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The relationship between recreational technology use and attachment styleSchentke, Martin Moritz 31 December 2007 (has links)
The study investigated whether a relationship existed between using technology for recreation, and attachment style with important individuals in the lives of respondents.
The main results showed that (4) a decrease in friend anxiety contributes towards an increase in the positive attitude towards using the HES for explicit content; (5) An increase in romantic partner anxiety contributed towards an increase in the positive attitude towards using the HES for social replacement. (6) Decreased father avoidance and increased father anxiety lead to an increasingly positive attitude towards using the PC for social, romantic and sexual improvement; (7) an increase in mother avoidance and anxiety, partner anxiety and friend anxiety contributed towards an increase in the positive attitude towards using the cell phone for explicit content and relationship related activities. / Psychology / (M.A. (Psychology))
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Not applauding the gay topic : Mexican Telenovela, communicating social learning?Ekdahl, Jonna, Mosbakk Martinsson, Cajsa January 2016 (has links)
Social learning is a key element in the methodology used in the Mexican telenovela Ultimo año, and suggest that people can adopt behaviour from watching television. An important aspect of social learning are role models to identify with and/or learn their behaviour, hopefully changing their behaviour. Entertainment Education is a tool to educate through entertainment like TV shows, and are often used to teach about health issues. Mexico legalized same sex marriages in the first state only five years ago. The culture is characterized by the “macho” machisimo culture. Therefore the study aims to treat homosexual youth in Mexico. The study investigates the Mexican gay’s youth reception on the show “Ultimo año”. This show aims to reach behaviour changes concerning issues such as reproductive health, gender based violence, violence and other health related issues. The study finds that the respondents are unable to identify with the characters and events to a large extent in Ultimo año. However, they can recognize some events in the show, as well as some characteristics that are portrayed. Our study shows that homosexuality is poorly represented in the show and the characters are too wealthy to appeal to our respondents. According to our respondents the show does not reflect Mexican youth in the correct way. Respondents thought that homosexuality was portrayed in a negative way, which did not support being gay or “coming out”. The lack of identifying negative feelings of the heteronormative narrative, along with the representation of homosexuality, therefore affecting the respondents in a way the effect would be no participation in social learning. Therefor unable to achieve the behaviour change that the show is aiming towards. The study is based on one focus group and three personal interviews. The theoretical background for this study contains Stuart Halls encoding/decoding model, Albert Banduras theory about social learning, Miguel Sabido´s Methodology and previous research on reception studies by Martina Ladenorf, Thomas Tufte and Sonia Livingstone.
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Stylizing, Commodifying, and Disciplining Real Bodies: An Examination of WWE WrestlingHoriuchi, Isamu 01 January 2012 (has links)
This dissertation examines professional wrestling in the U.S., in particular, live and television shows produced by the World Wrestling Entertainment (WWE). Through the examination, it addresses complex issues of authenticity, audience, commodification, and discipline in contemporary popular culture and media.
I use three approaches in this study. First, I apply the theory of culture industry, developed by Theodor W. Adorno and Max Horkheimer, to understand WWE wrestling. I examine how the WWE thoroughly stylizes its products to attract fans and condition them to repeat the same calculable reactions. However, contemporary fans often refuse to react as the WWE wants them to. By analyzing the complex interplay between the WWE and fans, I update and re-contextualize Adorno and Horkheimer's idea that the culture industry exerts total control over consumers.
Second, I examine the recent rise of "nonfictional" narratives in professional wrestling, narratives that candidly acknowledge wrestling's scripted nature. I demonstrate how the WWE uses nonfictional narratives to present fans new ways of finding realness in wrestling and respecting wrestlers. I also point out that, by utilizing both fictional and nonfictional narratives, the WWE has developed clever ways of balancing between offering controversial products and transmitting conservative and respectable messages to enhance its populist appeal.
