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Open Access
Article
Publication date: 26 August 2020

André Luiz Maranhão de Souza-Leão, Bruno Melo Moura, Walber Kaíc da Silva Nunes, Vitor de Moura Rosa Henrique and Italo Rogerio Correia de Santana

Fans are proactive consumers of pop culture products, who can be seen as prosumers. Fanvideo production is one of their most widespread practices in the participatory culture…

1017

Abstract

Purpose

Fans are proactive consumers of pop culture products, who can be seen as prosumers. Fanvideo production is one of their most widespread practices in the participatory culture scenario. Thus, the aim of the present study is to analyze how ludic prosumption is featured on plays performed in Brazilian fanvideos based on successful pop culture franchises.

Design/methodology/approach

Research based on the interpretive content analysis of fanvideos of plays produced by Brazilian fans based on five emblematic pop culture franchises and published on YouTube.

Findings

Results have shown six play types in the analyzed fanvideos – i.e. child's play, performing powers, cosplay, play in social rites, teaching to play and “zuêra” –, which revealed a way of having fun in different situations through different practices based on ludic consumption experiences in different spheres of social life.

Originality/value

CCT-based studies focused on investigating plays as ludic consumption phenomenon, as well as fan culture, remain at early research stage. Thus, the main contribution of the present study lies on associating such concepts based on the concept of prosumption.

Details

Revista de Gestão, vol. 27 no. 4
Type: Research Article
ISSN: 1809-2276

Keywords

Book part
Publication date: 5 October 2017

Jerome Turner

As the internet has evolved through the emergence of social media, so too have the communicative practices of The Archers listeners. Many of them now use Twitter to comment…

Abstract

As the internet has evolved through the emergence of social media, so too have the communicative practices of The Archers listeners. Many of them now use Twitter to comment, discuss the show or participate in the omnibus episode ‘tweetalong’. Primarily, this chapter recognises the hundred-plus Twitter accounts which have been created by listeners to authentically roleplay characters, organisations, animals and even objects from the show. I frame these practices and ground the chapter in academic discourses of ‘fan fiction’. Reflecting on my own activity as @borsetpolice, I look at the role and place of this fan fiction from the individual practitioner’s perspective but also the wider listener base. In this chapter, I develop an argument that these practices contribute towards the community of listeners online, as well as the show itself. I explore the types of activities and accounts involved, where they often focus around major storylines, and then reflect in detail on the individual’s motivations and practice. I situate this in terms of an opportunity to become involved in an online community that aspires towards everyday rural ideals, and how this can be understood as a significant affective experience for listeners. This need for escapism into ‘banal’ worlds, the desire to participate, and the sense that fan fiction is a game that we take part in are also drawn out as significant.

Details

Custard, Culverts and Cake
Type: Book
ISBN: 978-1-78743-285-7

Keywords

Open Access
Article
Publication date: 17 January 2023

Linda Ryan Bengtsson and Jessica Edlom

This article examines the ways in which the popular music industry markets artists through integrated transmedia marketing campaigns. These campaigns unfold across multiple media…

6378

Abstract

Purpose

This article examines the ways in which the popular music industry markets artists through integrated transmedia marketing campaigns. These campaigns unfold across multiple media and create multiple pathways for audience engagement, particularly fan engagement, across social media platforms. The purpose is to further theorise the relationship between artists, the music industry and audiences.

Design/methodology/approach

The study used digital ethnography to scrutinise the activities within a contemporary music transmedia marketing campaign, focusing on the release of Taylor Swift's album Reputation as an illustrative case.

Findings

The study demonstrates how strategically curated activities encompass platforms' affordances and industry events by making use of fan engagement across social media platforms and streaming services. Fans shift through platforms, as well as across digital and physical spaces, through defined marketing activities at specific times. This article proposes the concept of choreographed engagement to specifically address the ways in which the temporal and spatial aspects of social media marketing are used at the intersection of platform logic, algorithm economy and fan engagement to reach wider audiences.

Originality/value

By proposing the concept of choreographed engagement, the authors bridge the gap between fan practices and marketing practices, providing insight into how commodification of fan engagement is utilised spatially and temporally within the contemporary platform economy. Choreographed engagement constitutes a significant aspect of strategic communication and marketing. The term expands the vocabulary used in the debate on the commodification of artistic work, and audience engagement in the platform era.

Details

Arts and the Market, vol. 13 no. 2
Type: Research Article
ISSN: 2056-4945

Keywords

Article
Publication date: 3 August 2021

Markus Buser, Herbert Woratschek and B. David Ridpath

In this paper, Fantasy Sports (Hereafter FS) is conceptually classified as a concept of gamification for professional sport leagues. From a sporting perspective, FS is often…

Abstract

Purpose

In this paper, Fantasy Sports (Hereafter FS) is conceptually classified as a concept of gamification for professional sport leagues. From a sporting perspective, FS is often criticized because such online activities may be at the expense of physical activities. Otherwise, gamification can ultimately lead to economic advantages for sport leagues. To further empirically analyse this supposed juxtaposition, an empirical study is presented.

