youth Fashion in Media Culture (미디어 문화에 나타난 청소년 패션의 상징적 의미)

  • Kim, So-Young;Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.73-88
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    • 2008
  • The media culture influences upon young people while introducing new cultures by every hour. Considering the mainstream culture, in which media has the greatest effect on young people, this article examines the symbolic significances of youth fashion through media culture. The results of this study can be summarized as the following: First, young people's popular culture ("pop culture") is becoming the medium that leads to the creation of similar cultures of the young people globally through various routes. Culture is being created by integration of diverse media, and not by what is seen through a single medium. Typical young people's culture, which is formed due to the influence of media culture, includes community culture, pun culture, virtual culture and fandom culture. Second, in order to examine youth fashion that is seen in those media, the survey has been conducted on media stars, tecktonik dance groups, fashion models, avatars and online communities, which are fashion icons influencing young people. Third, youth fashion, which has been formed centering on media culture, has the flexible property that varies the symbolic significance according to which culture becomes the main axis. The symbolic significance in fashion, which is seen on media culture young people are contacting, has been examined in the aspects of value orientation, diversity orientation, speed orientation and digital orientation.

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K-POP fandom and Korea's national reputation: An analysis on BTS fans in the U.S. (K-POP 팬덤과 한국의 국가 명성: 미국의 BTS 팬 중심 분석)

  • Soojin Kim;Hye Eun Lee
    • Journal of Public Diplomacy
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    • v.3 no.1
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    • pp.1-19
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    • 2023
  • Objectives: This study aims to discover how the spread of K-POP and the diversification of the Korean Wave affects Korea's national reputation. K-POP stars are diversifying their interactions with fandom by creating an online space to consume various products and services related to their stars and engage in fan activities. Because of this, this study aims to examine the relevance of K-POP to national reputation through a parasocial relationship with K-POP stars by fandom forming a community and utilizing media. Methods: An online survey was conducted in English using the Amazon survey company Mechanical Turk for BTS fans living in the United States. A total of 195 people's data, excluding incomplete responses, were used for the analysis. Results: It was found that BTS fans' social media participation activities themselves did not directly affect Korea's national reputation. But the mediating effect of BTS fans' parasocial relationship was found. That is, BTS fans' social media participation activities had a positive effect on their parasocial relationships with BTS which in turn had a positive effect on their national reputation. Conlusions: The use and participation of BTS fans in social media in Korea's national reputation has no significant effect on itself, but it has been found that it affects the national reputation through forming parasocial relationships. From the study results, the parasocial relationship of K-POP fans can be used as a strategic mechanism to enhance the national image and Korea's national reputation.

A Study of decoration simulation using Metaverse (메타버스를 활용한 꾸미기 시뮬레이션 연구)

  • Kwang-Hyuk Im;Min-ji Kim;Su-Ah Lee;Ye-Ram Lee;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.297-298
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    • 2023
  • 팬덤 문화가 확산함에 따라 굿즈 구매량이 증가하였고, 동시에 포토카드를 탑로더에 넣어 꾸미는 '탑꾸'를 SNS에 자랑하는 문화가 형성되었다. 그러나 구매 전 꾸미기 재료를 미리 조합해 볼 수 없어 실제로 재료를 조합할 때 비용적, 시간적, 자원 소모 측면에서 문제점이 발생하고 있다. 현재 가상 세계가 발전하면서 현실에서 실현하기 어려웠던 것을 시도할 수 있게 되었고, 소비자들도 가상 세계에서 활발하게 교류하고 있다. 본 논문에서는 '메타버스를 활용한 꾸미기 시뮬레이션'을 개발하여 탑로더를 꾸밀 때 발생하는 시행착오를 줄이고 비용을 절감할 방안을 제시한다.

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