BCM 313 Semester Reflection

This semester in ‘The Future of Work’ I have not only learnt a lot about Narrative theory and that the future will look like in the next 5-10 years but also a lot about myself. Though as a BCM student, I know we all seem to loath the reflective tasks, however, I cannot help but reflect on this subject and only think of happiness.

Yes, yes that may sound soppy but the wholesomeness (as seminar one would say) of this subject is beyond measure. The Narrative work we completed over the semester has actually helped me to be able to critically reflect on my work in a different manner.

The exercises we used throughout the semester not only has opened my eyes to the lives of others but also to learn about my own personal and professional values. The first assignment on personal reflection about a situation of work let me engage with the course content and my own memories and and hopes for work. By connecting narrative theories to my own life, I found the value in not only the subject material but the value in reflection itself.

When it came to the narrative interview assessment, I had the pleasure to interview my Nan. This was, and I can say this wholeheartedly, one of my favourite assignments to do. I connected on such a deeper level with her and learnt so much from her stories. The theories of outsider witnessing and double listening assisted me in particular with this interview where I was able to draw out her professional values and could connect them with some of my own.

This last final assignment I enjoyed for a different reason. The narrative CV allowed me to be creative, which is why I am apart of the BCM degree. The design of the resume and the stories I got to choose to demonstrate my skills really reflect who I am as a person. The research essay was particularly interesting to write as it relates to what our futures are going to look like and how, realistically anything could happen.

I won’t lie to you, before this subject I was terrified of graduating and having to face the full time workforce. I am still scared that robots might take over the world and that I won’t end up liking what I am studying to go into, but at least now I have a more realistic and more uplifting view of what I can accomplish once I leave uni.

Though I still have 1.5 years left of study, a lot left to learn before I go into a full time job, and more room grow as a human being, this subject has provided me if lifetime knowledge that I will never forget.

The Future of Workspaces post COVID-19

As we all know, COVID-19 has rocked the world not only in individuals personal health and safety, but also their security in work. The lockdown has perpetually changed the way people have had to figure out their work lives, adapting to working from home or not working at all. There are arguments both for and against working-from-home due to the quality of workspaces that are now available. Prior to COVID-19, research was being conducted and implemented throughout work environments to optimise workers level of productivity. Hoendervanger (2015, p. 1) analyses the use of a tool called ‘MyPlace2Work’ which allows individuals to log activities they perform in different workspaces, to determine which workspace invokes the best productivity. 

The most notable company that adapts their work environment to their employees is Google. An online article from Brooks (2018) dissects the intricate work culture of the company and what they get right in terms of their unique workspace experience. Brooks (2018) says, “Google’s culture is flexible (employees are encouraged to work when they like and how they like), fun (offices have nap pods, video games and ping pong) and founded on trust”. The fun and trust elements come hand in hand. While creativity and innovation are rewarded, the trust that employees get the work done with the fun and uplifting elements of the workspace improve their productivity levels and fuels their creativity. Many technology companies are paving the way with improvements to their spaces (such as rotating desks, treadmill, open plan environments etc) to allow for a more innovative space. Companies such as those that value innovation and creativity should be implementing strategies, like Google, to create a dynamic workplace that allows creativity to flourish.

On the other hand, working from home during the global pandemic has become the new norm for many workers. While many countries have almost eradicated the virus, it is predicted that many employees will continue to work from home. Lister (2020), the president of Global Workplace analytics has said, “For those who were new to remote work until the pandemic, we believe there will be a significant upswing in their adoption. Our best estimate is that we will see 25-30% of the workforce working at home on a multiple-days-a-week basis by the end of 2021”. There is a list of reasons as to why this may become a standardised practice. Increased demand for work-from-home from employees, reduces fear from employers and mangers, increased awareness of cost-saving opportunities in work-from-home are all reasons individuals from the survey have used to support the predicted increase for working-from-home. Working from home is a completely different experience than working in office spaces. Many people have had to adapt their homes into workable spaces as they have not had to work from home before. 

Corporate culture is a major factor that is influenced when working-from-home. A collaborative workspace, like offices, allows for instant communication and socialisation. However, with working-from-home communication is regular scheduled and delayed through technology. Though we have applications such as Zoom and Skype for meetings and conference calls, these do not allow for face-to-face connections. Co-working Resources (2019)  demonstrate that company culture is fostered through employees coming together for team-building exercises and engaging in company wide meetings. Having smaller disjointed teams makes culture within the company harder to accomplish. This is something companies are going to have to tackle now that working from home is suggested to become the news normal for many. As mentioned before, people have had to adapt their homes to encourage a productive workspace. Though working from the couch seemed to be the most ideal situations for many pre COVID-19, it is now creating a mass of issues on peoples health. While in many work environments there is dress codes and suitable desks and chairs are all provided for their employees, this is not the same case at home. Houses and apartments do not always have a dedicated place for work. Family homes are lucky to have the space enough for a child each room let alone a dedicated study. 

