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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

"Puny human!!! Will you worship me?" : En multimodal analys av den interaktiva filmen Bandersnatch / "Puny human!!! Will you worship me?" : A multimodal analysis of the interactive movie Bandersnatch

Sundman, Hanna, Petrusson, Emelie January 2019 (has links)
The purpose of this thesis was to analyse the interactive movie Bandersnatch, which is part of the media critical series Black Mirror. The main questions were focused on what Bandersnatch communicate about the power relationship between media and audience, the function of the interactive aspect, and media criticism. A multimodal method and film analysis were used to investigate this. The analysis and discussion were based on several media and communication theories regarding hegemony, mediatization and media criticism. The result showed that Bandersnatch communicate that the audience, and members of a mediatized society, are controlled by the media and the government and therefore does not have free will. This hegemony is upheld by the media that is used to create a false consciousness amongst the public. The interactive aspect of Bandersnatch reinforces this message. Although this is heavily communicated within the film, Black Mirror is not seeking actual reform of the hegemony which leaves the media criticism questionable. / <p>Mats Hyvönen är examinator för den aktuella uppsatsen medan Per Vesterlund är examinator för hela kursen.</p>
2

Interaktivt Innehåll och Konvergenskultur : En diskursiv fallstudie av Black Mirror: Bandersnatch / Interactive Content and Convergence Culture

Tunney, Ruth January 2019 (has links)
As illustrated by the Netflix special Bandersnatch as a cultural phenomenon, the purpose of this study was to analyze how "new" storytelling forms exist in today's convergence culture. This was done by a discursive case study about TV-critics' reception of Bandersnatch, along with smaller comparative discourses covering both relatively traditional film and TV organizations within the media industry, as well as an online forum. Therefore, it was demonstrated how the convergence culture expanded the expression of interactive content. Themes inspired by the reviews included the categorization of Bandersnatch as a media product. The technological aspects of interactive elements were furthermore used in the analysis of the result. Moreover, this was discussed in relation to theories of design and convergence culture. Finally, the results of the study indicated that Netflix's Bandersnatch was compared to both analogue and digital media products. The film's technological aspects were considered to detract from the storytelling experience of a movie, but rather it generated the type of entertainment found in a video game. An insecurity of the future of film as an artform and a dilution of traditional ownership roles also emerged, as the viewer's control continued to be discussed, not only in relation to Bandersnatch, but also to the overall interactive and participatory digital media landscape. / Belyst av Netflix-specialaren Bandersnatch som ett kulturellt fenomen var syftet med denna studie att analysera hur "nya" berättarformer existerar i dagens konvergenskultur. Detta gjordes genom en diskursiv fallstudie om TV-recensenters mottagande av Bandersnatch, ihop med mindre jämförande diskurser som behandlade relativt traditionella film- och TV-organisationer inom mediebranschen samt ett onlineforum. Därmed påvisades också hur konvergenskulturen vidgade uttrycket av interaktivt innehåll. Teman inspirerade av recensionerna inkluderade exempelvis kategoriseringen av Bandersnatch som medieprodukt. De teknologiska aspekterna av interaktiva element användes vidare i analysen av resultaten. Ytterligare diskuterades detta i relation till teorier om design och konvergenskultur. Slutligen indikerade studien att Netflix Bandersnatch jämfördes med både analoga och digitalamedieprodukter. Filmens teknologiska aspekter ansågs förminska berättarupplevelsen som film, men skapade snarare en typ av nöje som återfanns i TV-spel. En osäkerhet om framtiden av film som en konstform uppdagades också, medan tittarens kontroll fortsatte att diskuteras, inte bara i relation till Bandersnatch, utan också i förhållande till helheten av det interaktiva och deltagande digitala medier-landskapet.
3

Identificación sobre la construcción de la experiencia interactiva de “Black Mirror: Bandersnatch” a comparación de su interfaz con la impuesta por los videojuegos de rol / Identification of the construction of the interactive experience of "Black Mirror: Bandersnatch" comparing its interface with the one imposed by role-playing games

Saavedra Miranda, Rodrigo 27 November 2019 (has links)
Este proyecto tiene como objetivo explorar el uso de la narrativa como una herramienta fundamental que fortalece la experiencia interactiva en la nueva era digital. A través de la investigación en varias obras audiovisuales, será posible ejemplificar cómo ha evolucionado el proceso mencionado. También será posible mostrar cómo los modelos de diferentes géneros audiovisuales se han simplificado en conexión con la interactividad. Finalmente, con la información recopilada, se puede desglosar las diferencias marcadas en algunos ejemplos de estos proyectos y por lo mismo recoger información importante que permita comparar cómo el videojuego ha prestado ciertos elementos a otros formatos audiovisuales de los últimos 19 años. Para la realización de este proyecto, será necesario obtener resultados mediante un análisis cualitativo de personas que disfrutan de la experiencia otorgada en Bandersnatch. / This project aims to explore the use of narrative as a fundamental tool that strengthens the interactive experience in the new digital era. Through the investigation in several audiovisual works, it will be possible to exemplify how the mentioned process has evolved. It will also be possible to show how the models of different audiovisual genres have been simplified in their connection with interactivity. Finally, with the information collected, you can break down the differences marked in some examples of these projects and therefore collect important information that allows you to compare how the video game has lent certain elements to other audiovisual formats of the last 19 years. In order to carry out this project, it will be necessary to obtain results through a qualitative analysis of people who enjoy the experience granted in Bandersnatch. / Trabajo de investigación

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