• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 17
  • Tagged with
  • 17
  • 9
  • 9
  • 8
  • 6
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 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.
11

From Art to Comic - Visa hur en Comic Book som använder konsten för att få fram sin värld

Östergren, Herman January 2019 (has links)
Jag har studerat transmedia, dess innebörd och vad som utmärker den. Fokuserat på den delen som heter World Building Story och tagit fram några exempel på World Building Franchises. Genom att undersöka olika transmedia franchises och hur deras värld är uppbyggt. Med denna kunskap har jag skapat en egen värld i en World Building Story. Den är baserad från konstnären Simon Stålenhags retrofuturistiskt konst. Världen ska visas i en form av Comic Book och vara designad av Critical Design där läsaren får möjligheten att tolka budskapet. Det som jag har kommit fram till i undersökningen är hur man skapar en berättelse. / I have study transmedia and see what transmedia does. I have focus on element in transmedia call World Building story. What is warbling story is something I have studied and watch some World Building franchise say how they are different from each other. Three different World Building a franchise to see  how to build our world. With it knowledge I will create my Own World Building Story. The world the i certion  is inspired by Simon Stålhagen Retrofuturistisk art. The way I show this world with Comic Book. My Comic Book is design from Critical Design that are a small police messages. Me study is to show that transmedia be found over the world and get young people to be in the same be interested in Retrofuturistiskt art. Also is a good way to me to learn how to tell a story and create a world with this studying.
12

”Det här är slutet på hotellbranschen, såsom vi förstår den” : En kvalitativ studie av konvergenskulturens, review-sajters och den digitala kommunikationens påverkan på hotellbranschen / This is the end of the hotel industry, the way we know it : A qualitative study of the influence of the convergence culture, review sites and the digital communication on the hotel industry.

Serneberg, Ida January 2016 (has links)
Title: This is the end of the hotel industry, the way we know it – A qualitative study of the influence of the convergence culture, review sites and the digital communication on the hotel industry. This study aims to examine the digitalisation of the hotel industry and how the industry relates to review sites, partly from an organisational point of view and partly how the communication and the replies at the review site may look like. The study focuses on three hotel employees and how they relate to the review site TripAdvisor. Through a qualitative content analysis and interviews I aim to find out how the industry relates to digital communication. As a complement to the three internal voices I have interviewed a digital expert in the digital communication industry.   We live in a convergence culture where old and new media meet. Earlier studies in the area show that reviewers leave many digital footprints that indicates identity, demography an situation based information at review sites. It has shown that it is easier for a reader to percieve information from people the can identify themselves with. This study aims to complement current and previous studies in the area with a inside-out perspective, and a perspective from inside the hotel industry.   The study shows that the responding hotel employees have their own tone of voice and the relate to the medium in their own unique way. Despite different tone of voice it is clear that there is some kind of unwritten formula on how to organize the arguments in a review. Many tracks of intertextuality were found in the reponses of the hotel employees, either to other web texts such as other reviews or references to web pages. There is a explicit desire to interact and to connect with the guest or the reviewer. This confirms previous studies made on the topic.   This study shows that digitalisation has contributed to the increase of decentralisation in the industry and this decentralastion is necessary for digitalisation. Decision-making power in regards of publishing has moved from one department to involve and engage many departments and levels in the organisation. The three hotel employees who were interviewed had three different approaches to digital communication. One of them was well integrated and seemed to move naturally between the digital and the analogue world. When she answered digitally, she would often refer to the analouge world and in the analogue world she would refer to the digital. One of the others had a more segregated view on Internet. She is a occasional visitor at the review site and interpret the organisation as an analogue unit, where you actively have to visit the Internet. At the same time she would highlight how serious and important the reality of Inernet is. When she responds on review sites, she act carefully, systematically and with great consideration.            The last hotel employee experienced Internet at young age and act as a native citizen there. He claims that Internet has changed the analogue reality for him, his staff and for the guests. He refers to digital sources when he is online, as well as to the analogue reality. The digital reality incuses the analogue reality and vice versa. He claims that there is a clear before and after The Internet.   None of the employees address issues connected to reliability and the trustworthyness in the reviews they respond to. This is something that the digital expert on the other hand adresses. This is worth continue studying. In addition, every month 2,000 reviewers write a review at a hotel in the Nordic Choice Hotel group. At the same time and during the same month, more than 100,000 guests leave digital footprints at the social platforms Facebook and Instagram. Even though this is the end of the hotel industry, the way the industry knows it, the research on digital footprints has just begun.
13

Social commerce : En studie om hur vårt nya sätt att kommunicera förändrar vårt sätt att konsumera