What the future holds for work and/or workspaces is obviously unknown, but we have ways of predicting what can happen. Spaces that create an opportunity to be innovative and creative are more than just your average grey square cubicle. The more other options are implemented the further we can determine its functionality and correlation with productivity. In a post COVID-19 world, everything is still up in the air, however, it is fascinating to notice how these times will impact on the future of work. Will working from home become the new normality? Or are there still too many negative impacts on mental health and corporate culture to allow this to happen? 

References

Contextual Report – BCM215 Digital Artefact

The Frame Work

My Digital Artefact, Cuphead – I’m the Boss Now, centres around the animation design of the Boss characters and how this influences their game play; while using these features to transform these into a paratext (in the form of makeup). 

Iteration Cycle

I first came up with this idea after rewatching my favourite You-Tubers in their play-throughs of the game. I was drawn to the unique style of the animation of the game and in particular the Boss Characters. The individualised nature of the bosses and how their game play was influenced by their design was fascinating, urging me to analyse it further. Originally, I wanted to create my own paratexts for each of the boss characters by turning their unique features into makeup looks in one minute Tik-Tok videos. 

I started with this idea, analysing the animation styles; which is heavily drawn upon the 1930’s animation styles used by Fleischer Studios and Walt Disney, known as the Golden Age of Animation. I looked at both journal articles and online sources that looked singularly at the 1930’s animation and also how that animation was utilised within the game. My main source was from Calma (2003) which analysed the significant features of the 1930’s animation style particularly looking at Disney and Fleischer Studios. Various readings into the more intricate details of the Cuphead animators and their process helped inform my own analysis of the game to transform it into an entertaining piece of work, seperate from the game. 

I took a post-structuralist view of the game to not solely rely on the game to inform my develop my own analysis. This was perfect for the idea I had, as a post-structuralist view allowed me to create my own makeup ideas. Though I did not end up being able to create the actually makeup looks due to my technological issues; my DA still inspects what I would have created. 

Feedback Loops

Through my pitch, beta and presentation I gained a lot of constructive feedback as to how I could improve and alter my ideas due to the difficulties that arose through the project. The Beta and Presentation were the main feedback I used to create the final product. The Beta feedback allowed me to adapt my original idea from Tik-Tok videos into a longer YouTube video where instead of actually creating the looks, explaining what I would do to interpret the features of the boss into a makeup look. The presentation also demonstrated I needed to triangulate my analysis which is why I opted to also comment on the paratextual element of the DA. 

Successes and Limitations

The project overall has a lot of space to continue as either a hobby of mine or for other DA projects in my future. As I was not able to complete an analysis of every boss character, is I can create more videos on the Cuphead game and to grow and adapt this analytical framework for other games. What I like most about this DA is that it can be an interest point too gamers, makeup lovers, animation enthusiasts and more. 

This DA of course has its limitations, I wasn’t able to analyse every boss (like I mentioned earlier). This means I wasn’t able to give a finalised project with the scope that I wanted. For further adaptation I would also have to choose other animation styles as Cuphead is original in its game animation format. 

Interview and Presentation Reflection

I knew from the moment I got this assignment I wanted to interview Trish. Preparing for this interview I had high hopes and already some idea of what I was going to find out. As I mentioned at the end of the presentation I am more clued into her views in business and herself as she is my grandmother. 

Trish is a highly successful business woman that built her travel agency from the ground up. Not only was she able to get one business off the ground in North-West Sydney but another up in the central coast all within ten years. 

The theories of outsider witnessing and double listening drastically influenced how I analysed the interview with Trish, further extending my knowledge of her values and business practices. Hugh Fox quoted Carrey and Russel saying, “An important part of our identity claims will be the values that we wish to live our lives by.” When I told Trish what I thought her values are, she was excited and interested on why I thought as such from the story she told me. 

Michael White suggests that we are drawn to stories that resonate for us, and to which we have something to contribute. This idea is why Trish was the first person I thought about for this assessment. After all, I see so much of myself in this woman. My values are very much the same when it comes to my outlook on work and general outlook on life.