Design/methodology/approach

In the empirical study, participation and non-participation in a sport league-related FS league are analysed and the study uses a divided sample (N = 319) for a one-factor Welch-ANOVA. FS effects on sport practice (engaging in doing sport) and usage (engaging with sport) of FS players as well as on gaining and retaining fans are investigated.

Findings

Results demonstrate that participating in gamified FS experiences increases sport usage while not harming general sport practice. Furthermore, FS participation increases consumption capital as well as sport fans' loyalty and word of mouth (WOM) towards the league brand. Building on the results, league brands should foster gamified FS applications to retain their fan base and acquire new fans.

Originality/value

The authors’ theoretical contribution indicates the importance of FS as a gamified application and essential marketing tool for professional sport leagues. By introducing the terms sport practice and usage, the authors bridge the traditional logic of sport consumption with innovative approaches around engagement in and with sports. The results refute the prejudice that FS leads to less physical activity due to time substitution or displacement.

Details

Sport, Business and Management: An International Journal, vol. 11 no. 5
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 17 January 2023

Bruno Melo Moura, André Luiz Maranhão de Souza-Leão, Ewerton Pacheco da Silva and Guilherme Monteiro Alves dos Santos

Sports leagues, such as Major League Soccer (MLS), aim at expanding their audience at global level through alternative media other than television (TV). Brazil stands out among…

Abstract

Purpose

Sports leagues, such as Major League Soccer (MLS), aim at expanding their audience at global level through alternative media other than television (TV). Brazil stands out among football media consumer audiences as one of the main markets worldwide. Brazilian MLS consumers play the role of fans to converge between TV media and digital platforms, in a phenomenon that has been called Social TV.

Design/methodology/approach

The aim of the current research is to investigate how Brazilian MLS fans' consumption process is established through Social TV; it was done based on netnography performed between 2018 and 2020.

Findings

Results have indicated that Social TV is a catalyst of practices associated with fan culture: cultural convergence, technologies appropriations, poaching experiences and production of a collective intelligence.

Research limitations/implications

Current research reinforces how ethnography methodology has been gaining room as likely consumer market research, working as alternative method based on the prevalence of focus group and survey techniques.

Practical implications

Social TV phenomenon presents itself as a possibility to expand and direct marketing strategies focused on sports management, just as the media often consumed by fans.

Originality/value

From the results, it is possible assuming that connections between fans are punctually guided by their relationship with the cultural object consumed by them in a network relationship whose actors deindividualize sociocultural practices such as consumption. Thus, the main contribution of the study lies on identifying how fan culture can be autonomously established in the market arena in comparison to other cultures.

Details

Sport, Business and Management: An International Journal, vol. 13 no. 3
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 1 January 2021

Ludi Price and Lyn Robinson

This article describes the third part of a three-stage study investigating the information behaviour of fans and fan communities, the first stage of which is described in the…

1428

Abstract

Purpose

This article describes the third part of a three-stage study investigating the information behaviour of fans and fan communities, the first stage of which is described in the study by Price and Robinson (2017).

Design/methodology/approach

Using tag analysis as a method, a comparative case study was undertaken to explore three aspects of fan information behaviour: information gatekeeping; classifying and tagging and entrepreneurship and economic activity. The case studies took place on three sites used by fans–Tumblr, Archive of Our Own (AO3) and Etsy. Supplementary semi-structured interviews with site users were used to augment the findings with qualitative data.

Findings

These showed that fans used tags in a variety of ways quite apart from classification purposes. These included tags being used on Tumblr as meta-commentary and a means of dialogue between users, as well as expressors of emotion and affect towards posts. On AO3 in particular, fans had developed a practice called “tag wrangling” to mitigate the inherent “messiness” of tagging. Evidence was also found of a “hybrid market economy” on Etsy fan stores. From the study findings, a taxonomy of fan-related tags was developed.

Research limitations/implications

Findings are limited to the tagging practices on only three sites used by fans during Spring 2016, and further research on other similar sites are recommended. Longitudinal studies of these sites would be beneficial in understanding how or whether tagging practices change over time. Testing of the fan-tag taxonomy developed in this paper is also recommended.

Originality/value

This research develops a method for using tag analysis to describe information behaviour. It also develops a fan-tag taxonomy, which may be used in future research on the tagging practices of fans, which heretofore have been a little-studied section of serious leisure information users.

Details

Journal of Documentation, vol. 77 no. 2
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 17 November 2020

Shuguang Zhao and Xuan Wu

“Fostered idols” refer to entertainment idols and young stars-in-the-making who begin their careers as amateurs. Today, the fostered idol model has become increasingly popular in…

3546

Abstract

Purpose

“Fostered idols” refer to entertainment idols and young stars-in-the-making who begin their careers as amateurs. Today, the fostered idol model has become increasingly popular in China, and fans demonstrate incredible consumption power. Despite the booming market, little is known about this phenomenon. Therefore, this study aims to explore fans’ motivations and consumption practices from the consumer’s perspective within the framework of self-determination theory.

Design/methodology/approach

In all 20 in-depth interviews with fostered idol fans were conducted through online phone calls. The interviews were recorded, transcribed and subsequently analysed using a grounded approach.

