Tag: social support

ARMY’s Magic Shop

Understanding the Collaborative Construction of Playful Places in Online Communities

By: Kathryn E. Ringland, Arpita Bhattacharya, Kevin Weatherwax, Tessa Eagle, and Christine T. Wolf

[This article was written by Kate with the help and support of her co-authors.]

This work is cross-posted on Medium: https://kateringland.medium.com/armys-magic-shop-668cb8a3c0c0

Preview: Using ethnographic fieldwork, we dive into the world of BTS and ARMY’s Magic Shop. The Magic Shop is a conceptual place for community members to relax, connect, and support one another. The Magic Shop is built on a foundation of play and exists in all the spaces that the BTS ARMY community lives and plays. This research helps us understand the deep importance of the BTS ARMY Magic Shop to community members and how we can create better and safer platforms for the community in the future.

This work will be appearing at CHI 2022. The preprint can be found at https://bit.ly/MagicShopCHI2022

BTS & ARMY’s Magic Shop

Introduction

When we think about researching play, we often think of studying play in children, designing educational games, or using games to improve health. In this work, we’ve taken research on play in an understudied direction by looking at adults engaging in play for their leisure or as a hobby. In particular, we are looking at spaces not intentionally designed for play — that is, technologically mediated social spaces that are repurposed as socially playful places. For example, we are looking at social media platforms instead of multiplayer games where the play is scaffolded into the platform. This research is vital for better understanding how communities at play use technology. Outcomes of this work will ultimately help designers and researchers build better supportive and safer platforms for communities in the future.

Specifically, we turned our attention to the musicians BTS and their fandom, ARMY. We look at ARMY because of the community’s reach and diversity. Composed of a diverse but often underrepresented majority, ARMY is also a largely misunderstood community as it experiences biases, stereotyping, and oppressions that intersect across the different identities and interests of people in this fandom. We hope this work helps to reverse some of the stigma around ARMY and fandoms as a whole.

The goal of this work is to illustrate how BTS and ARMY work together to create a socially playful place in-person and online, built upon what the artists and community members call the “Magic Shop.” The foundations of this Magic Shop are people and their shared values, transcending the physical space to online and emotional or abstract places.

BTS & ARMY

BTS (방탄소년단 or Bangtan Soyeondan) is a group of seven musicians from South Korea who debuted in 2013. Their fandom, ARMY, has been growing globally since the band’s inception. ARMY, as a community, uses a variety of social media platforms to communicate such as Twitter, Instagram, TikTok, Facebook, and Weverse. ARMY has a flat, non-hierarchical and participatory power structure [6]. That is, there is no clear “leader” of ARMY, other than, perhaps, the BTS members who also consistently share their power and success with ARMY.

ARMY has been stigmatized in the media for a number of reasons, including its majority fem-identifying membership and its supposed “bot-like” behavior [7]. However, as this work and others have shown, this is far from reality. ARMY is a large, diverse fandom with many different contexts, experiences, and values, and cannot be described in singularity [1]. ARMY is perhaps best known for their organizing and activism, such as raising donations for causes like Black Lives Matter in short periods of time.

Welcome to the Magic Shop: Research Methods

In this study, we report the findings from an ongoing online ethnographic study of the ARMY community. Data were collected through ARMY’s public social media posts on Twitter and TikTok, as well as through publicly available media posted by BTS on social media platforms including TikTok, Twitter, Weverse, YouTube, and VLIVE (this portion of the study was conducted before the members of BTS opened their individual Instagram accounts in December 2021).

Where is BTS & ARMY's Magic Shop? anywhere BTS & ARMY are together: Concerts, Twitter, Instagram, TikTok, Weverse, VLIVE
Some of the spaces BTS and ARMY occupy and create the Magic Shop.

I was responsible for all data collection and primary data analysis, identifies as an ARMY and has been on ARMY TikTok since September 2020 and ARMY Twitter since January 2021. For more details about data collection and analysis, please refer to the full paper.

Important Research Considerations: Keeping BTS & ARMY Safe

Safety of BTS and ARMY are the priority in conducting this research. This work is exempt from ethics board approval because it involves ethnographic observations of public social media data. However, I and my co-authors took extra care while collecting, analyzing, and presenting this data.

As a member of the ARMY community, I take responsibility for protecting individuals who may interact with my various social media accounts. The BTS ARMY community has a history of being marginalized, including incidents of racism, xenophobia, and ageism. Further BTS ARMY faces more criticism among media and other outsiders [2,4,5]. ARMY has a fraught history of outsiders seeking to cause harm or use ARMY and BTS for their own profit or agenda [8,9].

