Defining ‘fun’ is a hard task. Trying to commodify and sell it can be just as difficult – yet it is a challenge communications professionals face all too regularly as they work with clients who are eager to deliver the ultimate experience to fun-seeking patrons. In order to demonstrate my point I’m going to have to use an obscure example.
LARP stands for ‘Live Action Role-Play’. A LARP manifests itself as a game whereby real people physically act out the actions and personas of their own chosen fictional characters. LARPs exist in many different genres derived mostly from genre fiction, so if you ever see a large group of people sincerely re-enacting situations from a medieval battle scene, please don’t be concerned for their sanity. They’re LARPing!
So why do people LARP?
The answer is because it’s fun. It’s an unusual type of fun, but it is fun nonetheless. The ‘15th Century steel Swiss longsword’ that a LARPer yields may actually be made out of plastic, but feelings of enjoyment and amusement are indisputably real. The authenticity of said fun is enough to encourage hirsute, middle-aged men to play like children, arbitrarily shouting renditions of early modern English in public spaces. The answer to the question of why they look so odd to the average person is a phenomenological explanation, an explanation that all communication professionals can apply to determining what is fun for target audiences.
The notion of fun is a social construct. A post-structuralist approach to fun would suggest that fun to one person may mean a completely different thing to another. LARPing to me seems odd, however I know that it is my social milieu that has shaped the fact that I don’t interpret it as fun instead.
A hermeneutic phenomenological approach suggests that human experience is the most important site of meaning making. Experience is viewed as the vehicle that drives the interpretation of phenomena to a destination. This is a consideration that public relations and marketing experts use to shape messages, because they know that nobody will interpret phenomena in the exact same way as somebody else because no one person has the exact same experiences as another. The meaning of fun to two different people will never be identical.
How can public relations manufacture an influencers desire for fun?

Fun is easy to define for some of us...
The key word to consider here is ‘manufacture’. In most cases it can be assumed that a desire for fun within the human psyche has met a state of equilibrium. Over time, people figure out what is fun to them and what isn’t, and they interact with phenomena in accordance with these tastes. Public relations though, has the power to construct experiences, and according to phenomenological scholars, nothing is more influential than our own personal experience. For instance, a failed triple front flip attempt is enough dissuade most people from trying that experience again.
A healthy brand is forged through innovative and well-thought-out messaging. Through creative and targeted stories, public relations can manufacture strong messages that reinforce positive public perceptions. A healthy brand means consumers who are willing to follow its story and affiliate themselves with its message.
Once influencers are willing to associate themselves with a brand, a dialogue can occur. Unique interactions between influencer and brand foster the development of new experiences and these experiences serve as a platform for new realms of conversation.
Shared experiences lead to shared ideology. Shared experiences create a bond and unity between both parties, and when a brand tells an influencer that something is ‘fun’ any connection of trust will help to validate this promise.
Defining fun is a near impossible task. From a purely semiotic standpoint we can see that the word ‘fun’ is not directly referent to a signified feeling, because fun is subjective. For some people pain is fun (which may perhaps ruin my stove analogy above), for others the notion of pain being fun is incomprehensible. Successful interactions between a brand and a consumer allow an opportunity to develop mutual understandings and agreements on topics. Through communication we don’t have to define fun because we can manufacture it.