ABSTRACT

Sf fandom has been analyzed as part of the broader study of popular culture, especially in the context of hobby groups and clubs promoting activities that are alternatives to work. These groups originated in urban areas of industrialized nations during the mid-nineteenth century. The necessary conditions for fandom include popular entertainment for mass audiences, a mass media to advertise and report on the entertainment, and people with enough leisure time and money to become consumers of the entertainment and the media. As Henry Jenkins (2006) argues, the internet has affected the nature of fandom by allowing corporate and individual producers of popular entertainment to access fan materials and interact with fandom in ways that were not possible with old media.