The epistemic violence [11] enacted upon the community has left many with little trust for academia, with valid cause. For this reason, being a member researcher was imperative for this work to be positively received by the community and to ensure that knowledge-making about BTS and ARMY is done in conjunction with the ARMY community. At the same time, to ensure validity for research contexts in addition to the ARMY fandom and that solely my perspectives are not biasing this research, I worked with other ARMY and non-ARMY co authors during the analysis and writing process.

The data presented in these findings are exemplary of the themes found during analysis while prioritizing the integrity of the community. Everything has been anonymized and paraphrased unless otherwise noted.

This work relies on data from my online ARMY community where I am transparent about my identity as a researcher/professor and an ARMY. Therefore, when ARMY is referred to in the study, this is referring specifically to my extended ARMY community, rather than ARMY as a whole. It serves as a starting point for scholars to understand the ARMY community and playful adult places more broadly.

BTS & ARMY Creating the Magic Shop Together

The Magic Shop exists in the spaces where ARMY and BTS go to seek comfort and to play with one another. The Magic Shop can exist anywhere BTS and ARMY have the potential to play, such as in online spaces (social media) or in offline spaces (concert venues). To create the Magic Shop, BTS engages in and encourages playful activities through their conversations and content. ARMY then follow suit in fostering play through fan-made edits and commentary, role-playing, and in-group humor. BTS and ARMY engage in play to construct safe and enjoyable online community places.

Jin, Jimin, and RM having way too much fun eating salad. Clip from Jin Jun Min~ Making Salad live (https://www.vlive.tv/post/1-21792394)

The play of BTS and ARMY in the Magic Shop should not be dismissed as less valuable than other aspects of life because it is play among adults or a hobby or leisure activity. Indeed, BTS and ARMY’s play has real-world impact and consequences — not the least of which is to support coping, meaning-making, and a sense of connectedness, thus improving quality of life and well-being for those in the community [3]. “Play” as we understand it, is a concept big enough to be a thing that is both purposeful and joyfully purposeless. This work provokes the need for future research taking a more expansive view of play — and a more expansive view of its benefits and boundaries in the everyday lives of communities online.

Some of ARMY’s play includes content transformation and curation, creating specific themed accounts, humor, crafting theory about BTS content, and creating new content. Doing these activities builds upon the foundation of the playful place set by BTS. For example, the following video is a skit performed by BTS on the Late Late Show with James Corden.

From this type of content, ARMY then create various content including hourly or daily accounts of specific clips that ARMY use to convey a mood or to add to conversations playfully.

An example account using a clip from the BTS Crosswalk Concert which is shared to convey a mood, reminisce, or for laugh. (*Owner of the account gave consent to this being shared in this blog.)

The Magic Shop in online spaces has become all the more meaningful since the beginning of the COVID-19 pandemic when BTS, due to public health concerns, canceled their world tour and ceased all in-person activities with fans. Both ARMY and BTS leaned into the spaces still available to them — that is, online social media platforms — to continue creating this sense of community and connectedness. ARMY may not know each other’s legal names or even reside in the same country, but they have nevertheless created an intimate bond through play as well as connection to BTS, their message, and their discography. BTS and ARMY, first and foremost, are connected to one another by BTS’s music. This is the first point of contact and the common ‘language’ used throughout the community. Other media and platforms, then, become further means of communication.

Boundaries of Play in and out of the Magic Shop

Being able to play together requires a feeling of safety (whether they are actually safe or not) and trust between players [10]. Likewise, the Magic Shop cannot exist without these prerequisites. Many of these playful moments only have meaning within the playful place. Outside the playful place, much of the antics and humor can be misunderstood and stigmatized. Concerns about this can be seen in how ARMY negotiate with one another about what is appropriate “for the timeline” (that is, public posts) and what should be reserved for private conversation. Indeed, this is reflected in the careful choosing of examples for this paper, as well as the extensive explanation of the methods in this work. For the play to be truly playful, a trust between members of the community must be developed to create the sense of consent and safety needed for fun play.

In fact, when the Magic Shop is noticed by outsiders (such as a reporter taking ARMY tweets out of context and without consent), there is a sense of violation among ARMY — play no longer feels playful. Almost all of ARMY’s playful activities occur on public platforms and can be accessed by outsiders at any time, yet the community maintains a sense of in-group and out-group engagement. ARMY still holds to the trust among each other and in BTS as they go about their play. This type of social clustering within a public space without any physical or digital boundaries is often seen in interest groups (such as, gaming, other fandoms) and is also facilitated by the current tailoring algorithms on social media.

