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“Ju. T’aime” My Idol, My Streamer: A Case Study on Fandom Experience as Audiences and Creators of VTuber Concert

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dc.contributor.authorLee, S.-
dc.contributor.authorLee, J.-
dc.date.accessioned2023-04-28T02:40:05Z-
dc.date.available2023-04-28T02:40:05Z-
dc.date.issued2023-03-
dc.identifier.issn2169-3536-
dc.identifier.urihttps://scholarworks.bwise.kr/ssu/handle/2018.sw.ssu/43808-
dc.description.abstractStreamers and celebrities are increasingly using virtual avatars as a form of online entertainment; moreover, VTubers and virtual concerts are reporting increasing viewership. Therefore, understanding the unique characteristics, phenomena, and challenges of virtual avatars is an active topic in the HCI community. We extensively investigated a VTuber’s concert that was streamed on various viewing platforms and in which fans participated as voluntary creators. We surveyed 1,795 audience members and interviewed 10 voluntary creators to understand their experiences and perspectives. The survey and interview results revealed that both the platform type and perceived role of the VTuber (e.g., idol/streamer) affect the presence and immersion of audiences. We determined that the motivational context for voluntary creation and fan experience considerably influence content creation. Combining the two findings, we discussed the influences of perceived roles, fanwork experience, and viewing platforms on fandom experience. Furthermore, design implications were introduced for a future concert with virtual avatars. Author-
dc.format.extent18-
dc.language영어-
dc.language.isoENG-
dc.publisherInstitute of Electrical and Electronics Engineers Inc.-
dc.title“Ju. T’aime” My Idol, My Streamer: A Case Study on Fandom Experience as Audiences and Creators of VTuber Concert-
dc.typeArticle-
dc.identifier.doi10.1109/ACCESS.2023.3252563-
dc.identifier.bibliographicCitationIEEE Access, v.11, pp 31125 - 31142-
dc.identifier.wosid000965298300001-
dc.identifier.scopusid2-s2.0-85149895040-
dc.citation.endPage31142-
dc.citation.startPage31125-
dc.citation.titleIEEE Access-
dc.citation.volume11-
dc.publisher.location미국-
dc.type.docTypeArticle in Press-
dc.description.isOpenAccessY-
dc.subject.keywordAuthorAvatars-
dc.subject.keywordAuthorComputer generated music-
dc.subject.keywordAuthorComputer-mediated Communication-
dc.subject.keywordAuthorEntertainment industry-
dc.subject.keywordAuthorFandom Experience-
dc.subject.keywordAuthorMusic-
dc.subject.keywordAuthorOnline Entertainment-
dc.subject.keywordAuthorOnline services-
dc.subject.keywordAuthorProduction-
dc.subject.keywordAuthorVirtual Concert-
dc.subject.keywordAuthorVirtual Idol-
dc.subject.keywordAuthorVirtual reality-
dc.subject.keywordAuthorVirtual Youtuber-
dc.relation.journalResearchAreaComputer ScienceEngineering-
dc.relation.journalResearchAreaTelecommunications-
dc.relation.journalWebOfScienceCategoryComputer Science, Information Systems-
dc.relation.journalWebOfScienceCategoryEngineering, Electrical & Electronic-
dc.relation.journalWebOfScienceCategoryTelecommunications-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
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