I structured my interview in a very talkative manner, simply, like a conversation between two people, to allow Trish to fully express herself, instead of coming up with pre-determined answers to my questions. I followed her lead, listening to her stories, asking her questions as the conversation continued, guiding the interview with a gentle hand. 

As the interview progressed I could see a few of her values shining through. Part of her reasoning for choosing travel was her interest in the world and learning about other cultures. Not only was she interested in learning all she could but she wanted to experience what the world had to offer in terms of business and travel. She values growth, growing her business to newer heights and growing with her family. Family. Her little boy and girl that aren’t so little anymore, her grandchildren. She mentioned that she would do anything for her kids and her grandkids, though she loved her business and everything that came with it, in a heartbeat she would have dropped everything for them. 

The last value I was able to draw out not only through her words but the underlying story. Independency. When I first brought this value to her, she sat and thought back about what she had told me and how I gathered this. She refused help from her parents and support system, insistent that she could be successful on her own. She acquired skills on her behalf, not wanting to rely solely on the education system to get her there. She is as independent as they come. 

Creating the presentation was interesting, I had to pick and choose the most relevant stories to accurately portray Trish’s values professionally. Her professional life and personal life are intricately woven together so using both types of stories to showcase her values. 

Reflecting on the experience of the interview, it really puts to practical use, the narrative theories learnt throughout the subject. I have done interviews before for research studies, learning through individuals stories however not gaining a full understanding of them as a person. Through outsider witnessing and double listening, I was able to analyse further into their stories, rather than take them at face value. 

Critical Reflection on Comments – BETA

Looking at everyone BETA projects has been a really interesting experience, watching how ideas have changed and process altered due to their online experiences. For this round of commenting I tried to go back to the original people I commented on to see their progress and what changes they had made or hadn’t made.

The first blog I commented on was Jessie Chiu’s Beta Project called Exploring the Online Game: Detention. My comment on this post was very simple as she had put some significant research into this project. I opted for offering some advice to watch some Youtubers that are playing the same game to give her further perspectives for the DA. I mentioned that she had a strong theoretical framework to work with and to continue on the path she has already made. In this case, I think I did my best to recommend some further action on where she can go and what she can do next. I could’ve probably tried to find further articles for her to read to add to her research but since she is expanding into Reddit and other social media platforms for ideas I figured Youtube would be the best way to go.

The second blog I commented on was Tobias Thomas’s Gaming blog, The Lime and Dry. He mentioned his issues with being able to promote his blog and having the motivation to push out the content he wants. I have some empathy for this as I am very aware that motivation has been rough without having someone there keeping you accountable. He mentioned potentially teaming up with someone else in the subject, which I recommended that it would be a really good idea to boost motivation. Not only this but a joint DA allows for different perspectives and further, more complex ideas for analysis. For the promotional aspect, I recommended that turning to Reddit may be the best idea as there are a plethora of subreddits such as r/Gaming and others for blogs and particular games where they can get instant feedback and an audience. I think this is the best advice I could give as there isn’t one set gaming text.

Lastly I commented on Jacky’s Beta Project which originally started out as a DA around Fall Guys but has been adapted to look at the party game Among Us. This project has a lot of potential but I had a few recommendations to help them in a more analytical framework. At the moment it seems to be a comparison between an experienced gamer vs a non-experienced gamer with some integrated history of party games. I have recommended that they could potentially use popular streamers of the game and analyses their strategies to find the best way to win as imposter or crewmate. By analysing these strategies they can then begin to implement them into their own game play. For this I linked them CORPSE’s streaming channel as he is known for BIG BRAIN imposter strats. I think this comment was helpful as it hopefully provides a more analytical way to look into the game rather than just an overview.

Overall watching how these DA’s have been developing has given me insight to my own DA as well. It is also comforting to now that I am not the only student having their issues and trying their best to navigate through these different online spaces. I’m excited to see the end result for everyones works.

I’m The Boss Now -BETA Project

Creating this project over the past few weeks have been super rewarding, challenging and definitely a learning curb. I have made mistakes, retried, failed and tried again. The beginning of the project started with some heavy research into Cuphead, rewatching different gaming channel play-throughs and analysing the animation styles of the game and how each of the bosses has unique attacks and styles. 

I researched various types of secondary sources and texts to not only explore the game design but also how to identify how each boss have a unique fighting style. My first read was Calma’s (2003) journal article that analyses the animation conventions of Walt Disney and Fleischer studios in the 1930’s (which is the style Cuphead was created).

