Thesis

K-pop Fans' Identity and The Meaning of Being a Fan

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Abstract

K-pop is a relatively new genre but its fanbase has grown massively in Malaysia for the past few decades. It is also evident that the daily lives of Malaysians have incorporated Korean culture in various social aspects. Thus, this study seeks to explore the social nuances of local K-pop fans by underlining two main objectives: a) to explore the formation of K-pop fan's identity and b) to understand the meaning of being a K-pop fan. In order to describe and analyse the social differences of K-pop fans, several concepts from sociology as well as fan studies were plotted to assist this research such as para-social relationship, identity and social identity, dramaturgy, the concept of meaning as well as participatory culture. A qualitative approach was employed by using participant observation and semi-structured in-depth interviews to get into the experiences, views, values, and lifestyles of K-pop fans. Participant observation was conducted in K-pop concert and fan event to observe fan practices. As for the semi-structured in-depth interview, a total number of 8 participants were selected to provide an understanding of K-pop fan's experiences and feelings. This concludes that K-pop fan's identity can be derived from the way they speak and socialize, their purchase intention and behaviour, as well as the way they dress. Besides that, being a K-pop fan carries its special meaning that transcends a fan of a music genre. It varies from providing a sense of belonging, unleashing fan's talent and capabilities, offers a platform for escapism as well as emotional and motivational support through a para-social relationship. Although fan and idol is usually seen as one-sided relationship, it is actually has benefitted the fan in some way. This study proves that the fans can also be seen as active producers and content creators which contradict to the statement of fan as a passive entity.

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... Collecting these items, like almost any other kind of collection, denotes to some extent, a distinct difference between the one who is a fan and the one who is not. Moreover, the objects themselves confer a support to K-pop fans regardless of the individual's social environment (Jenol, 2020), as identities are not restricted to family background, gender, social class or country of origin, they have rather become something of a broad origin (Giddens, 1991). Within this field, language plays an essential role, also since it promotes an identity based on social relationship, that is, it allows interaction with virtual reality(s) (Locke, 2000). ...
... In fact, there is an appetite to learn the language in non-Korean fans, whether from song lyrics, TV shows or digital content, something that may be due to the need to accentuate a place of belonging to a fandom. As Soompi (2018) refersand going along with social identity (Jenol, 2020) and the creation of a habitus (Bourdieu, 1984) dedicated fans will certainly learn to read, speak and write in the language of their idols in order to emphasise closeness to them, as we talked about earlier. It is through the language and the linguistic codes adopted among groups of fans that feelings of belonging to a group emerge and that, consequently, materialize in obtaining memorabilia (Riedel, 2020;Almeida, 2017). ...
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This study explores how people become sport fans by elucidating why people support teams even when they are unsuccessful. This study fills a gap in the literature on sport fan behavior by applying Relative Deprivation and Social Identification Theories to understand sport fans’ seemingly irrational behavior. We conducted a series of interviews with 17 sport fans with diverse backgrounds. Findings suggest that interaction among Community Identification, Relative Deprivation, Team Identification, Sport Involvement and Representativeness of a sport team helps explain why people support certain teams and become fans, regardless of team success. Findings suggest that team Representativeness in a specific community is one of the most important factors influencing people to become fans. We also found that sport involvement is very important, especially if relative deprivation can elicit team identification from people with little to no sport involvement. Further research may identify the exact relationship between sport involvement and relative deprivation.
Chapter
The shift from “media” to “social media” in the digital age has implications for processes of identity formation during adolescence and the transition to adulthood. First, the Internet provides young people with opportunities to co-construct entertainment and social environments tailored to their own needs and interests. Second, adolescents' presentations of self take place on the same screens and in the same activity settings in which they access commercial media programming. These changes reflect increasing cultural emphasis on personal agency and self-expression which brings to bear new tasks for identity development during the transition to adulthood that involve both opportunities and challenges for creating a coherent, stable, and meaningful sense of self. In terms of opportunities, social media give youth enhanced control over presentations of self in social interactions and increased access to social information and large networks of others to solicit feedback and reify self-concepts. However, social media also bring new demands to negotiate heightened pressure to perform a socially desirable self in a commercial environment that bestows value on attractive images and popularity. Suggestions for future research include methods that bridge youths' offline and online social contexts and that balance enthusiasm for the massive quantities of data that can be aggregated via data mining technologies with qualitative work that examines the lived experiences of adolescents' everyday social practices. Keywords: identity development; adolescence; social networking sites; peer relations; self-esteem; sociocultural change; self-expression
Article
Overcoming geographic, cultural, and linguistic differences, the second phase of the Korean wave Hallyu made its mark in Latin America. From the results of the field research conducted in two Latin American countries Brazil and Peru during the summer of 2012, this study examines the effects of the second wave of Hallyu on Peruvian society. In doing so, it regards the demographics, education level, and socio-economic status of the Hallyu consumer groups that reflects the situation of inequality and escapism embedded in Peruvian society. The continuous access to a different culture, distinct from that of one's own reality through a virtual environment of cyberspace may be a reflection of the individual's own awareness of despair in the reality in which they find themselves, characterized by inequality and a cyclical nature of class differences.
