- [손병채의 센스메이킹] 〈42〉디지털 팬덤에서 배우는 브랜드의 진정성
- 버추얼 아이돌로 알려진 플레이브가 지난달 9일 지상파 가요 순위 프로그램에서 1위를 차지했다. 수만 명의 팬덤을 보유한 걸로 예상되는 이 그룹은 실제 인물이 실시간 렌더링 기술을 활용해 3D 캐릭터 옷을 입고 5인조
On Monday morning, I wrote a column draft as usual. I happened to see an article about the virtual idol group Playbe's winning first place on a music show, and I finished the article by linking their success and the world's perspective on it, along with related research cases from overseas anthropologists, to the meaning of the industry. As usual.
The draft is first published online at 4 PM that day. After that, it will be published in the newspaper after further detailed editing. However, this column had over 40 emoji reactions within two hours of its release. I've written 42 articles so far, but almost always, nobody ever reacted to my articles. Only when I had a sensational title like sex appeal did I get useless comments.
Soon after, I received an email from someone presumed to be a Playbe fan, thanking me for covering Playbe in my writing. I thought, 'Oh, the fans must have shared the article,' and searched for its source. And I found a column introduction post on a DC Inside gallery.
The most interesting part for me was the reactions in the comments.
- It's really good, academically.
(My writing is being read academically...)
- The language is a bit difficult, but the content is good.
(My writing is still difficult...)
Thinking about it, in this article, the fans of the idol group featured as the subject matter would have focused on the moment when they were interested in and trying their best to understand the content about their beloved artist. Despite that, the response that it was academically rigid and difficult...
Design thinking, which was once a trend among business leaders.
From the perspective of aiming for the popularization of sensemaking, which is no less important than that...
I'm still lacking a lot. OTL
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