...Unexpected Adult Fans of My LIttle Pony and A Brony Tale try to showcase the Brony fandom for what they each believe it really is in an attempt to defy negative stereotypes the media has given it. Despite the same topical goal, the two documentaries still have their fair share of similarities and differences, although I will say that FiM: Bronies: The Extremely Unexpected Adult Fans of My LIttle Pony did a considerably better job showcasing the Brony fandom than A Brony Tale did. Both documentaries took a fairly similar route in portraying the fandom: taking a dozen or so confessionals from bronies or related persons and stringing them into a pseudo-storyline....
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...Within the past decade, fanfiction has enabled community members to put their own ideas down on ‘paper’ for the world to read, comment on, and contribute to. Fanfiction is defined as stories written by members of a fandom that base themselves on a plot, canon, or different works that take the current story on a new path (Thomas, 2011). The most important part of fanfiction, however, is the interaction with the storylines and the dominant ideology. “While activities of fans may take many forms, writing stories deriving from one or more source texts has long been the most popular way of concretizing and disseminating their passion for a particular fictional universe” (Thomas, 2011). This freedom that community members within a fandom have to connect, create, and discuss are what makes fandom such a strong force in the digital world. The online world has opened up doors for fans no matter what age they are, what country they live in, or how talented they are as a writer (Schaffner, 2009). This is where the consumer fan versus creation fan comes into play because, just because you may not like to write, you can still read and interact with those that...
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...sport, originally of baseball,” but the term can also pertain to athletes and teams themselves (Gantz 96). Next is team identification. Team identification is defined as the extent to which an individual feels a psychological connection with a team and to passionate fans it is “‘a central component of their self-identity’” (Vallerand 1281). The relationship between team identification and well-being is the main topic of research for many psychologists and has shown to be a positive relationship. Being a sports fan provides countless possibilities for social interactions and be very socially healthy (Kirchheimer 42). Daniel Wann, Ph.D., a professor at Murray State University, whose research program centers around the psychology of sport fandom, writes, “In general, these approaches to human well-being suggest that feelings of identification with valued social organizations and groups assist in the development of a social network that...
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... on our daily lives and should be noticed for his actions. When Patten was 11 years old he liked comic books and mangas. Young Patten would try to make his own comics for his peers to enjoy. Many of his peers liked his comics that were science fiction themed. Patten was happy that people liked his comics and continued to make them and soon started to make books. As Patten grew up he liked anime and fandoms that he followed along with. He founded the Cartoon/Fantasy Organization which was the first anime fan club Patten had participated in and created....
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...1. Introduction Today, the commercialisation of sports is developing gradually in a way that not only is importance given to manage sportsmen, but the preferences of consumers are being closely looked into before any decisions are made as well. Organisations, as a whole, face implications when it comes to fulfilling both of their needs evenly in order to be certain that the respective sports industry will continue to be stable and sustainable. Therefore, it is crucial for these organisations to explore the characteristics of their target market and acquire a deeper knowledge of their interests and preferences. As such, this report will explore and highlight the unique characteristics of sports fans as consumers, discuss the implications of sports marketing that may be faced by organisations and lastly be finished off with a personal reflection. 2. Sports fans as consumers People are known to be fans when they are seen to develop a diehard interest in a particular subject. It could involve sports, authors, musicians, celebrities and so on. According to Reysen and Branscombe (2010), a person can be considered a fan when they become passionate and enthusiastic about their particular interest and show loyalty to it. Both sports fans and normal spectators may share similar characteristics however, there are various factors which would clearly differentiate fans from spectators. For example, their degree of loyalty, commitment, emotional significance and value to the supporting...
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...reason according to Luke Mao, James Zhang and Daniel Connaughton is there is a market for gambling. Based on research these authors did for the scholarly journal article “Sports Gambling as Consumption: Evidence from Demand for Sports Lottery”, the market for gambling is significant. Mao and the others argued, “If sports lottery is merely gambling, the consumption values of spectatorship of a given match should not have a direct systematic impact on demand”. They found people don’t gamble just to gamble but wager for economic reasons. People associate gambling as a business would for an investment, a form of risk management. Another positive of gambling is it increases fan involvement. Even though public perception is gambling negatively effects fandom, Wann, Zapalac and others claim wagering increases fans method of “being in the game” (23). The premise of this argument makes sense, if you are watching a game and not necessarily a fan of either team playing, gambling will make you root for one side or the other. Gambling could make leagues around the world more popular because gamblers are watching to see if their wagers are panning out. Similar to fantasy sports, if you are not a fan of football or basketball but have a league with your friends, it will make your focus and watch your players. This could impact your beliefs of a sport, make you watch more, buy gear of your favorite players and could...
