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Fandom

A fandom is a subculture composed of fans characterized by a feeling of camaraderie with others who share a common interest. Fans typically are interested in even minor details of the objects of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices, differentiating fandom-affiliated people from those with only a casual interest.

This article is about subcultures related to a specific topic. For the website, see Fandom (website). For other uses, see Fandom (disambiguation).

A fandom can grow around any area of human interest or activity. The subject of fan interest can be narrowly defined, focused on something like an individual celebrity, or encompassing entire hobbies, genres or fashions. While it is now used to apply to groups of people fascinated with any subject, the term has its roots in those with an enthusiastic appreciation for sports. Merriam-Webster's dictionary traces the usage of the term back as far as 1903.[1]


Many fandoms are overlapped. There are a number of large conventions that cater to fandom such as film, comics, anime, television shows, cosplay, and the opportunity to buy and sell related merchandise. Annual conventions such as Comic Con International, Wondercon, Dragon Con, and New York Comic Con are some of the more well-known and highly attended events that cater to overlapping fandoms.

In books

Fangirl is a novel written by Rainbow Rowell about a college student who is a fan of a book series called Simon Snow, which is written by a fictional author named Gemma T. Leslie. On October 6, 2015 Rainbow Rowell published a follow-up novel to Fangirl. Carry On is a stand-alone novel set in the fictional world that Cath, the main character of Fangirl writes fan fiction in.[39]

Fandom and technology

The rise of the Internet created new and powerful outlets for fandom. While the principles of fandom largely remain the same, internet users now have the ability to engage in discourse on a global scale, creating an even stronger sense of community among fans. Mark Duffet touches on this point in Popular Music Fandom: Identities, Roles and Practices: "Online social media platforms... have operated as a forthright challenge to the idea that electronic mediation is an alienating and impersonal process".[56]


Fandoms engaging with technology began with early engineers trading Grateful Dead set lists and discussing the setup of the band's concert speaker system, called the "Wall of Sound," on ARPANET, a precursor to the Internet.[57] This led to tape trading over FTP, and the Internet Archive began to add Grateful Dead shows in 1995.[57] Online tape trading communities such as etree evolved into P2P networks trading shows through torrents. After the birth of the World Wide Web, many communities adopted the practices of Deadhead fandom online.

Salon.com December 13, 2000

"Who owns fandom?"

Archived 2008-05-12 at the Wayback Machine – Arts Hub feature, August 12, 2005

"Rank and Phile"

ELIZABETH MINKEL (February 28, 2024). . Wired.

"Lots of People Make Money on Fanfic. Just Not the Authors"

– Non-profit organization promoting fandom and archiving fanworks.

Organization for Transformative Works

Mookychick June 24, 2013

"Surviving Fandom"

- official website

Harry Potter Alliance