Hyperrealisme Identitas Fandom: Studi Virtual Etnografi terhadap Protes Fandom Seventeen Carat

This research observes and examines Seventeen Carat's hyperreality on fandom identity that would sparks protest movement whenever there's changes in the identity through the theory perspective of Jean Baulliard's Revenge of The Crystal Theory using virtual enthography method on several fandom twitter account. The result of this research shows that the protest sparked initially because fans felt that identity change is a threat to their comfort hyperreality zone. The resistant move done by the fans to protest are through meme and comic shared in tweets. While on the other hand there are also prosumer fans who did different kind of movement by consuming the released product then alter and modificate the product to fulfill their satisfaction.

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Publication Details

Journal
JKOMDIS Jurnal Ilmu Komunikasi Dan Media Sosial
Published
2025-02-05
DOI
https://doi.org/10.47233/jkomdis.v5i1.2525
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Hyperrealisme Identitas Fandom: Studi Virtual Etnografi terhadap Protes Fandom Seventeen Carat

Ismail Wicaksono
JKOMDIS Jurnal Ilmu Komunikasi Dan Media Sosial
Digital Games and Media
article

Hyperrealisme Identitas Fandom: Studi Virtual Etnografi terhadap Protes Fandom Seventeen Carat

Ismail Wicaksono
article en

Abstract

This research observes and examines Seventeen Carat's hyperreality on fandom identity that would sparks protest movement whenever there's changes in the identity through the theory perspective of Jean Baulliard's Revenge of The Crystal Theory using virtual enthography method on several fandom twitter account. The result of this research shows that the protest sparked initially because fans felt that identity change is a threat to their comfort hyperreality zone. The resistant move done by the fans to protest are through meme and comic shared in tweets. While on the other hand there are also prosumer fans who did different kind of movement by consuming the released product then alter and modificate the product to fulfill their satisfaction.

JKOMDIS Jurnal Ilmu Komunikasi Dan Media SosialVol. 5(1)
University of Indonesia (ID)
Openalex Percentile: Top 97%
Digital Games and Media
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