1. Introduction
With the outbreak of COVID-19, governments in many countries have adopted various types of physical distancing measures that restrict the outdoor activities of citizens. The pandemic has accelerated non-face-to-face digital transformation in all fields, including shopping, education, work, and leisure [
1,
2]. However, individuals’ subjective feelings about social isolation during COVID-19 have been found to have a close relationship with adverse psychological reactions like loneliness, anxiety, depression, helplessness, and decreased self-esteem [
1,
3].
Accordingly, many government officials and scholars have encouraged people to use online spaces to cope with mental health problems. For instance, the United Nations provided guidelines to protect individuals’ mental health and promote a sense of belonging by participating in discussions within online communities [
4]. Previous literature has argued that social interactions in emerging media services can significantly enhance people’s sense of belonging and connection, especially under conditions of restricted face-to-face contact [
5,
6].
However, there have been contradictory findings on the influence of online interaction. Some scholars have explained that the risk of interacting with misinformation in a virtual space [
7] or the passive use of social networking services (SNSs) [
8] could negatively affect an individual’s well-being. There is also a lack of empirical research applicable to the current pandemic situation, and that sheds light on the results of online interactions in specific contexts. For example, prior studies have discovered the influence of the use of emails and phones [
6], SNSs [
8], or massive multiplayer online role-playing (MMORPG) games [
9] on individuals’ well-being or belongingness during COVID-19. Nevertheless, few studies have investigated the influence of diverse online interactions within celebrity fan communities on the mental well-being of fans.
Online fan communities in the South Korean entertainment industry have experienced several noticeable changes over the last two years. The fandom business model has primarily moved to grow platforms and provide content. Specifically, beyond solely presenting offline experiences, like concerts or TV music programs, to the fans of celebrities, entertainment companies have carefully devised ways to promote K-pop fans’ engagement in a virtual world.
Subsequently, whereas previous online fan activities were sporadic on various social media platforms, the new version of the fan community platform combined all of the online fan activity functions. For instance, it allows interactive communications between K-pop fans and celebrities, fast access to the management agencies’ official information, and easy purchase of celebrity-related products. The emergence of such a space allows fans who have been dissatisfied with previous social media platforms to move to new types of fandom platforms with diverse value offerings. In fact, given the effort of management agencies and platform operatives to promote discussions on the fandom platform, most fan–celebrity and fan–fan interactions have begun to frequently take place on representative fan community platforms, such as Weverse, LYSN, and Universe [
10]. As extant fan studies have proved the association between belongingness to online fan communities and fans’ positive mental states [
11,
12], we will explore the influence of emerging fandom platforms on fans’ mental well-being.
Along these lines, the first objective of this study is to specifically explore whether different types of online interactions in virtual fan communities could have brought about positive or negative psychological outcomes for the members of that community during the COVID-19 pandemic. In addition, by adding the context of behavioral loyalty that measures the willingness to recommend and repurchase the service or product, the study will provide meaningful implications for platform managers and identify whether the platform can affect the development of related fan industries. Furthermore, in linking fans’ interactions with psychological and industrial results, the sense of virtual community (SOVC) will be considered a key bridge between the variables. Extant scholars have confirmed the significant relationship between the intensity of online communications and the state of belonging [
13,
14], as well as the feelings of emotional connection to a group and personal well-being [
12,
15] and intent to advocate [
16,
17]. Finally, we will examine how dissatisfaction with the previous online fan community space may lead to the intensity of fans’ actions in the new fan community platform.
5. Discussion
The PLS analysis provided several significant insights. First, it has been proven that media experiences, including interactive online communication with fans and celebrities, significantly contributed to the intensified SOVC. The results illustrate the paramount role of Weverse with innovative embedded technologies in expanding fans’ interaction experiences and integrating the global digital fandom. It aligns with previous research that when individuals intimately engage in community activities, they are more likely to build a sense of belonging and an emotional attachment to an offline or online community [
11,
45]. Also, as stated in recent studies [
12,
50], we discovered that the passion for the fan community is triggered by a stronger parasocial relationship with celebrities.
Secondly, our results showed that the fans’ enhanced perception of SOVC led to high behavioral loyalty toward Weverse and personal mental well-being. The findings suggest that SOVC, formed and reinforced by the active engagement of fan community members, can be a strong indicator of continuing to use and promote purchases in Weverse. Also, fans who felt more belongingness, emotional connection, or fulfillment to the fan community platform were more mentally healthy, even amidst the pandemic situation. In this sense, users who voluntarily choose to belong to the fan community and engage in community activities with people who have the same taste are not only more loyal but also more emotionally satisfied. This insight confirms the importance of the SOVC measure to the members of an interest-based online community.
Moreover, while dissatisfaction with previous social media had a significant positive effect on the intensity of online interaction with other fans, it did not significantly affect the parasocial relationship with celebrities. The result clarifies that users who were dissatisfied with the quality and quantity of functions to communicate with other fans on social media platforms, like Twitter or Instagram, show a stronger inclination to interact with other fans on Weverse. This finding aligns with prior studies that users’ dissatisfaction with previous mobile platforms affects their attempts to form relationships in new media [
41]. Thus, Weverse may have been a better service to meet the interaction needs between fans that other media platforms cannot meet. However, there was no significant relationship between fans’ dissatisfaction with existing media and the perceived parasocial relationship on Weverse. It is true that users may become interested in new media platforms if they are not satisfied with existing ones. Nonetheless, the result implies that much of their dissatisfaction with the old platforms is not related to how deeply they feel about the parasocial relationship with celebrities on the new service. Since fans understand, support, and love celebrities, the level of awareness of parasocial relationships may be similar regardless of the platform.
