This study aims at discovering social desires and conflicts from subculture narrative multimedia. Since one of the primary purposes in the subculture consumption is vicarious satisfaction, the subculture works straightforwardly… Click to show full abstract
This study aims at discovering social desires and conflicts from subculture narrative multimedia. Since one of the primary purposes in the subculture consumption is vicarious satisfaction, the subculture works straightforwardly describe what their readers want to achieve and break down. The latent desires and conflicts are useful for understanding our society and realizing smart governance. To discover the social issues, we concentrate on that each subculture genre has a unique imaginary world that consists of inventive subjects. We suppose that the subjects correspond to individual social issues. For example, game fiction, one of the popular genres, describes a world like video games. Under game systems, everyone gets the same results for the same efforts, and it can be interpreted as critics for the social inequality issue. Therefore, we first extract subjects of genres and measure the membership degrees of subculture works for each genre. Using the subjects and membership degrees, we build a genealogy tree of subculture genres by tracing their evolution and differentiation. Then, we extract social issues by searching for the subjects that come from the real world, not imaginary. If a subculture work criticizes authoritarianism, it might include subjects such as government officials and bureaucrats. A combination of the social issues and genre genealogy tree will show diachronic changes in our society. We have evaluated the proposed methods by extracting social issues reflected in Korean web novels.
               
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