Findings

The results indicate that fans’ consumption practices are motivated both intrinsically and extrinsically. Intrinsic motivation includes sensory pleasure while extrinsic motivations are composed of a sense of being needed and a sense of success. Extrinsic motivations play a dominant role and reflect the needs of relatedness and competence. Additionally, consumption practices are found to be consistent with motivations.

Research limitations/implications

The results show the crucial role of psychological satisfaction experienced by fans in the consumption of the fostered idol and highlight the importance of a relatedness- and competence-supportive environment to secure fans’ persistent consumption and loyalty.

Originality/value

This study focuses on fans of fostered idols that has not been explored in existing studies and offers valuable insights regarding the similarities and differences between fan consumption in China and other Asian countries. The results will inform marketing practitioners for the development of effective strategies and business decisions.

Details

Journal of Consumer Marketing, vol. 38 no. 1
Type: Research Article
ISSN: 0736-3761

Keywords

Open Access
Article
Publication date: 28 November 2022

André Luiz Maranhão de Souza-Leão, Bruno Melo Moura and Fernando Sacic Carneiro-Leão

Sports leagues have stood out in the entertainment industry due to their great economic value and cultural impact. This is the case of the American sports leagues, with emphasis…

Abstract

Purpose

Sports leagues have stood out in the entertainment industry due to their great economic value and cultural impact. This is the case of the American sports leagues, with emphasis on the National Basketball Association (NBA), whose largest Latin American market lies on Brazil. The aforementioned league’s audience is constantly growing, a fact that can be partially explained by the encouragement provided for its viewers to interact through social media, in a phenomenon called social TV. Accordingly, the aim of the present study is to investigate how social TV works as a means for Brazilian fans to coproduce their NBA broadcasting enjoyment through social media interactions.

Design/methodology/approach

The authors conducted a netnography on the community of fans engaged in Twitter hashtag #NBAnaESPN, which was released by ESPN to promote audience integration during NBA games' broadcasting.

Findings

A theorization about the role played by social TV in the way fan culture articulates through social media to enjoy broadcasting media products was herein presented. The findings of this study have evidenced three categories concerning the role played by television broadcasting, social media and the fandom in NBA consumption by Brazilian fans. Based on these findings, the authors got to the conclusion that social TV establishes a mediatized environment where fan culture can be articulated through social media to enable interactions about television broadcasting.

Research limitations/implications

The study was limited to members of the Brazilian NBA audience who engage in the official social media of the league’s broadcasting.

Originality/value

The study heads toward a theoretical generalization based on the research results.

Details

Revista de Gestão, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1809-2276

Keywords

Article
Publication date: 13 August 2021

Emily Vardell, Ting Wang and Paul A. Thomas

This study explored the information practices of cosplayers, as well as the social norms, social types and information infrastructure of an online cosplay Facebook group, the Rey…

1104

Abstract

Purpose

This study explored the information practices of cosplayers, as well as the social norms, social types and information infrastructure of an online cosplay Facebook group, the Rey Cosplay Community (RCC).

Design/methodology/approach

To better understand individual behavior, the authors made use of ethnographic methods and semi-structured interviews. Observation of the RCC was combined with information gleaned from select participant interviews.

Findings

The results suggest that the RCC can be conceived of as an information community where fans obtain and share information about cosplay costume making. Sufficient and well-organized information and positive community culture greatly help community members make their costumes.

Originality/value

This works serves as a bridge between fan studies and information science research in its exploration of online communities, shared information practices and creating non-toxic virtual environments. It also lends support to the idea that positivity, respect for community rules and a tight-knit connection between members play essential roles in building a non-toxic fan and information community.

Article
Publication date: 8 February 2018

Ayse Gursoy, Karen Wickett and Melanie Feinberg

The purpose of this paper is to investigate tag use in a metadata ecosystem that supports a fan work repository to identify functions of tags and explore the system as a…

1077

Abstract

Purpose

The purpose of this paper is to investigate tag use in a metadata ecosystem that supports a fan work repository to identify functions of tags and explore the system as a co-constructed communicative context.

Design/methodology/approach

Using modified techniques from grounded theory (Charmaz, 2007), this paper integrates humanistic and social science methods to identify kinds of tag use in a rich setting.

Findings

Three primary roles of tags emerge out of detailed study of the metadata ecosystem: tags can identify elements in the fan work, tags can reflect on how those elements are used or adapted in the fan work, and finally, tags can express the fan author’s sense of her role in the discursive context of the fan work repository. Attending to each of the tag roles shifts focus away from just what tags say to include how they say it.

Practical implications

Instead of building metadata systems designed solely for retrieval or description, this research suggests that it may be fruitful to build systems that recognize various metadata functions and allow for expressivity. This research also suggests that attending to metadata previously considered unusable in systems may reflect the participants’ sense of the system and their role within it.

Originality/value

In addition to accommodating a wider range of tag functions, this research implies consideration of metadata ecosystems, where different kinds of tags do different things and work together to create a multifaceted artifact.

Details

Journal of Documentation, vol. 74 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

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