Advanced SearchSearch Tips
Research on the Production and Acceptance of How Fandom Culture ; Focusing on Fan Fiction and Fan Illustration
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Cartoon and Animation Studies
  • Volume , Issue ,  2016, pp.315-335
  • Publisher : Korean Society of Cartoon and Animation Studies
  • DOI : 10.7230/KOSCAS.2016.42.315
 Title & Authors
Research on the Production and Acceptance of How Fandom Culture ; Focusing on Fan Fiction and Fan Illustration
LIm, Jae-Min; Kim, Dai-Hyun;
  PDF(new window)
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.
Fandom;Popular Culture;Fan Art;
 Cited by
강진숙, 강연곤, 김민철, 인터넷 팬덤 문화의 생산과 공유에 대한 연구-외국 영상물'팬 자막'제작자들과의 심층인터뷰를 중심으로, 한국방송학보, 26권 1호, 2012.1), pp. 7-42.

고진주, 팬픽션에 있어서 작가와 독자의 추구 동기와 상응성 연구, 성균관대학교 언론정보대학원 석사학위논문, (2005.8).

김현정, 원용진, 팬덤 진화 그리고 그 정치성. 한국언론학보, 46권 2호, (2002.4), pp. 253-278.

박윤성, 김혜성, 이가영, 애니메이션 '강철의 연금술사'의 캐릭터를 중심으로 한 니아 형성과 구조, 한국콘텐츠학회노문지 6권 12호, (2006.12), pp. 253-260.

이가영, 박윤성, 캐릭터 구조에 의한 매니아 형성에 관한 연구-애니메이션 '강철의 연금술사'의 캐릭터를 중심으로, 한국콘텐츠학회 종합학술대회 논문집, 4권 1호, (2006.5), pp. 54-58.

이동연, 진화하는 팬덤의 문화세계, 안과박=영미문학연구, 30호, (2011.5),pp. 206-225.

이찬훈, 대중문화와 헤게모니, 철학논총, 15호(1998.12), pp. 175-201.

이혜승, 1960-1980년대 초반 사회, 문화적 상황과 관련해 본 러시아 애니메이션의 변화 연구, 만화애니메이션연구 15권, (2009.5), pp. 29-47.

정민우,이나영, 스타를 관리하는 팬덤, 팬덤을 관리하는 산업, 미디어, 젠더 & 문화, 12호(2009.10), pp. 191-281.

조혜영, 드라마 시청자의 능동적 특성에 관한 연구, 중앙대학교 신문방송대학원 석사학위논문, (2004.2)