The others were more recent sources explaining why the animation style was so important to the creators of the game and the boss schematics. Articles from the Verge and GameSpot have analysed more recently its continued fan base following and why this indie game paved the way for new game design styles. 

From this I was able to take inspiration from the unique style of animation and re-create them into makeup looks that heavily represent their signature aspects. During these small one minute videos, I was able to create voice overs analysing the game design, and the relevance as to why this was a critical to its success.

In total I created 5 videos however there became some major bumps in the road in the past week and a half. My account was hacked and most of my videos lost. I had backed up the first two videos enough so I could recover the footage and re-create the videos. 

Though the current journey has been difficult, I have loved learning new creative ways to film the videos for myself but also being able to discover the intricacies of game design. 

Critical Self Reflection of Comments

By browsing through the plethora of new and exciting digital artefact pitches it is interesting to see and reflect on their ideas and their relation to game media.

The first pitch that I commented on was Jessie’s Blog with the DA idea surrounding the historical context of a video game Detention. This was my first time ever hearing of this game but from watching her video and reading through her blog I was able to get a good understanding of what she wanted to do. Her aim is to showcase and investigate the historical context of the game and especially why it is significant to Western audiences. Her digital artefact is very well researched and specific, however as a part of my recommendation, I offered a journal article to broaden the artefact as it seemed to be for a very specific audience. The article showcases the potential of historical context in games and why they elevate the game and educate the audiences. The DA is highly academic based which means it is grounded within a lot of research. My comment aimed to help her in possibly breaking her ideas down further to give her target audience a more basic overview before getting into the important details of the game. 

https://jessieyc.wordpress.com/2020/09/04/bcm215-da-pitch/#more-1300

The second pitch that I commented on was Jacky’s that is a joint digital artefact around the game Fall Guys. The basic idea is to create content around an experienced gamer vs a non experienced gamer to see their trials and tribulations while playing the game. I have seen quite a lot of hype around the game recently on Youtube, TikTok and Twitch from a wide variety of gamers. I offered a few gaming channels that have recently been producing a lot of content on Fall Guys where they frequently play with others, like is suggested for this DA. As it will be a frequent series, I suggested a news article about the rise in watching online gamers in their play throughs. I figured this would just give some basic insight into why this form of content is quite popular these days. Lastly I recommended an article that described the importance of aesthetics in modern games, which Jacky mentioned would be a part of the content series they were producing. Overall I think I offered up some decent material that can be utilised in their DA and pushes them to look at outside research rather that just online streamers.

https://gamecultures.blog/2020/08/31/fall-guys-digital-artifact/comment-page-1/?unapproved=1622&moderation-hash=e3dbfccc5768068abc08d4830f39fc0b#comment-1622

Lastly I commented on Tobias’ blog The Lime and Dry. This digital artefact will be a blog comparing games and their sequels with honest reviews and overall ratings of games he plays. During the comment, I gave him a gaming Blog that had similar content I believed that Tobias was getting ready to make. I figured this would be insightful as it could help him with how to effectively structure the blog to make it easier for audiences to engage with the content. I then also offered a different blog piece that ranked the Assassins Creed series of games and offered that this kind of content would also really work for the blog if he so chose. As there isn’t any particular game that he will be focusing on, I tried to give him options for content creation and other sources he could use to compare his unique writing styles to those blogs that have significant traffic. 

https://thelimeanddry.home.blog/2020/09/07/bcm-215-pitch/comment-page-1/#comment-139

I think overall the comment I left on the blogs offered actionable suggestions and sources that each student could use if they wanted to go in that direction. By giving an alternate perspective, I hopefully have given them an angle that they may not have considered for their own DA. 

I’m the Boss Now – Cuphead DA Pitch

The Idea

Context

Cuphead is not only a game that can be played through the gaming platform Steam, but also in the past year made its way to PS4 and Nintendo Switch. There are multiple paratexts that are connected to the 1930’s inspired game including the up and coming Netflix show to be released sometime next year. Due to the current buzz around the game again is a large part as too why I have chosen Cuphead as the main game media to focus on.

Unity has created an entire case study on the game, including the meticulous process of unnamedall the game design elements. There are multiple scholarly articles surrounding the unique style 1930’s animation style that the game is so heavily influenced by which will work in conjunction with analysing the game design. Cuphead to this day is still one of the most popular indie games because of its unique playstyle, score and design. Erhett (2019) specifically looks at how the game design, its 1930’s esque cartoon animation, and the overall narrative to make a unique and modern game with little to no political agenda. 