Third, I look at the history of professional wrestling through theories of modernity and postmodernity. I grasp it as a dynamic process in which wrestling has expressed its challenge against and ambivalence towards dominant ideologies, values, and masculinities of modernity in multiple ways. I also examine the predominance of obsessed subjectivities in contemporary WWE wrestling as a unique form of postmodern expression. I argue that obsessively competitive and self-destructive performances of WWE wrestlers illuminate the contradiction of the construction of modern "disciplined" subjects described by Michel Foucault. They also reveal that in the culture where pain and destruction of human beings are among the most desired objects, the WWE has to endanger real live bodies of its wrestlers in order to survive and thrive. WWE is a rich, problematic, and compelling cultural phenomenon that illuminates issues and contradictions of itself, and the system it belongs to.
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Globalizace české televizní zábavy: srovnání využívání globálních televizních formátů v České televizi a na soukromých televizních stanicích / Glabalization of czech tv entertainment: comparison in using global tv formats in ČT and private tv channel (Nova, Prima)Broučková, Tereza January 2014 (has links)
This diploma thesis deals with the development of using global TV formats on Czech TV channels during 2000-2013. Development is studied in comparison between Czech Television as a public medium and private channels TV Nova and FTV Prima. Global TV formats recently became basic building blocks for production of their own programs in TV entertainment. Thesis focuses on the approach of the TV channels in using global TV formats. It outlines the development of TV genres of global TV formats on Czech TVs and shows how Czech TV stations have dealt with their production and how they have interested the Czech TV spectators. The thesis is based on theoretical background of media globalization supposing that business with global formats has a strong influence over current TV entertainment. TV market offers many various TV formats and TV stations buy them because they have information about success in other countries. It shows that in recent years the offer of global TV formats is so heterogeneous and wide that viewer rating and success of single formats is not so high as in the beginning of the trend in TV entertainment. In the followed period the Czech TV market has been changed by digitalization of Czech TV broadcasting and there is also a phenomenon of media convergence.
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Proměna vědomostních soutěží v českých televizích / The transformation of czech TV quiz showsŠvestka, Jan January 2012 (has links)
Main task of this work is to find out the answers to the questions of the television quiz shows genre development. The work deals with foreign countries development, but the main attention is fixed to Czech republic and Czech full-area broadcasting media, which emphasise general matters. Concretely these television companies: Česká televize, Nova, Prima a Barrandov. The work emphasises the problem of formats originality. The time spread is since January 1993 to April 2012. A quiz shows development before 1993 is mentioned, but the analysis does not contain that. The analysis shows four copied quiz shows development. These examples uncover the variations of the quiz shows formats copying and domestication. They reveal the rules of the copying and domestication. They show the transformation of the quiz shows during recent years. The work tries to solve a few questions about the Czech quiz shows and their partial problems. Has the hosts behaviour changed? What about the hosts gender? Is there more men or women in the quiz shows? Is the number of recently broadcasted quiz shows higher than the number of the quiz shows, which were broadcasted nineteen years ago? What about the relation of the quiz shows production and social changes? Have the western models affected Czech quiz shows production? If so,...
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CREATING AND ANALYZING VALUES, ETHICS, AND INCLUSIVE DESIGN IN ENVIRONMENTAL STORYTELLING FOR VIDEO GAMESJordyn L Lukomski (6632252) 14 May 2019 (has links)
<p> Video game studies pertaining to representations
of gender, race, culture, and sexuality are commonly discussed in relation to
the characters, narrative, or gameplay mechanics. Video game environments are