Article
The introduction of practice theory into sociolinguistics is an important recent development in the field. The community of practice provides a useful alternative to the speech-community model, which has limitations for language and gender researchers in particular. As an ethnographic, activity-based approach, the community of practice is of special value to researchers in language and gender because of its compatibility with current theories of identity. An extension of the community of practice allows identities to be explained as the result of positive and negative identity practices rather than as fixed social categories, as in the speech-community model. The framework is used here to analyze the linguistic practices associated with an unexamined social identity, the nerd, and to illustrate how members of a local community of female nerds at a US high school negotiate gender and other aspects of their identities through practice. 1
Article
To the uninitiated outsider, media fandom as it's currently practiced online in blog spaces such as LiveJournal makes little sense: strange jargon with unclear acronyms and lots of punctuation sits next to YouTube or Imeem video embeddings. Perhaps a post announces part 18 of a long piece of fan fiction. In the comments someone has left the writer a gift: a manipulated image of her two favorite characters cleverly sized so she can upload it into the blog software interface and immediately start putting it up next to her name as an avatar to represent her. Someone else writes a short fic in response and hotlinks to it: "Come over here and look!" she invites. A third person uses the story as a pretext to write a detailed episode review to illustrate the show's shortcomings. To engage is to click, read, comment, write, make up a song and sing it; to hotlink, to create a video, to be invited to move on, to come over here or go over there—to become part of a larger metatext, the off-putting jargon and the unspoken rules meaning that only this group of that people can negotiate the terrain. Within this circle of community—and in media fandom, women overwhelmingly make up this community1—learning how to engage is part of the initiation, the us versus them, the fan versus the nonfan. The metatext thus created has something to say, sometimes critical things, about the media source, but for those of us who engage in it, it has even more to say about ourselves. This exchange in the fan community is made up of three elements related to the gift: to give, to receive, and to reciprocate.2 The tension and negotiation between the three result in fan creation of social relationships that are constructed voluntarily on the basis of a shared interest—perhaps a media source like a TV show or, perhaps, fandom itself. Fan communities as they are currently comprised, require exchanges of gifts: you do not pay to read fan fiction or watch a fan-made music vid. They are offered for free (although circulation may be restricted and you have to know where to obtain them), yet within a web of context that specifies an appropriate mode of "payment." At the heart of this anticommercial requirement of fan works is fans' fear that they will be sued by producers of content for copyright violation. The general understanding is that if no money is exchanged, the copyright owners have no reason to sue because they retain exclusive rights to make money from their property.3 The notion of the gift is thus central to fan economy as it currently stands, although, as Abigail De Kosnik argues in her essay in this issue, it may be time for the community to consider creating an alternative model that will permit women to profit. Fans insist on a gift economy, not a commercial one, but it goes beyond self-protective attempts to fly under the radar of large corporations, their lawyers, and their cease-and-desist letters. Online media fandom is a gift culture in the symbolic realm in which fan gift exchange is performed in complex, even exclusionary symbolic ways that create a stable nexus of giving, receiving, and reciprocity that results in a community occupied with theorizing its own genderedness. The gifts that fans exchange, which Rachael Sabotini describes as "the centerpiece of fandom,"4 require skill and effort to make. They may be artworks, as in vids (described in more detail in the contributions to this issue by Francesca Coppa and Alexis Lothian), podcasts, fan fiction, or manipulated images. But they may also be narrative analysis, known as meta, of the primary source or of a fan artwork. They may be fan fiction archives, bulletin board forums, screen-capture galleries, fandom-specific wikis, or other aggregates of information. But the items exchanged have no value outside their fannish context. In fact, it is likely that they do not literally exist; fandom's move to the Internet means that the items exchanged are hyperreal and capable of being endlessly replicated. Erika...