Personally, I haven’t yet played the game but have watched multiple different playthroughs on Youtube so I have a good idea about the characters and how they interact with each other during the game.  Altogether there are 19 different bosses that are uniquely designed and have different abilities. These will be the main focus of the makeup looks by recreating some of their unique design elements through eyeshadow and branching into facepaint.

With a passion for makeup and my love for the animation style of this game, I feel as though I will be able to create a digital artefact that is not only informative about game media but also entertaining for multiple audiences and myself.

Ehrett, J 2019, ‘All Bets Are Off: The Subversive Line-Blurring Of Cuphead’, GNOVIS, weblog post, 29 May, viewed 4 September 2020, <http://www.gnovisjournal.org/2019/05/29/all-bets-are-off-the-subversive-line-blurring-of-cuphead/&gt;.

Unity n.d, Unity, Cuphead by StudioMDHR, viewed 4 September 2020, <https://unity.com/madewith/cuphead&gt;.

A Story of Meaning in the Seemingly Meaningless

The Meaningless

At one point in your life, something unexpected and sudden will push you to a course of action that you may or may not have been prepared for. Whether it be to do with school, home-life, social life or work; we all manage disruption and change. In the workplace especially, we dedicate a monumental amount of time and resources into ensuring our security. Whether we realise it or not many of us take on extra hours, emotional labour and even push ourselves in other ways to be the best employees that we can.

My story starts off with this notion in mind. Towards the end of my 1st year of university, I finally obtained a job working at a hotel as a food and beverage attendant. The job scene is extremely competitive for casual work as someone that is trying to also complete their degrees. As many students can sympathise, casual work is also usually all we can afford in terms of the resource of time. Once starting at the job, I did everything I could and strived to be the best employee possible as I understood that my position was extremely expendable. Not only this but furthermore, I figured if I played my cards right there could be opportunities to excel further in the company.

After almost a year working at the hotel, I had been trained in multiple positions, moving throughout the hotel. I asked frequently if there were more skills to learn and whether there was more responsibility to take on. My major disruption started then. At first, our General Hotel Manager resigned, a week later so did my Restaurant Manager and Head Chef, and one more week onwards so did my supervisor. Now I was prepared for the General Manager to leave, all employees were warned about all the changes that would start to happen. However, the other three were sudden and I was quickly thrown into roles I was not comfortable with and had little to no training in. I emotionally and physically exhausted myself trying my best to ensure I was on top of work, university, my social life and family obligations.

I never fully took the time to evaluate why I pushed myself so hard in this situation. By losing my work colleagues and constantly feeling as though I wasn’t achieving enough for the company; it began to have a major impact on my mental and physical health.

The Meaning

Through discovering Australian social worker, Michael White, I decided to dig deeper into my story. Michael White is best known for his practice of Narrative Therapy. His technique used storytelling to assist those of all ages to work through their childhood trauma. In his book Maps of Narrative Practice, he states “Although life is rich in lived experience, we give meaning to very little of this experience.” When I first heard this quote I couldn’t help but backtrack through many of my own stories and times where I never reflected as to why I did things certain ways.

Carr (2000) in his journal article breaks down Whites methodology in re-authoring your narrative. There are multiple steps in achieving this to find the root of your values and behaviours when reflecting on unexpected and challenging situations. Though there are several stages to the therapy practice, it can be broken down into simple steps for self-reflection. By externalising yourself the situation, you are able to view yourself separate from the story. Once you have disconnected yourself, White explains to look for the unique outcomes, a term coined by Goffman. This means finding the small details that stand out and became a small success.

For my story, I was able to pinpoint small successes such as moments of putting my foot down or explicitly explaining to the people around me that I wanted to step up and help, but required support in doing so. From this stage, you can start to thicken the narrative and look at your self motivations, values and intentions during the time of the story.

I was motivated by:

a) being terrified of saying no, in the small chance work would let me go

b) being a bit of a perfectionist and

c) wanting to still learn everything I could for my future

This gave a new outlook on not only the story I have just told you, but being able to attribute these motivations and values to other stories of my life. White explains this stage as Linking the Story to Past and Extending it to the Future. Take being at university for one, it is a large part of wanting to learn all I can for my future. Otherwise, why go to university in the first place?