The time and place to be playful is context-dependent — both the context inside and outside of the Magic Shop. The public nature of these platforms requires extra social effort and infrastructure to maintain the boundaries of the community’s playful place. Within ARMY spaces, the community has leveraged affordances of the various social media platforms at their disposal (such as using the report and block feature, embedded videos and gifs, threads on Twitter, music on TikTok), as well as social norms for this boundary maintenance. Without having a strict “game” platform, BTS and ARMY have still managed to foster a set of rules for their play. This includes following BTS’s lead in knowing what is meant to be fodder for playful content and what is not (such as being respectful of emotionally laden images and video).

Outro

The goals of this study were (1) better understand how communities at play use technological platforms for play even when they are not designed as such and (2) to begin to reverse the stigma and marginalization of BTS and ARMY. BTS and ARMY have built a community based on mutual respect, love of music, and being playful with one another in their Magic Shop. The Magic Shop is often impacted by real world non-play issues such as being summarily dismissed, harassed, and stigmatized by outsiders, which can harm BTS and ARMY. The members of the community collectively work to look out for each other’s well-being and reorient to restore play in the Magic Shop — making sure that BTS and ARMY are safe and having fun.

Curious to learn more about this research? Visit: https://kateringland.com/btsarmy

💜 Thank you to those who provided invaluable feedback on drafts of this work including Breanna Baltaxe-Admony, Kendra Shu, and Severn Ringland, as well as our anonymous reviewers. This work was funded in part by the University of California President’s Office. A very special thank you to the ARMY community and those within the ARMY community that have helped shape this work. Finally, thank you to BTS for their music and continued love and support of the ARMY community. 💜

Kathryn E. Ringland, Arpita Bhattacharya, Kevin Weatherwax, Tessa Eagle, and Christine T. Wolf. 2022. ARMY’s Magic Shop: Understanding the Collaborative Construction of Playful Places in Online Communities. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems.

A video of the presentation of this work can be found here

References

1. BTS ARMY Documentary Team [@amidocumentary], On Wings of Love [@OWOLMovie], and Research BTS [@ResearchBTS]. BTS ARMY CENSUS. BTS ARMY CENSUS. Retrieved June 25, 2021 from https://www.btsarmycensus.com/

2. Stephanie Choi and Thomas Baudinette. 2019. Why Are BTS Fans Always Dismissed As “Hysterical Teenage Girls”? hello asia! Retrieved September 7, 2021 from https://www.helloasia.com.au/news/why-are-bts-fans-always-dismissed-as-hysterical-teenage-girls/

3. Jin Ha Lee, Arpita Bhattacharya, Ria Antony, Nicole Santero, and Anh Le. 2021. “Finding Home”: Understanding How Music Supports Listerners’ Mental Health Through a Case Study of BTS. In Proc. of the 22nd Int. Society for Music Information Retrieval Conf., 8.

4. Condé Nast. 2019. Criticism of BTS Is Often Just Xenophobia in Disguise. Teen Vogue. Retrieved March 13, 2022 from https://www.teenvogue.com/story/bts-criticism-xenophobia-in-disguise

5. Condé Nast. 2021. Racism BTS Continues to Face Is Part of Larger Anti-Asian Xenophobia. Teen Vogue. Retrieved March 13, 2022 from https://www.teenvogue.com/story/racism-bts-continues-to-face-is-part-of-larger-anti-asian-xenophobia-op-ed

6. So Yeon Park, Nicole Santero, Blair Kaneshiro, and Jin Ha Lee. 2021. Armed in ARMY: A Case Study of How BTS Fans Successfully Collaborated to #MatchAMillion for Black Lives Matter. CHI 2021: 14.

7. Lady Flor Partosa. 20210329. We Are Not Robots: A Preliminary Exploration into the Affective Link between BTS x ARMY. The Rhizomatic Revolution Review [20130613], 2. Retrieved June 30, 2021 from https://ther3journal.com/issue-2/we-are-not-robots/

8. Bryan Rolli. Topps’ Racist BTS Garbage Pail Kids Sticker Would Have Been A Terrible Idea At Any Time. Forbes. Retrieved September 5, 2021 from https://www.forbes.com/sites/bryanrolli/2021/03/17/topps-racist-bts-garbage-pail-kids-sticker-would-have-been-a-terrible-idea-at-any-time/

9. Bryan Rolli. The Grammys Once Again Did The Bare Minimum For BTS. Forbes. Retrieved September 5, 2021 from https://www.forbes.com/sites/bryanrolli/2021/03/15/the-grammys-once-again-did-the-bare-minimum-for-bts/

