Spelling suggestions: "subject:"[een] CONSUMPTION OF EXPERIENCE"" "subject:"[enn] CONSUMPTION OF EXPERIENCE""
1 |
Why Do We Twitch? A Study into the Phenomenon of Voyeuristic ConsumptionKohls, Harper January 2019 (has links)
No description available.
|
2 |
The Pièce de Résistance of Leadership Networks : A study of network member attitudesOttosson, Fabian, Albertsson Engman, Linus January 2018 (has links)
The purpose of this study was to clarify and document the member perspective of leadership networks in terms of how members’ attitudes toward, and underlying reasons for participating in, leadership networks can be explained. This purpose was fulfilled by asking and answering the questions of how member attitudes toward, and underlying reasons for participating in, leadership networks can be explained. The study was conducted via a pre-research study of one network organization as well as interviews with two other network organizations. In total, the study investigated three network organizations, including 19 respondents, 13 for the survey and six for the interviews. It was concluded in both the pre-research as well as the main research, that expectations from the members’ perspective had a tendency toward organizational outcomes in the pre-consumption phase, and that the expectations on the network were mainly focused on individual outcomes in the post-consumption phase. The study also demonstrates that there are factors outside of the study’s analytical framework, such as the network position, the ego network structure and the whole network structure, that affect the network outcomes, and thus potentially the explanation for the members’ attitudes toward, and underlying reasons for participating in, leadership networks.
|
3 |
[en] BETWEEN MEEPLES AND DICES: BOARD GAMES AS GOODS, CONSUMPTION OF EXPERIENCE AND MEDIA / [pt] ENTRE PEÇAS E DADOS: OS JOGOS DE TABULEIRO COMO BENS, CONSUMO DE EXPERIÊNCIA E MÍDIAANNIE LAURIE LATTARI FERREIRA BRAGA 31 March 2022 (has links)
[pt] Os jogos de tabuleiro, também chamados de board games, são comumente
associados a jogos como Banco Imobiliário, War, Jogo da Vida, entre outros.
Contudo, nos últimos anos, a indústria mundial se diversificou e atualmente podese observar uma grande inovação nos títulos, além do crescente interesse do público
por novos jogos analógicos. Em uma sociedade cada vez mais individualista e
tecnológica, os board games proporcionam interações comunicacionais presenciais
entre indivíduos, movimento reverso às relações virtuais. Dessa forma, esta
pesquisa pretende abordar os jogos de tabuleiro em um contexto comunicacional e
cultural, tendo como objetivo a compreensão do momento significativo (e repleto
de significado) que o retorno do interesse por esse tipo de jogo pode vir a refletir.
Para isso, analisamos o jogo de tabuleiro sob três dimensões: objeto (sob a ótica das
teorias do consumo); atividade (a ideia de Círculo Mágico, a imersão do jogador
e seu provável consumo de experiência) e mídia (a possibilidade da leitura dos
jogos de tabuleiro como textos de mídia e sua ressonância cultural). Como
metodologia, adotamos entrevistas qualitativas semiestruturadas e entrevistas
quantitativas (aplicação de survey junto a um público praticante), além da revisão
bibliográfica que percorreu obras de Paul Booth, Jesper Juul, Stewart Woods,
Emmanoel Ferreira (na área dos Games Studies); Mary Douglas, Jean Baudrillard
(na área do consumo); Cláudia Pereira, Tatiana Siciliano e Everardo Rocha (na ideia
de consumo de experiência); e Jesús Martín-Barbero, Ana Carolina Escosteguy,
Douglas Kellner (sob a ótica da mídia e dos Estudos Culturais), entre outros autores. / [en] Table games, also called board games, are commonly associated with games
such as Monopoly, Risk, Game of Life, among others. However, in recent years,
the world industry has diversified and today you can see a great innovation in titles,
in addition to the growing public interest in new analogue games. In an increasingly
individualistic and technological society, board games provide face-to-face
communicational interactions between us, a reverse movement to virtual
relationships. Thus, this research intends to approach board games in a
communicational and cultural context, aiming to understand the significant moment
(and full of meaning) that the return of interest in this type of game may reflect. For
this, we analyze the board game under three dimensions: object (from the
perspective of consumption theories); activity (the idea of the magic circle, the
player s immersion and his probable consumption of experience) and media (the
possibility of reading board games as media texts and their cultural resonance). As
a methodology, we adopted semi-structured qualitative interviews and quantitative
interviews (application of survey in a practicing public), in addition to the
bibliographical review that covered the works of Paul Booth, Jesper Juul, Stewart
Woods, Emmanoel Ferreira (in the area of Games Studies); Mary Douglas, Jean
Baudrillard (in the area of consumption); Cláudia Pereira, Tatiana Siciliano and
Everardo Rocha (in the idea of consumption of experience); and Jesús MartínBarbero, Ana Carolina Escosteguy, Douglas Kellner (from the perspective of the
media and Cultural Studies), among other authors.
|
Page generated in 0.0325 seconds