Article
In September 2005, a fanfiction writer posted a story featuring the main characters from the popular anime series InuYasha on adultfanfiction.net, an open fanfiction community featuring adult-themed stories. The reviews of the story were overwhelmingly positive until one very distressed reviewer demanded that the story, a graphic rape, carry a warning label for such content. Supporters of the writer attacked the reviewer and the writer denied that the story contained rape, suggesting that at the very most it was "non-consensual sex." The back-and-forth bickering continued and the supporters of the writer continued to post increasingly more elaborate praise and support. Eventually, however, the discussion would have run its course and the textual remnants of this digital fight would have faded into the background static of the Internet, save for the efforts of the Fandom Wank community. The community motto of Fandom Wank, "because we think 'Fandom is Fucking Funny' isn't taking it far enough," might say a great deal about the central ideals of this community, but we wondered what might be the implications of the existence of such a community, what purpose it might serve and what significance it might have. Furthermore, we see this as an opportunity to explore practices of anime fan culture using the theory of Matt Hills in a way that does not compromise the intellectual significance of those practices based on academic presuppositions of what does, or does not, qualify as intelligent discourse. Fandom Wank (FW) is hosted on a journal-style community, JournalFen, similar to the more popular livejournal.com, in which members gather to engage in a form of active criticism, a process they call "pointing and laughing," at recent examples of "wank" in a wide variety of fandoms, anime and otherwise. Though it conspicuously references the British slang, wank is defined by the FW community as "self-aggrandizing posturing, fannish absurdities, circular ego-stroking, endless flamewars, [and] pseudointellectual definitions." In general, wank is part of the less-than-polite interactions that are relatively commonplace when there is any sort of anonymity online. As of this writing, FW has more than 5000 members, who call themselves "wankas," and has produced thousands of posts dedicated to mocking wank and wankers (people who create wank). The community practices of FW are relatively straightforward. Members of the community post well-developed "wank reports," which define the context and the specifics of the particular example of wank the poster is reporting on, while providing amusing commentary and pointing out humorous quotes. The wankas then proceed to mock the wank mercilessly, often using harsh language, insults, and inside jokes. Despite the unusually caustic nature of the wankas' practices, certain emerging patterns of behavior and a comprehensive informational wiki suggest that these textual practices may be much more complicated then a first glance might indicate. The engagement of the wankas in these metafandom practices suggests a level of critical textual analysis that would not be out of place in an educational setting, despite their rude language and humor. This reminded us of Matt Hills's work studying fan cultures, more specifically his concept of the fan-as-intellectual. Hills argued in his 2002 book Fan Cultures Screen capture of September 9, 2005, Fandom Wank post. Screen capture of comment exchange in September 2005 Fandom Wank post. that fan-studies scholars are too fixated on shaping their perceptions of fan practices to resemble those of academia instead of studying authentic fan practices. Hills created the concept of the fan-as-intellectual to encourage scholars in fan studies to accept that intellectual practices can occur outside of institutionalized settings, particularly within new-media settings. This study aims to demonstrate that community-building practices aimed at bettering communications within the community are occurring, indicating fanas-intellectual practices. To accomplish this we will be examining two wank reports and their subsequent comments, all featuring the wank of one InuYasha fanfiction writer of dubious judgment and her fans. Fandom studies are complex, and two significant theorists in the field, Henry Jenkins and Matt Hills, have both proposed interesting theories...
Article
American quantitative sociolinguistics has drawn substantially on data from the African American speech community for its descriptive, theoretical, and methodological development, but has given relatively little in return. Contributions from the speech community to sociolinguistics include the development of variable rules and frameworks for the analysis of tense-aspect markers, social class, style, narratives, and speech events, plus research topics and employment for students and faculty. The contributions which sociolinguistics could make in return to the African American speech community – but has not done sufficiently – include the induction of African Americans into linguistic, the representation of African Americans in our writings, and involvement in courts, workplaces, and schools, especially with respect to the teaching of reading and the language arts. This last issue has surged to public attention following the Oakland School Board's “Ebonics” resolutions on Dec. 18, 1996. The present unequal partnership between researcher and researched is widespread within linguistics. Suggestions are made for establishing service in return as a general principle and practice of teaching and research in our field. (African American Vernacular English, Ebonics, applications of sociolinguistics, community service, dialect readers, variation theory)
Article
The purpose of this research is to broaden the conceptualization of entertainment selection to identify not only pleasure-seeking (hedonic concerns) as a motivator, but to also recognize that individuals may choose media as a means of “truth-seeking” (eudaimonic concerns). This article conceptualized and developed measures to illustrate that entertainment can be used as a means of experiencing not only enjoyment, but also as a means of grappling with questions such as life's purpose and human meaningfulness. Four studies were conducted in the development of these measures, providing evidence for their validity in terms of entertainment preference and individual differences, and illustrating how these motivations predict preferences for entertainment that elicits unique affective experiences.