10. Jaakko Stenros. 2014. In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play. Transactions of the Digital Games Research Association 1, 2: 39. https://doi.org/10.26503/todigra.v1i2.10

11. Anon Ymous, Katta Spiel, Os Keyes, Rua M. Williams, Judith Good, Eva Hornecker, and Cynthia L. Bennett. 2020. “I am just terrified of my future”: Epistemic Violence in Disability Related Technology Research. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI ’20), 1–16. https://doi.org/10.1145/3334480.3381828

Looking for Care in Playful Online Communities

We will be presenting this preliminary work at the CSCW 2021 workshop, “Future of Care Work: Towards a Radical Politics of Care in CSCW Research and Practice.”

There has been a recent effort to expand how we think about and design for care in digital spaces—including theorizing about care beyond formal or medicalized activities [1, 8, 9]. But there still remains unanswered questions about care in playful spaces, especially for adults. What types of care occur in these spaces? Our study examines this question by exploring fandoms on social media. We define fandoms as playful (online) communities that align around a particular interest (e.g., specific media or a person). Fandoms are meant to be for fun or pleasure and are often entirely separate from other parts of a person’s life, at least overtly [3].

In particular, our study in an ongoing ethnographic investigation of ARMY, a fandom that supports the Korean music group BTS. ARMY and BTS has piqued the interest of both mass media and academia in the past for some of their altruistic engagements including include supporting their community, artists, music, and social causes [2, 6], as well as BTS’s positive impact on mental health [5]. The care activities this community engages in is also bidirectional with BTS and ARMY caring for each other mutually. ARMY engages in many practices of care, even towards members of the band, defending them when controversies arise or posting words of concern for members’ health.

For this work, we are adopting a decolonial lens to understand care activities as relational and epistemically privilege the members of ARMY. This is especially important as ARMY has experienced delegitimization and stigamatization, including through discriminating on the basis of gender or age (e.g., [4, 7]). The need for a decolonial lens is heightened because of the origin of BTS (i.e., Korea) and the diversity of ARMY membership [2]. In this work, we aim to expand our understanding of care both by looking at playful online spaces where adults socialize and seek informal community support and through a decolonial perspective during data collection and analysis.

AUTHOR BIOS
Kathryn Ringland, PhD, is an Assistant Professor at the University of California Santa Cruz. Her areas of interest include human computer interaction, games studies, and critical disability studies.

Christine Wolf, JD, PhD. is interested in the intersection of CSCW, accessibility, and the future of work.

Tessa Eagle Tessa Eagle (she/her) is a third-year Ph.D. student in Computational Media at the University of California, Santa Cruz. She conducts research within human computer interaction and digital mental health.

Kevin Weatherwax is a fourth-year PhD student in Computational Media at the University of California, Santa Cruz. Presently he is researching satisfaction in robot-mediated collaborations, expressive curiosity for interaction design, and parasocial engagements with nonhuman agents as assistive technology for neurodivergent populations.

REFERENCES
[1] Cynthia L. Bennett, Daniela K. Rosner, and Alex S. Taylor. 2020. The Care Work of Access. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. ACM, Honolulu HI USA, 1–15. 
[2] BTS ARMY Documentary Team [@amidocumentary], On Wings of Love [@OWOLMovie], and Research BTS [@ResearchBTS]. 2020. BTS ARMY CENSUS. https://www.btsarmycensus.com/.
[3] Mark Duffett. 2013. Understanding Fandom: An Introduction to the Study of Media Fan Culture. Bloomsbury, New York.
[4] Emily. 2021. Fangirls, Fandom, and BTS – A Letter to the ARMY.
[5] Jin Ha Lee, Arpita Bhattacharya, Ria Antony, Nicole Santero, and Anh Le. 2021. “Finding Home”: Understanding How Music Supports Listerners’ Mental Health Through a Case Study of BTS. In Proc. of the 22nd Int. Society for Music Information Retrieval Conf. 8.
[6] So Yeon Park, Nicole Santero, Blair Kaneshiro, and Jin Ha Lee. 2021. Armed in ARMY: A Case Study of How BTS Fans Successfully Collaborated to #MatchAMillion for Black Lives Matter. (2021), 14.
[7] Lady Flor Partosa. 2021. We Are Not Robots: A Preliminary Exploration into the Affective Link between BTS x ARMY. The Rhizomatic Revolution Review [20130613] 2 (March 2021).
[8] Austin Toombs, David Nemer, Laura Devendorf, Helena Mentis, Patrick Shih, Laura Forlano, and Elizabeth Kaziunas. [n.d.]. Sociotechnical Systems of Care. CSCW 2018 ([n. d.]), 7.
[9] Austin L. Toombs, Shaowen Bardzell, and Jeffrey Bardzell. 2015. The Proper Care and Feeding of Hackerspaces: Care Ethics and Cultures of Making. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI ’15). Association for Computing Machinery, New York, NY, USA, 629–638.