often left out of these discussions as most publications focus on how the
environment was created and environmental storytelling. In this pilot study the
researcher had participants analyze and discuss three futuristic, dystopian
environments that contained alternative ways of representing gender, race,
culture, and sexuality. The environments did not have gameplay or character
interactions so that the player could focus on the environment. Results
indicated that futuristic dystopian environments do not need to rely on stereotypes
and harmful depictions to evoke core themes, even if they relate to violence,
sex, oppression, or addiction. However, a lack of representation or a “neutral”
take on representating gender, race, sexuality, and culture results in world
that feels bland, isolated, and unnatural. Additionally, while participants
disagreed on certain representations or noticed different aspects of the
environments, the researcher found that focusing on “playtesting” just the
environment can reveal how certain values, themes, and representations arise
out of prop repetition, prop juxtaposition, and even how the player moves
physically through the space.</p><p></p>
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”Jag kände bara, Nja I don’t buy it” : En kvalitativ studie om kvinnor i generation Z och deras attityd mot produktplacering inom YouTube- samarbeten.Hamrén, Linnéa, Rebecca, Ludvigsson Svensson January 2019 (has links)
Det har uppmärksammats en intensifiering av den digitala tekniken, som under senare år tilltagit mer än någonsin (Bassiouni & Hackley, 2014, s. 116). 2017 var det första året då internet utgjorde en övervägande del av alla medieinvesteringar (Larsén, 2018). I följd av internet och sociala mediers utveckling, då digitaliseringen är mer integrerad i samhället än tidigare, finns det fler möjligheter för företag att nå ut till konsumenter. Marknadsföringsverktyget influencer marketing har i takt med digitaliseringens utveckling expanderat, och omsatte 650 miljoner kronor på den svenska marknaden 2017 (Bränström, 2018). Vid användning av influencers lämnar företag över ansvaret till en extern person och företaget har således inte lika stor kontroll över den information och marknadsföring som sker. Det nya medielandskapet är därför mer oförutsägbart (Zahoor & Qureshi, 2017, s. 47). En social plattform är YouTube och är den populäraste videotjänsten för svenskar (Davidsson et al., 2018, s. 74). Influencer marketing har ökat och företag samarbetar med influencers inom YouTube där budskap om produkter sprids genom videoklipp av influencern. Fenomenet kan återkopplas till produktplacering, vilket enligt Russel och Belch (2005, s. 74) handlar om att införliva ett varumärke eller produkt i ett underhållningssammanhang och inte uttryckligen vara en annonsering. I följd marknadsföringslagen är det inte möjligt att helt undvika att nämna att det rör sig om reklam, men det är nära sammankopplat. Produktplacering har tidigare undersökts i stor utsträckning i form av TV (Van Reijmersdal et al., 2009, s. 430) men Eagle och Dahl (2015, s. 614–615) uppmanar forskare att fokusera på produktplacering inom sociala medier och i videos. Zhang och Mao (2016, s. 155) som menar att attityder mot reklamvärdet på sociala medier är ett ständigt utvecklande ämne. Studien har kvalitativt angreppssätt, för att generera en djupare förståelse för vad det är som gör att en viss produktplacering gällande betalda samarbeten på YouTube tas emot med en mer positiv attityd än andra, givet kvinnor i generation Z. Det har i samband med insamling av empiri genomförts åtta intervjuer med kvinnor i generation Z. Den analysmetod som används i studien är teoridriven tematisk analys. Analysdelen är indelad i fem olika teman; informativitet, underhållning, irritation, trovärdighet och reklamens värde vilka härstammar från Ducoffe (1996) där trovärdighet är en variabel som framkommit genom senare studier. I samband med bearbetning av insamlad empiri identifierats ett antal betydelsefulla underteman; Influencerns tydlighet, Ny information, Samarbetets anpassning till videons helhet, Influencerns engagemang, Överdrivna övertalningsförsök, Influencerns faktiska arbete, Konsumentens och influencerns egna erfarenheter, Parasocial relation,Kontinuitet samt Samarbetets produktplacering. Avslutningsvis har den aktuella studien bidragit till en djupare förståelse för kvinnor inom generation Z och deras attityder mot produktplacering inom betalda samarbeten på plattformen YouTube och vilka faktorer som påverkar kvinnornas attityder.