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...science in industry to invent useful things or to solve a problem it use to communicate or entertain people. One of the invention for this generation now is playing digital games it is a popular pastime for others and it is a part of people’s daily life. The digital games can further expand the knowledge of users. In this game it is all about four pictures related to a certain anime which the user will guess. The user’s need to recall everything to answer the question and to go to the next level of the game. This is also one way to remember things through this application. It is about using pictures in order to retrieve memories connected to it and one process that makes use of pictures is called picture superiority effect. Most studies of the picture superiority effect have involved tests of memory for the occurrence of individual events, such as recall in which is the main objective of this study. If pictures however, receive complete semantic processing than words, this difference in processing could be an advantage for both memory of the individual pictures and for associations formed between pairs of random pictures. This research also intends to use the Anime and mobile game learning app in order to prevent forgetting what was present at young age. A mobile game applications that helps to exercise their brain to retrieved the information about anime that they are familiar with. Keywords: mobile technology, mobile learning and gaming, anime, memory enhancement INTRODUCTION ...
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...II. The researcher aims to answer the following problems: 1. What is K-pop? 2. How did K-pop become popular in the Philippines? 3. Why do Filipinos love K-pop? 4. What are the negative reactions/comments of Filipinos about K-pop? 5. What are the effects of Korean Wave or K-pop Invasion in the Filipinos? III. Methodology The researcher will answer the problems through the use of books and internet. IV. What is K-Pop? K-Pop (an abbreviation of Korean pop or Korean Popular music) is a musical genre that originated in South Korea. It is characterized by a wide variety of audiovisual elements. It’s also not just referred to as type of music but also a musical movement that swept South Korea. Singers are usually a group of girls or boys. It is mostly popular among teenagers. K-pop started in the early 1990s and continues to dominate not only in Asia but in the whole world. Some consider K-pop as an all-inclusive genre. The French Audiovisual Organization defines K-pop as a blend of synthesized music, sharp dance routines and colorful, fashionable outfits. A. History of K-Pop Early 1990s - Seo Taiji & Boys was a boyband who started K-pop. Their successful experimentation with different music styles had garnered them a lot of attention in the Music Industry. 2000s - Other bands followed and gained popularity in East Asia and Southeast Asia. It grew from a musical genre to a subculture among teenagers and young adults. Mid-2000s - present - Other bands followed...
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...industry. SM created the term in the mid-90’s with H.O.T, SMP combines rock and R&B with hip-hop beats allowing for very strong dance performances. The music videos are more important than the music. They are attractive enough to make a person’s head spin with insane dance routines, and more sparkly bells-and-whistles fanfare than you even imagine. SMP genre not only works for the domestic audiences but also letting worldwide fans indulging themselves in the business. The author also explains how Chinese, Japanese and French fans are crazy for those young boys and girls. Music and performances aside, fan culture helps SM to establish the empire by leaning on the power of Chinese and Japanese fans. H.O.T is a great example to show this effect. As the label’s very early idol, the dedicated fans, who sometimes go to very extreme lengths. Even after 10 years, the BBS of H.O.T in China is still active. It can be credited with the success of the artists. Because of the strong fan base, the singers have SM Entertainment caters to their needs, producing music, shows, and products the fans push for. The company even helps the artist to build the fan club name, official...
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...created a series of books that received enthusiastic reviews from critics and readers all over the world, nominating him the unofficial title of ―American Tolkien‖ [9]. In 2007 Martin agreed to collaborate with cable network HBO‘s writer-producers David Banioff and Daniel B. Weiss on the adaptation of his epic novel series to TV under the name Game of Thrones (GoT) [14]. Its narrative features the medieval fantasy world of Westeros, in which five noble families struggle to seize the all governing Iron Throne, and, with a complete broadcast of three seasons, the result has led TV critics to hail the show as one of the pinnacles of quality television narrative [21]. The show has also obtained an exceptionally broad and international fandom. The series has won numerous awards and nominations. It is the most recent big-budget media franchise to have contributed to the popularity of epic fantasy genre in mainstream TV. This essay will analyze the transmedia storytelling strategies applied to promote the TV series Game of Thrones. Transmedia storytelling is understood as a story told throughout numerous media platforms, with special content pointing back to the main narrative, working as a potential new audience entry-point. ―In which way transmedia storytelling is involved in Game of Thrones commercial success?‖ is the research question proposed. To answer this question, I intend to refer to the concepts of paratexts in relation to core text, as it is essential for transmedia...
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...http://www.wazzuppilipinas.com/2013/08/anime-postive-or-negative.html Anime: Postive or Negative? Wazzup Pilipinas! Japanese Animation, or mostly known as Anime spreads rapidly across the globe carrying the culture of Japan with every series and seasons. The appeal of Anime has become a worldwide phenomenon. It starts in 1960 and gained popularity in the following years. With so many people interested in it, had the thought of its effects crossed your mind? Yes? Well, good for you. No? Well, don’t worry about it, that’s why this article exists. Now, shall we start? SOCIALIZING First of all is the social interaction. Anime help us interact with each other, especially when two people are in the same fandom, since the most problem in making friends is the topic they would talk with one another, and having no topic would make things awkward. This may imply to people who are having difficulties in socializing and making friends. Some people would go to the internet and share and discuss their favorite anime and the first step in making internet friends. At anime conventions, people interact by cosplaying their favorite characters. Friendship, romance, and even marriage may start from anime. INTEREST IN ART People who have interest in anime pursue in the field of art. They desire to draw their favorite anime character. Even people who don’t have much that of a talent in drawing excels by trying their best and keeps on practicing different styles until they found their own style...
