With the development of the Internet, fandom activities expanded from offline-oriented activities to online-oriented activities, and the realm of fandom culture expanded. As a result, it became possible to share and deliver information quickly and eas...
With the development of the Internet, fandom activities expanded from offline-oriented activities to online-oriented activities, and the realm of fandom culture expanded. As a result, it became possible to share and deliver information quickly and easily online freely without various constraints such as time, geographical, spatial, and economical.
In addition to technological developments, recent major changes have occurred in the entertainment industry and fandom culture. As digital transformation accelerates due to the rapid spread and prolongation of COVID-19, which has spread all over the world since 2019, along with the development of immersive media such as virtual reality and augmented reality, entertainment and media Industrial and fandom cultural activities are changing in various ways.
The advent of the metaverse era in which virtual and reality converge and the spread of technology to realize it were predicted, and the use of this metaverse platform is increasing in the face-to-face era. In particular, due to the diversifying metaverse platform, fandom activities and fandom culture are becoming more active and attracting a lot of attention.
Various domestic entertainments have used online and metaverse platforms to replace real-life activities such as concerts, fan signings, and fan meetings with non-face-to-face online activities such as online performances, non-face-to-face fan meetings, and real-time live broadcasting.
Among them, the virtual space of the metaverse platform Zepeto was actively utilized. In ZEPETO, you can engage in various fandom activities through various artist-related contents such as Black Pink, Itzy, Twice, and BTS, and fans are actively engaged in online fandom activities.
This ZEPETO is an AR avatar platform developed by Naver Jet (Z), and the cumulative number of global subscribers has exceeded 300 million (as of March 2022). 80% of the users are teenagers, and in fact, most users are elementary and middle school students, who actively use ZEPETO to the extent that it is considered an “online escape for elementary school students who cannot enjoy the richness of nature.”
Accordingly, YG Entertainment, Hive, and JYP Entertainment are currently investing in Naver Jet, and many other domestic entertainment companies are paying attention to ZEPETO.
Through this, it can be seen that the relationship between ZEPETO and entertainment and fandom is deep. However, through prior research, research on the metaverse is being actively carried out, and it is possible to know about the definitions and characteristics of metaverse and offline and online fandoms. However, academic research on fandom-related metaverse platform services is limited.
Based on the fact that fans of many artists engage in various fandom activities within ZEPETO, I felt the need to research the metaverse platform. It was considered necessary to conduct research on the usage patterns of fandom activities within ZEPETO.
In accordance with this necessity, this study analyzes elementary school students' usage behavior of fandom-related metaverse platform services from a qualitative point of view to identify the personal and environmental contexts that cause fandom activities and behaviors in elementary school students' metaverse platform services. In addition, by analyzing usage types, we intend to develop personas based on this and suggest characteristics, goals, and main actions for each type.
The purpose of this study is to understand elementary school students' fandom activities of fandom-related metaverse platform service through these results, and to present basic data that can be used in metaverse platform service of user experience, entertainment, and fandom-related research.
To this end, in this study, in-depth interviews were conducted with 12 elementary school students who had experience in fandom activities within ZEPETO, and data were collected and analyzed according to the grounded theory methodology. The categories for elementary school students' use of fandom-related metaverse platform services were derived according to the grounded theory methodology's open coding, axis coding, selective coding, and data analysis procedures. I tried to understand the process and strategy.
As a result, the causal conditions for elementary school students' use of fandom-related metaverse platform services were 'generalization of personal devices' and 'reduction of offline activities'. The contextual condition was ‘desire propensity according to the individual’, and according to these conditions, the central phenomenon was ‘fandom activity that takes place only within the metaverse’, ‘offline fandom activity alternative-oriented activity’, and ‘ambivalent fandom activity’. As mediation conditions, there were ‘emphasis on group of common interests’ and ‘controllable situation for service use’, and action/interaction strategies were ‘fandom activity according to individual inclinations’ and ‘fandom activity strategy in response to control’. The results are ‘Fandom activities within ZEPETO’ and ‘Utilization of various fandom contents according to individual preferences’.
Finally, the key category for elementary school students' use of fandom-related metaverse platform services is 'participation in fandom activities in ZEPETO according to their needs'. Accordingly, the fandom activities in the metaverse of elementary school students are based on causal and contextual conditions, and in order to perform fandom activities that can satisfy their own desires according to individual desires without time and space constraints, fandom-related metaverse platform services was actively used.
There were three types of elementary school students using the fandom-related metaverse platform service ZEPETO: 'social influencer type', 'witty creator type', and 'self-satisfied activist type'.
First, the social influencer type is the most affected by the fandom, a group of common interest, when using ZEPETO. Regardless of their personal preferences, they use content services in a variety of ways by groups of common interest or by others. Second, the witty creator type is a type that is influenced by both personal preference and common interest groups when using ZEPETO, and is a type of freely using content that fits the interests and interests of oneself or a group of common interests. Although it is influenced by a group of common interests in the same way as the social influencer type, it is not group-centered because of its strong personal interest-centered tendency. In addition, centered on activities that can replace online fandom activities, they engage in more individual-centered activities than group-oriented activities. Third, the self-satisfied activist type is the type most affected by personal preference when using ZEPETO, and it is the type that uses ZEPETO as the center of participation in personal experiences. Because they do not engage in activities centered on a group of common interests, they are not influenced by the group, and they select items and engage in content service according to individual interests and preferences.
Accordingly, three personas were proposed for each type. First, the social influencer-type persona's fandom activity goals within ZEPETO are 'communicating with groups of common interest' and 'gaining recognition and popularity in the fandom', and ZEPETO is actively used for this purpose. Second, the witty creator-type persona freely utilizes various contents to create production content with the goal of ‘creating production content with various concepts related to artists’ and ‘getting many responses to feed posts’. Third, the self-satisfied activist persona uses artist-related content services tailored to individual interests and preferences because the goals are ‘participating in artist-related events’ and ‘purchasing a lot of artist items’.
Based on this process, this study analyzed factors affecting elementary school students' use of fandom-related metaverse platform services, and the process and types of use. As a result, the main influencing factor is the individual's tendency to desire. There was a difference in the degree of fandom activity within ZEPETO and the level of utilization of various contents by the fandom within ZEPETO according to each situation and individual desires.
Therefore, in order to produce a platform or content for elementary school students, a strategic plan that can be tailored to each individual's desire and satisfaction is required. In addition, since each fandom-related metaverse platform use type has its own goals and needs, fandom-related metaverse platform services and entertainment are differentiated services that can satisfy key user types and user goals, behaviors, motives, etc. need to provide.