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En episk kombo av teater och spel : Underhållning och immersion i spel utformade efter episka teaterprinciper / An Epic Combo of Theatre and Games : Entertainment and immersion in games designed after epic theatre principlesAlmlöf, Linnea, Jalonen, Matilda January 2019 (has links)
Vissa forskare påstår att det finns ett samband mellan underhållning och immersion. Den episka teatern ville att publiken skulle uppleva reflektion och underhållning men samtidigt vara distanserade från pjäsen. Studien ämnar utifrån detta undersöka hur underhållande och immersivt ett spel utformat efter episka teaterprinciper upplevs. Respondenterna fick efter att de spelat ett sådant spel antingen besvara en enkät eller delta i en intervju gällande sin upplevelse. De upplevde i genomsnitt hög eller medelhög immersion och underhållning. Stora variationer mellan individerna fanns dock. Intresset för temat eller liknande spel verkar ha påverkat respondenternas upplevelse. Immersion och underhållning delar flertalet komponenter vilket verkar göra dem svåra att avgränsa i praktiken. I framtiden finns ett värde att forska vidare inom området för att förstå immersion, underhållning och reflektion och hur dessa påverkar varandra bättre eftersom det kan bidra både till mer samhällskritiskt tänkande samt kunskap bland befolkningen. / Some scientists claim that there's a connection between entertainment and immersion. The epic theatre wanted to distance the audience but at the same time encourage them to reflect and be entertained. The study intended to examine how entertaining and immersive the participants experienced a game designed after epic theatre principles. After playing such a game, the participants either answered a questionnaire or took part in an interview. In general, they experienced high or mid-high immersion and entertainment. However, there were large differences between different individuals. The experience might have been affected by an interest in the theme or similar games. Immersion and entertainment share some components that seem to make the concepts difficult to separate in practice. There's a value in further research to understand immersion, entertainment and reflection better, and also how these affect each other. This might lead to more critical thinking and knowledge amongst the population.
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Educação com entretenimento: um experimento com simcity® para curtir e aprender contabilidade governamental / Entertainment education: an experiment with simcity ® to like and learn government accountingPinto, Marcos Roberto 29 April 2014 (has links)
O presente estudo tem por objetivo geral a análise dos efeitos do emprego de jogos e simulações nas atividades educacionais, bem como a sua contribuição para a composição de um ambiente que promova aumento nos níveis de motivação e de desempenho no processo de aprendizagem. A relevância do tema se dá em virtude da atenção dada ao problema gerado pelo descompasso entre as demandas dos estudantes nascidos na era do domínio dos aparatos digitais, e a oferta de metodologias ainda baseadas em estratégias convencionais. Diante disso, surge a motivação para a realização desta pesquisa, a qual busca evidências sobre os reflexos do emprego de jogo eletrônico SimCity na execução das atividades instrucionais realizadas na disciplina de contabilidade governamental. Para tanto, foi utilizado o método quase experimental, com a formação de um grupo experimental e outro de controle. As diferenças, referentes aos níveis de desempenho, foram coletadas por meio da realização de uma observação inicial (pré-teste) e de uma observação final (pós-teste). Da população acessível da pesquisa, foi extraída uma amostra com dados que foram expostos aos testes estatísticos paramétricos. Já em relação à variável qualitativa de motivação, a coleta de dados foi realizada por meio da aplicação do modelo ARCS, desenvolvido por Keller, que apresentou medidas para a motivação, baseada em resultados parciais referentes às dimensões da Atenção, Relevância, Confiança e Satisfação. As conclusões indicam a existência de efeitos positivos da aplicação dos jogos eletrônicos, na constituição de ambientes instrucionais, quando realizadas comparações com os resultados alcançados com a aplicação de técnicas convencionais na execução dos processos instrucionais. / This study has as its general goal to analyze the effects of the use of games and simulations in educational activities as well as its contribution to the composition of an instructional environment that promotes increased levels of motivation and performance in the learning process. The relevance of this issue takes place due to the mismatch between the demands of the students who were born in the area of digital devices, and the offering of methodologies which are still based on conventional strategies. Thus, the motivation for this research appears, seeking evidence on the consequences of the use of the electronic game SimCity in the implementation of instructional activities in government accounting discipline. For this purpose, the quasi-experimental method was used, with the formation of an experimental group and a control group. The differences regarding the levels of performance were collected by conducting an initial observation (pre-test) and a final observation (post-test). From the accessible population of the research, a sample was extracted with data that were exposed to parametric statistical tests. In relation to the qualitative variable of motivation, data collection was performed by application of the ARCS model, developed by Keller, who introduced measures for motivation, based on partial results regarding the dimensions of Attention, Relevance, Confidence, and Satisfaction. The conclusions indicate that there are positive effects for the implementation of electronic games, in the creation of instructional environments, when comparisons were performed considering the results achieved with the application of conventional techniques in the implementation of instructional processes.
