Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems 2021
DOI: 10.1145/3411764.3445252
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No More Handshaking: How have COVID-19 pushed the expansion of computer-mediated communication in Japanese idol culture?

Abstract: In Japanese idol culture, meet-and-greet events where fans were allowed to handshake with an idol member for several seconds were regarded as its essential component until the spread of COVID-19. Now, idol groups are struggling in the transition of such events to computer-mediated communication because these events had emphasized meeting face-to-face over communicating, as we can infer from their length of time. I anticipated that investigating this emerging transition would provide implications because their … Show more

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Cited by 8 publications
(13 citation statements)
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References 52 publications
(90 reference statements)
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“…Furthermore, 36 respondents wanted a summary of the chats in Twitch and relay reactions in RuruCinema to be sent to the performer so that the performer could be aware of their cheering. Two participants (P388 and P402) specified that staff should be positioned inside the theater at RuruCinema to restrain abusive users, which is consistent with the findings of a previous study [63].…”
Section: ) Interactionssupporting
confidence: 77%
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“…Furthermore, 36 respondents wanted a summary of the chats in Twitch and relay reactions in RuruCinema to be sent to the performer so that the performer could be aware of their cheering. Two participants (P388 and P402) specified that staff should be positioned inside the theater at RuruCinema to restrain abusive users, which is consistent with the findings of a previous study [63].…”
Section: ) Interactionssupporting
confidence: 77%
“…As mentioned, the fandom of the VTuber exhibited unique characteristics and advantages in terms of fanwork. A previous study highlighted the importance of intervenability for fan engagement [63]. The fanwork based on VR has potential as a medium that can intervene in the process of building the storyline of the content because the avatar can easily use it and actually interact with it.…”
Section: Fanwork Experience and Sense Of Communitymentioning
confidence: 99%
“…Yakura explored the gap between conventional offline and emerging online events, focusing on the handshaking event, a Japanese idol fan culture. He discussed how interactive technologies could support the transition from offline to online events [54]. Moreover, Yan and Yang [55], Sandi and Triastuti [46], and Kusuma et al [28] analyzed the fans-artists interactions based on parakin relationships using social media in China and Indonesia, respectively.…”
Section: Related Work a Connecting Artists And Fansmentioning
confidence: 99%
“…Similar to the fan signing event, Withlive provides fans with identity verification, video call order notification, and remaining call time information. However, as Yakura mentioned, the meet-and-greet event has a unique culture in which the fans who admire artists provide great intimacy and connection with artists [54]. Therefore, reflecting specific contexts and their interaction characteristics in a service is necessary beyond simply supporting video calls between them similar to existing applications.…”
Section: B Video-mediated Communication and Interactionmentioning
confidence: 99%
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