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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
<p>This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.</p>
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Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel / Electronic games in the field of newspapers and magazines : A study of the critics’ way of looking at and writing about computer and video gamesPetersson, Andreas, Padu, Martin, Ahlin, Daniel January 2009 (has links)
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and “using” of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions “are thegames and the people who plays them still parts of a ‘technical culture’?” and “do we needsome kind of prior knowledge to fully understand the videogame critics?”The critics represent “the official idea” of what a videogame is, how it works and if it is worthplaying. One should be able to trust them since they represent papers and magazines with anassignment to spread information of a serious character. Bourdieus “distinction of taste” and“capital theory” and Vedungs “idea analysis” aided us when we read and analyzed 18computer game and video game reviews in six Swedish news papers and gaming magazines.The conclusion we came up with was that the critics frequently focus their texts to cover the“story”, “graphics”, “feeling” and the “style/genre” of the reviewed games. These dimensionsare easy to understand even if one doesn’t have a lot of experience with video games. Theywere far more common than others that, for example, explained if the game was hard to play,if it contained any bugs (flaws) and discussions like “who would be likely to play thisgame?”, but sometimes they occurred. Dimensions like that require some prior knowledge.Some technical knowledge could help the reader understand more of the reviews, but arerarely essential. According to what we have read in the newspapers and magazines, gamesand gaming could consequently be considered less of a technical question and more of amatter of entertainment.
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"Yes! Man kan bli kranförare." : - En studie av manligt tolkningsföreträde i svensk inrikesnyhetsjournalistikHöjer, Joakim, Svensson, Ivar January 2013 (has links)
The free press is an invaluable part of the democratic society and a pillar stone in the creation of ideas, opinions and norms. According to theories such as agenda-setting and framing the media have a significant influence on people’s perspectives and opinions. With this view of media along with the gender system provided by Yvonne Hirdman as a framework, this study intends to examine the gender representation in Swedish domestic news journalism. The study consists of a quantitative analysis of two major Swedish morning papers, Dagens Nyheter and Svenska Dagbladet, where the gender representation regarding journalists, main news sources and pictures are being accounted for. The material being used consists of a total of 241 articles taken from the first domestic news article in each third paper 2012. Furthermore the study contains a supplementary qualitative part consisting of two interviews with female journalists working on the examined newspapers. The analysis of these interviews takes on a Bourdieuan approach, which focuses on the journalistic field, it’s doxa and the symbolic values within the field. The questions at issue in this study are whether it exists a male interpretive precedence within the Swedish domestic news, what type of norms within the journalistic culture that potentially can affect the representation regarding journalists and main sources and lastly we intend to assess the impact of the gender system on the media and subsequently the medias reproductive affect on the gender system as a whole. The core, quantitative, study indicates a substantial difference regarding gender related representation within the examined material concerning journalists, pictures and main sources. The results reveal a significant female underrepresentation both amongst journalists (36,5 percent) and main sources (34,9 percent). Our quantitative study as well as our interviews prove a pattern where an elite orientated praxis, when it comes to choosing sources, is dominant. Since the elite sources are predominantly male this has a negative impact on the female representation amongst the sources. The underrepresentation of women, both as sources and journalists, combined with theories such as agenda-setting and framing indicates the presence of a male interpretive precedence. The gender related structures of society are reflected in the media, and as a consequence of this occurrence the structures themselves are also reproduced, and consolidated, through medias impact on popular values and opinions.
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