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O predomínio do entretenimento no jornalismo esportivo brasileiro / -Padeiro, Carlos Henrique de Souza 17 September 2015 (has links)
Os processos de absorção do jornalismo pela indústria cultural e de espetacularização de modalidades de alto rendimento têm intensificado a exploração do esporte como produto de entretenimento dentro da cobertura especializada. Originalmente lúdica, a atividade esportiva tornou-se um negócio altamente lucrativo, nas últimas três décadas, para as entidades que organizam as competições e para os patrocinadores, entre eles grandes empresas de comunicação. A constante veiculação de imagens e informações sobre equipes e atletas midiáticos faz a sociedade absorver o esporte como artigo da indústria do entretenimento. Por meio da análise das pautas do Globo Esporte/SP e do Caderno de Esportes, principais telejornais esportivos diários da Rede Globo e do Esporte Interativo, respectivamente, a dissertação mostra que esses programas priorizam o aspecto da diversão, em busca da audiência. Prescinde-se de um aprofundamento em temas como política e economia do esporte, pois o futebol, com os resultados da rodada e o dia a dia dos clubes e dos jogadores mais populares, domina o noticiário. No caso da Rede Globo, detentora dos direitos de transmissão de diversos campeonatos nacionais e internacionais, seu único telejornal esportivo diário funciona como parte da engrenagem para promover os grandes eventos que compõem a ampla teia de negócios do conglomerado de comunicação e seus parceiros comerciais. O Esporte Interativo, empresa nova e em crescimento, adota a mesma estratégia ao privilegiar os campeonatos dos quais é proprietário. Além disso, reproduz os assuntos de seus concorrentes, numa lógica para disputa de audiência e para atrair anunciantes. Segue-se um modelo pronto e repetitivo, envolvendo os mesmos assuntos e personagens, como jogadores, treinadores e dirigentes dos grandes clubes. Ao público é oferecida uma mercadoria para consumo passivo, sem reflexões, sem questionamentos, sem aprimorar o esporte. O espaço para a atividade física como ferramenta educacional é restrito. Num mundo mediado por imagens, ampliar e equilibrar a agenda esportiva é um desafio para os profissionais de comunicação, e esse debate deve partir da academia. O predomínio do esporte espetáculo e do entretenimento esvazia a crítica e desfavorece o exercício do jornalismo de interesse público, que deveria contribuir para a transformação da sociedade em todos os setores. / The process of absorption of journalism by the culture industry and the spectacularization of high performance sports have increased the exploration of sport as entertainment inside the media specialized. Originally ludic, the sport activity has become a highly profitable business, in the last three decades, for the federations that organize competitions and for sponsors, including big media companies. The constant flux of images and information over popular teams and athletes makes the society absorb the sport as product of Entertainment Industry. This Master\'s dissertation presents an analysis of Globo Esporte/SP and Caderno de Esportes, the most influential daily sports newscasts at Globo and Esporte Interativo, respectively, to show that these TV programs prioritize the aspects of amusement, to reach large audience. There is not a deeper analysis in issues as politic and economy of sports. The football (results and information - over the most popular players and teams) dominates the news. Rede Globo pays huge sums of money for the rights to broadcast many national and international tournaments, so Globo Esporte is part of a strategy to promote these major events and benefit the communication conglomerate and its commercial partners. Esporte Interativo, a new TV station in growth stage, adopts the same strategy for privileging the events with rights owned by the company. Besides, Esporte Interativo reproduces the agenda of other TV stations, to dispute audience and to attract advertisers. The sports newscasts follow a repetitive model, involving the same themes and persons - players, coaches and directors of football teams and others mediatic modalities. To the public is offered a content for passive consumption, without reflections and discussions to improve the sport. The space to work physical activity as educational way is limited. In a world supported by images, the challenge for the professionals of communication is to enlarge and balance the sport agenda. This debate should start in the academy. The predominance of sporting mega-events, just for entertainment, disrupts journalism as public interest, that should be contributing to the transformation of society over different sector.
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