What is Digital Mental Health?

Our lives are becoming increasingly intertwined with digital technology. People and technology work in tandem to create the context in which we spend our daily lived experiences. We use technology to connect to one another, both in the workplace and during our recreational time. Not only are we using technology to better connect to one another, but also to be understand ourselves.

In the field of Human-Computer Interaction, there is a whole sub-field of ubiquitous computing or the study of computing technology being embedded throughout our lives and society. The ubiquity of technology has been leveraged to help people keep track of their health, in the workplace, and has been commercially very successful for recreational use (Pokemon Go, anyone?).

Looking down at a table top with a phone with headphones, tablet, glasses, laptop keyboard, camera, briefcase, and make up brushes.
Many of us carry around multiple devices on a daily basis.

An emerging field of research is Digital Mental Health, but what does that mean, exactly?

One area of interest is technology that supports (and/or treats) those looking to improve their mental health. This includes mental health apps for a mobile phone or website based care, for example. Technology will not necessarily replace traditional face-to-face therapies, but they could potentially augment them. A therapist might not always be readily available, but an app on a phone could be. Understanding the best way to design these apps is only beginning to be addressed by the research community.

Along the same lines is studying interventions that include technology in and for a clinical setting. This might include creating applications specific for a hospital setting or for out-patient groups. Another example might be building measures and treatments into a electronic medical record system. Users of these kinds of interventions would go beyond just thinking of a “patient” with mental health needs, but also doctors, nurses, and so on. One of the biggest hurdles here is the actual implementation of these tools – getting everyone in the system to actual adopt the technology, maintain it, and continue to use it so that it is effective.

A desk with note pads and pen, center a coffee mug, in front a blurry smartphone.

Additionally, understanding the problems that might arise in digital spaces that lead to mental health problems can fall under the purview of “digital mental health.” This might include exploring the potential of “addictive” technology or spending too much time in front of screens. Research in this area might also look at perceptions of technology and how that might impact their use (or abandonment). Further, using some kinds of technology, such as social media, has the potential to be detrimental to a person’s mental health. In my own research, I’ve found that interacting in digital spaces can open up individuals to harassment and bullying.

Finally, understanding how people are already using technology to support their mental health. This includes how people already use technology as tools to support themselves and their mental healthcare needs. Individuals interested in improving their mental health may be using technology in a variety of ways. This includes personal tracking, using other apps, and connecting with others via social media.

Minecraft Interviews

Screenshot 2015-06-30 12.06.09

The purpose of this research is to determine how children with Autism Spectrum Disorder use the virtual world Minecraft to communicate. While there are no direct benefits from participation in the study, it may explain how children with Autism Spectrum Disorder socialize and how to best assist them with technological interventions for communication. Interviews will take place within Minecraft, in person, or via Skype, depending on your preference. Interviews should take approximately 1 hour.

Please email me at kringlan [at] uci [dot] edu to arrange an interview!

Click HERE for info for parents.

Click HERE for info for adults being interviewed.

Click HERE to learn more about the overall study.

Minecraft Study

Screen shot of sunset and a volcano in Minecraft

Sunset and a volcano in Minecraft

RecruitmentFlyer

My name is KateRingland and I am a PhD student in Informatics at the University of California, Irvine. I will be conducting observations of players in Minecraft. For the most part, this will just look like I’m playing the game like everyone else. However, I will be taking notes of my experiences and possibly screen shots. I will not be recording any identifiable information. I will not record any real names or real screen names. If I take a screen shot, I will blur out anything that would identify an individual player.

What are you looking for during your observations? I am mostly just watching to see how players on Minecraft interact. I would also like to explore the various ways in which players communicate during game play. I am hoping this research leads to helping children with Autism Spectrum Disorder have a supportive, fun environment to play in.

I am now conducting interviews! Find out more information HERE.

Please email me at kringlan [at] uci [dot] edu if you have any questions.

CLICK HERE FOR ADDITIONAL STUDY INFORMATION.

Our first paper from this project is published at Computer Supported Collaborative Work (CSCW) 2015, titled ‘Making “Safe”: Community Centered Practices in a Virtual World Dedicated to Children with Autism’.

Last Updated: June 1, 2015.

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