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The Fan Culture and Fan Economy

Bibliographic Data

ID7529405
AuthorsFangyuan Liu (0000-0002-4017-1547, China Institute Of Communications, corresponding author)
Year2022
Volume664
Publication date2022-01-01
Open AccessYes
TypeARTICLE
VenueAdvances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research (JOURNAL)
Journal identifiersISSN: 2731-8060 • E-ISSN: 2352-5398
PublisherAtlantis Press (PUBLISHER • NL)
DOI10.2991/assehr.k.220504.140
OpenAlexW4285255727
LanguageEN

With the rapid development of the information age, the new media has given fans more possibilities and more room for growth. Fans learn various online skills to complete "self-satisfaction" and "self-fulfillment", and gradually reach a balance of "mutual benefit" through technology empowerment and capital. The fan economy is thus born, and it is interdependent on fan culture. Therefore, this paper mainly explores the relationship between fans and stars, the development orientation of fan culture in the film and television industry, and how the fan culture generated by individuals and fan groups has contributed to the development of the film and television culture industry, as well as the effect of fan culture on film and television economy. Through this study, it is concluded that there is a certain intertextual relationship between fan culture and fan economy. With the development of social media and platforms, communication and clustering among fans are becoming more convenient and close, and its meaning is also being given new meaning on the Internet. Fan culture serves as the support and growth hotbed for the fan economy, and social media provides various channels and ways for it. Media and enterprises can generate economic benefits and promote consumption growth by guiding and driving it. Only by accurately grasping the current development trend of fans, idols and media can we better guide and develop the fan economy

Algorithm · Economics · Economy · Fan-in · Fan-out · Telecommunications · Asian Culture and Media Studies · Computer Science · Digital Games and Media · Sport and Mega-Event Impacts

Highly citedNo

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