Research Anthology on Fandoms, Online Social Communities, and Pop Culture: Information Resources Management Association USA

  • 11h 31m
  • Information Resources Management Association (IRMA)
  • IGI Global
  • 2022

The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society.

The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.

About the Author

Information Resources Management Association (IRMA) is a research-based professional organization dedicated to advancing the concepts and practices of information resources management in modern organizations. IRMA's primary purpose is to promote the understanding, development and practice of managing information resources as key enterprise assets among IRM/IT professionals. IRMA brings together researchers, practitioners, academicians, and policy makers in information technology management from over 50 countries.

In this Book

  • Brands, Fans, and Exchanges—Differentiating between Fandoms, Transactional and Social Brand Communities, and Brand Publics
  • An Investigation of the Factors That Motivate Users to Participate in Online Communities
  • Online Communities. Benefits and Risks—A Literature Review
  • Development of a Game Communities of Inquiry Scale (GCoIS)
  • Esports Fandom and the Collegiate Student-Athlete Experience—Active Audiences and Spectatorship
  • Who's Who—Setting a Standard Nomenclature Using a Fan Folksonomy
  • Living in a Virtual Reality—Anime and Manga Fandom
  • Comic Con Communion—Gender, Cosplay, and Media Fandom
  • Sci-Fi Fandoms in the Digital Age—Star Trek, Star Wars, and Doctor Who Fandoms and Social Media
  • Living Myths in a Living World—Mythological Studies and Green Studies Implications of Fandom
  • When Science Fiction Meets Reality—The History, Fandoms, and Logistics of Atlanta's Dragon Con
  • Foreign but Familiar—Genre and the Global Korean Drama Fandom
  • Return of Fandom in the Digital Age with the Rise of Social Media
  • The Futurians, Gamergate, and Fandom—The Construction of Social Identities Through Competition and Technology
  • Social Media Translational Action—Translation Activities by K-Pop Fans in Twitter
  • The Integration of Popular Culture in K-12 and Higher Education English Language Curricula—Enhancing ELLs' Literacy Development Through Popular Culture
  • Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice
  • How Pop Culture Increases Student Engagement and Reading Comprehension
  • Using Fan Fiction to Bridge Students' understanding of Science
  • Forecast of Transmedia Language Learning with a Chance of Meatballs
  • Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
  • Developing the Leadership Potential of African Youth Through Online Communities
  • Employee Online Communities—A Tool for Employee Engagement and Retention
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