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...The Effects of Watching Anime to Its Viewers A Research Paper Presented to Mrs. Julie Ann A. Ilagan Sta. Teresa College In Partial Fulfilment Of the Requirement For Research By: Karla A. Lara Angelica Lhane P. Guia Ma. Jeanette Contreras Arleigh Trisha Daniel Macarandang IV – St. Matthew Chapter II This chapter includes reviewed literature and studies that would lead the researchers to better understand the proposition and gain knowledge and data needed in this study. A. Review of Related Literature This part states topics connected to the statements included in the previous chapter. Several sources and references are used by the researchers in gathering more information and for the further integration of the proposition of this study. According to "JAPANESE ANIMATION PAGE (THEATRICAL & TV)", Anime Fandom was originated in Los Angeles in 1997. There are five types of anime, the Shonen, Shoujo, Seinen, Josei and Kodomomuke. They are not genres; rather they are labels which focus on a specific target demographic/intended audience. The first type, Shonen typically aimed to young boys under the age of fifteen. A lot of these anime have a young male hero and are commonly focused on action, adventure and fighting. Second is Seinen which are intended to young men between the ages of 15-24. This type of anime tends to be of a more violent and/or psychological in nature, though there are Seinen comedies as well. The third is Shojou anime. It is the female counterpart to Shonen which...
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...as of now that elevates the learner’s creativity and imagination is the growing fandom of Anime, an animation from a Japanese literary book Manga. Anime is distributed into different genres such as fiction and non-fiction. It comprises the usual characters; the protagonist and antagonist. Through this, there is a fulfillment that they can get from viewing and find it a relaxation as well as their hobby in the middle of studentship. Our country though miles far away from “The Land of Rising Sun” is being influenced by their notable set of Anime. One great example of this is “Naruto” which made a boundless impact to the heart of anime lovers. Through technology, today’s students can really have the easy access to the internet in which they can choose to what specific website they can visit. It leads them to the realms of Anime in which they can watch directly or just download it. At present, there are problems that threaten the student’s learning. One of these is the existence of Hentai - basically known as an anime that evokes pornography. Pornography tends to exploit such a big impact on the psychological aspect of adolescents. More importantly, adolescence is the crucial part of the totality of development of a human. This could possibly cause the ruination of the student’s learning appetite and may lead to them a darker way. STATEMENT OF THE PROBLEM This research focuses on the effect of Anime to secondary students in terms of their cognitive and affective aspect...
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...The Effects on Watching Anime to the High School Students A Term Paper Presented To Ms. Inot Lourdes College In Partial Fulfillment Of The Requirements in English 2 By Justin L. Yu Bachelor of Science in business administration Feb. 25, 2014 Outline i. Introduction…………………………………………………………………………2 ii. Body…………………………………………………………………………………2 a. The effects of watching anime to the students b. The effects for the students who are watching anime iii. Significance of the study…………………………………………………………. iv. Objectives of the Study…………………………………………………………… c. Do Watching anime is important of not important to them d. The disadvantages of watching anime e. Finding a ways how the students prevent from getting addicted on watching anime v. Scope and limitations……………………………………………………………. vi. Discussion………………………………………………………………………… vii. Summary and conclusion………………………………………………..……… f. Summary g. Conclusion viii. Bibliography………………………………………………………………………. Introduction On our generation nowadays most of the students get addicted on watching anime or reading Mangas (a Japanese term of comic books). If a person likes anime too much, he or she will be called as an OTAKU(is a Japanese term for people with obsessive interests, commonly the anime and manga fandom.) Otakus follows their desire without thinking first. They also follows the anime series they wants. There are many factors that urge students...
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...Chapter 1 The Problem and Its Background This section discusses the background of the thesis research entitled. “--”. The general and specific problems, significance of the study, scope and limitation, the framework of the study, and definition of terms used are presented here I. Introduction Fan fiction also known as, fanfiction, fanfic, FF, or fic is a defined term for fan labor about stories of characters or simply fictional characters and settings written by fans of the original work, rather than by the original creator. Works of fan fiction are rarely commissioned or approved by the original work's owner, creator, or publisher; also, they are almost never professionally published. Because of this, many fanfics written often contain a disclaimer stating that the creator of the fanfic owns none of the characters. Fan fiction, therefore, is defined by being both related to its subject's canonical fictional universe and simultaneously existing outside the canon of that universe. Most fan fiction writers assume that their work is read primarily by other fans, and therefore tend to presume that their readers have knowledge of the canon universe (created by a professional writer) in which their works are based. Fan fiction, as the name suggests are works of fiction created by fans. Ranging from books to movies, eager aficionados re-create scenes and plots to fit their own fancy. While seemingly trite to some critics, the fan fiction community is a large and supportive...
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