The current study provides several theoretical and practical implications. From a theoretical perspective, this study takes the first step in extending the existing literature on the online fan community to the fan community platform context, a new mobile app and web platform paradigm specializing in providing artist-to-fan communications. Specifically, this study employs the concept of online interaction, parasocial relationships, SOVC, behavioral loyalty, and mental well-being to illustrate the phenomenon in a virtual fan community and incorporate them into one research model. In this regard, it improves our academic understanding of fandom by defining and dealing with the characteristics of the fandom platform precisely, focusing on the service features.
In addition, our findings have implications for community psychology research, as we addressed the theorized dimensions of SOVC supported by McMillan and Chavis [
42]. Our results offered empirical evidence that SOVC is positively and significantly related to media usage patterns of specific subjects in multicultural contexts. Particularly, the present study confirms the power of online fan communities’ SOVC in enabling the quality of life of individuals, communities, and societies [
83]. For instance, SOVC may act as a buffer against the negative consequences of social isolation on fans’ mental well-being. Consequently, applying SOVC in other contexts of relational communities seems crucial to broadening the understanding of SOVC and its positive effects. This study was an attempt to expand the literature on SOVC with empirical evidence, answering Stewart and Townley’s [
83] research call.
Furthermore, this study expands the dependent variables to the marketing variable, behavioral loyalty, and the psychology and health-related variable, mental well-being, in the domain of media research. Behavioral loyalty is considered a central measure of marketing and business research because it relates to repurchase and WoM intentions. This study has discovered SOVC as a focal variable that can lead to fans’ behavioral loyalty on the fan community platform, showing that the SOVC of community members is a key to developing the entertainment industry and enhancing the media consumption experience. In addition, we empirically analyzed the mental well-being scale by linking it with the SOVC concept.
Although well-being from the mental health approach can be a vital consequence of the users’ media use, it has rarely been investigated in fan studies or media industry studies. Some research using the construct of well-being has only focused on specific dimensions, including emotional well-being, such as pleasure and satisfaction, psychological well-being, such as self-fulfillment, or social well-being. It was usually the health science disciplines that used the mental well-being scale. Taking the health crisis on an individual’s ill-being during the current pandemic, mental well-being, which focuses on the pursuit of happiness in a state without a mental problem, could become the most appropriate facet to understanding people’s behaviors and attitudes toward emerging media services.
From a managerial perspective, this study proposes practical implications for fan community platform operators and entertainment agencies. First, the abundance of study results argues the necessity for more sophisticated and diverse communicative functions within the fandom platform. For example, our results show that although fans utilize Weverse the most to communicate both with other fans and celebrities, Twitter stands as a compelling social media platform for fan–fan interaction (
Table 3). Moreover, the results indicate that users dissatisfied with the previous social media platform tend to seek better fan–fan interactions on the new platform. In addition, virtual conversations with other fans and deep attachment to celebrities are closely related to the strengthened SOVC, which is the paramount predictor of fostering a platform’s loyal fans.
Based on these empirical outcomes, we suggest that fan community platform operators should design even more friendly services for fan–fan and fan–celebrity communication.
Specifically, Weverse may add a filter function that may allow the fans to choose the topic they want to see, share opinions with others, and feel an emotional bond. The filters for each group member or specific situations, such as concerts or fan signings, may also be helpful. The parasocial relationship between fans and celebrities is expected to intensify with real-time live streaming functions that celebrities can lead. Further, fans’ attachment to celebrities can be provided in a more direct and lively way via future ICT technologies, like Metaverse. As such, the updated results of this study provide platform providers with meaningful insights. These suggestions can be applied to any business player willing to acquire loyal service users.
Moreover, entertainment management agencies that use the fan community platform can benefit from fans’ loyalty toward the fandom platform. Fans may buy more celebrity-related products with a seamless consumer experience within the fandom platform that directly links to the global merchandise shop. It may foster the sales of products or services and further promote the growth of entertainment companies. Thus, strategic cooperation between fandom platform providers and management agencies seems required.
Even though the current study suggests some meaningful implications, it also entails several limitations that leave room for further studies. First, the external validity of our research samples should be carefully reviewed, notwithstanding their sufficient size (N=202). We attempted to accumulate global fan data, but the survey could only encompass fans who can read and understand English or Korean. Moreover, it should be noted that ARMY is a unique fandom with outstanding loyalty and pride to its artist, BTS, and the fandom itself [
84]. Hence, their attitudes and behaviors toward this topic may not be the best representative responses for all of the fandom population. Therefore, future studies are likely to be conducted to discover whether similar patterns are found in other parts of the world, which can translate the same survey questionnaires into other languages. Moreover, additional studies on other celebrities’ fandom, such as K-pop girl group fandom, as well as contexts featuring diverse and larger samples and settings, seem necessary to confirm the generalizability of this study.
Next, we focused on the case of Weverse without discussing similar fandom services, such as LYSN & Bubble or Universe. The lack of general applicability of the findings may limit the value of our final results. Accordingly, as other fan community platforms differ in details and core values, future studies could disclose fans’ perceptions, attitudes, and behaviors on these media services. Finally, while the current study discovered significant influencers that could explain fans’ loyalty toward the media platform and their mental well-being, other possible factors can also affect these variables. Thus, future research may be conducted beyond interaction-related factors. It may include variables of more diverse dimensions, such as trust or the quality of content and information.