Though I now recognise I was used as a pawn for blame and desperation on the companies behalf, I can now look back on the story of work and realise why I let the situation carry on for so long. I am determined and want to learn everything I can. Though it was difficult at the time I understand how I can use these motivations in a positive way from now on.

Not only do these small steps have to be done in situations in the workplace, but this exercise can be used on a tiny scale. What was something that frustrated you sometime this week? What was happening around you when you became frustrated? Why did you react the way you did? Is there a value to be found in this? Is there now meaning in the seemingly meaningless?

Narrative, although many people, including myself, immediately think of a childhood writing ability, there is so much more that you can unlock within yourself when taking a new approach. We go through life, skimming the surface of who we are and what we want to be. Maybe narrative can be a step in finding out something new about yourself or even someone else.

The Online World of Tattoo’s

As I have mentioned in previous posts, social media plays a vital role in the fan tattoo process. Through further observation of online forums, various fan pages, and musicians/celebrity pages, it is indisputable to notice the demand and engagement for tattoo content.

Individuals in fandoms are intrinsically linked together through the bond of loving the same thing. Whether that be a show, movie series, books or bands/musicians. With celebrities being a significant influence on social media such as Twitter and Instagram, fans and fandoms flock to their pages and create their own, dedicated to their fandoms. My big question about fandom tattoos, why they are shared, created and ideated on online platforms has copious answers.

A notable factor, I hypothesised would be so fans would gain recognition from the person associated with the fandom. For example, I fan may post to their Instagram or Twitter, showcasing their tattoo in hopes it will get retweeted, liked or shared by the people/person the fandom is for. This seems to be the biggest reason why fans will post pictures and their tattoo designs to social media.

IMG_2351In two separate instances, as I was looking through my own social media pages, I happened upon this exact idea. One was on Instagram, a smaller band (not so globally known that is) reposted on their Instagram story the post of someone getting the frontmen tattooed on their shoulder. This is a practice they often do, and many other smaller artists do as well because their social media isn’t saturated with as many fans pining for attention or recognition.

The second situation occurred when scrolling through my home page on twitter (for which I follow a significant amount of celebrities relating to fandoms). I came across a tattoo thread for a duo Jack and Jack. A fan tweeted out a photo of her tattoo asking to see what other fans have gotten concerning the duo and tagging both of the artists and their official band pages. Many fans commented on the thread and were recognised by one part of the pair and were liked and retweeted. Musicians, in particular, are more known for engaging with tattoo content in their name.

The second reason I have come to believe fans share their fandom tattoos online is for other fans. Fandoms, especially online, become a safe space to interact with others with the same interests and similar. In some situations, fandoms can become a sort of family, and they share their ideas, OTP’s and even tattoos with each other. This can be so other fans can find ideas for their own tattoos or get a tattoo that fits more within the aesthetic of specific fandoms. Tumblr especially is a platform that uses threads and hashtags to share their fandom knowledge. Pages are dedicated to fan culture and fandom experiences, where tattoos, stories, drawings, and so much more are shared with one another (I would insert video clips of examples, however much of Tumblr is NSFW).

Then we have Pinterest. As I have mentioned before ‘Holy Grail’ of tattoo ideas and sharing. To not get lost in the tattoo of it all is virtually impossible because of the amount of content it has on the site. Though it isn’t specific pages or fans interacting with each other, there is more fandom tattoo content on here than anywhere else. The idea of sharing tattoos on here is again a part of fans sharing their tattoos with other fans for the purpose of connectivity. By sharing their tattoos with each other, there is a sense of togetherness and belonging. Screen Shot 2019-11-10 at 1.21.29 pm

From a participant, I interviewed about her own fan tattoo corroborated this idea. In a Twitter thread from many years ago, she shared her fan tattoo with other fans asking about which lyrics of Paramore songs they have tattooed. She shared her tattoo, not in hopes of getting recognised by an artist or celebrity but to interact with other fans that had the same interest in the band that she did. Lyrics are a prevalent type of fan tattoo and ones that are a deal more personal. Instead of a symbol of a band, the face of a celebrity, lyrics can showcase certain aspects of the individual’s life and love for band or artist. By sharing specific lyrics, it creates a much stronger bond within fandoms.

IMG_2374

Fandoms are very special in the way they communicate with each other, create together and interact with their idols. Fandom tattoos in themselves are interesting as they showcase the absolute extreme nature of fans and fandoms. By sharing their extremes, they can get direct contact with celebrities and the individuals associated with their fandoms. Not only this it is undeniable to see that fans don’t just do this for the recognition but for communication with other supporters such as themselves.