Bogren Ericsson, Linda, Eklöf, Sara January 2012 (has links)
Sociala medier har fått allt större betydelse när det gäller kommunikation mellan människor och för företag har explosionen av sociala medier inneburit både möjligheter och utmaningar. För att möta konsumenterna där de befinner sig har företag nu följt efter kunderna till de sociala medierna. I strävan efter att öka sin lönsamhet har företag tagit tillvara på sociala medier som en ny och effektiv e-handelskanal, en verksamhet som fått namnet social commerce. Social commerce är ett nytt fenomen i Sverige och handlar om försäljning av varor och tjänster via sociala medier. Vårt mål med denna studie är att undersöka anledningarna till varför några svenska företag har valt att använda sociala medier som en plattform för sin e-handel samt klargöra vad det är som gör att sociala medier är en lämplig plattform för e-handel. Studien har genomförts med hjälp av kvalitativa intervjuer med företag som på olika sätt bedriver social commerce. Undersökningen baseras på intervjuer med respondenter från totalt fem svenska företag där tre av dessa står i fokus för undersökningen. Dessa tre företag är; Comviq, Pocket Shop och Lagerhaus, som alla bedriver social commerce. Ytterligare två intervjuer har utförts med företagen Askås och Cloud Nine som utvecklar e-handelstjänster till den sociala medieplattformen. Resultatet av vår undersökning visar att de kommunikativa aspekter som sociala medier innehar underlättar spridning av information vilket är en viktig anledning till varför de undersökta företagen anser att sociala medier passar för e-handel. Den virala spridningen av online word-of-mouth har en enorm effekt tack vare att informationen kan spridas snabbt, effektivt och till många via människor i det sociala nätverket. Denna förmåga är ett viktigt skäl till varför de tre undersökta företagen använder sociala medier som en plattform för sin e-handel. I vår slutsats noterar vi att konvergensen mellan e-handel och sociala medier och konsumenternas behov av att delta är tecken på hur vårt förändrade sätt att kommunicera påverkar vårt sätt att konsumera. / Title: Social commerce - A study of how our changing way of communicating affects the way we consume Number of pages: 39 (43 including enclosures) Author: Linda Bogren Ericsson, Sara Eklöf Tutor: Ann-Marie Morhed Course: Media and Communication Studies C Period: HT 2011 University: Division of Media and Communication, Department of Information Science, Uppsala University. Purpose/Aim: The purpose with this thesis is to study the phenomenon social commerce in Sweden and investigate the reasons why Comviq, Pocket Shop and Lagerhaus have chosen to use social media as a platform for their e-commerce. Furthermore, we want to clarify what it is that makes social media a suitable platform for e-commerce and how e-commerce can take advantage of the unique features that social media possesses. Material/Method: The study was conducted through qualitative interviews with companies who are in contact with social commerce in different ways. The study was based on interviews with respondents from five Swedish companies. Three of these companies, Comviq, Pocket Shop and Lagerhaus are all engaged in social commerce, and the other two, Askås and Cloud Nine are developers of e- commerce services for the social media platform. Main Results: The result of our study showed that Comviq, Pocket Shop and Lagerhaus chose to use social media as a platform for e-commerce in order to increase their sales. Furthermore, social media holds important communicative features that facilitate the dissemination of information. The viral spread of online word-of-mouth can quickly and effectively reach many people through the connected network within social media. This ability is an important reason for why the three companies use social media as a platform for e-commerce. It also emphasizes how e-commerce can benefit from a presence on social media. In our conclusion, we note that the convergence of e-commerce and social media, and the consumer’s need for participation are signs of how our changing way of communicating affects the way we consume.
14

Kommunernas användning av sociala medier : En kvalitativ intervjustudie om fyra kommuner och deras användning av sociala medier / Municipalities’ use of social media : A qualitative study of four municipalities and their use of social media

Pörhölä, Susanna January 2014 (has links)
The aim of this study was to investigate how selected municipalities’ use social media, with a focus on how they are working to increase the dialogue between municipalities’ and residents. To answer the purpose of the study three questions has been formulated: how do the communicators use social media in their daily work? What opportunities and challenges are the municipalities’ experiencing with Facebook? How do they work with Facebook to increase dialogue with citizens? The theories that has been used in this study is Cutlip’s and Grunig’s public relations theories, Shannon and weavers communication model, Cutlip’s and Heath’s theory of issue management and Jenkins theory of convergence culture. The method that has been used in this study is qualitative semi-structured interviews and the analysis is done with a thematic text analysis. The material of this study contained interviews of four communicator officers that are responsible for social media in the municipalities’.    The results of the semi-structured interviews showed that the communicator officers used social media to quickly, easily and cheaply connect many citizens in comparison with the traditional media. The biggest opportunity with Facebook for municipalities’ was to improve issue management by spreading the information faster and have an improved dialog with the citizens. The biggest challenge was to think more strategically how to enhance the use of Facebook. The communicator officers try to invite citizens to dialogue by presenting information that citizens want comment and debate about. Municipalities’ also will have meetings with PR agencies to improve the dialog with the citizens in Facebook.
15

Machinima : Ett kulturellt fält i rörelse / Machinima : A cultural field reorganizing

Forsgren, Oskar, Nilsson, Daniel, Forsberg, Christoffer January 2010 (has links)
I mitten av 1990-talet närmare bestämt 1996 gjordes en film kallad Diary of a Camper. Filmen handlade om en person som satt och lurpassade på sina fiender i ett datorspel. Det som var speciellt med denna film var inte handlingen eller något fantastiskt kameraarbete. Nej det som var speciellt var det faktum att filmen spelades in i ett datorspel. Denna film anses vara startskottet för machinimakulturen som idag omfattar flera tusen utövare världen över.Det var personerna bakom Diary of a camper som myntade uttrycket machinima som är en sammanslagning av de engelska orden ”machine” och ”animation” alltså maskin och animation. Det finns en annan tolkning där ordets andra stavelse är ”cinema” istället för ”animation” men den officiella ska vara det tidigare. Vad än ordet machinima är ihopsatt av är det en filmteknik där kreatören eller producenten spelar in sin historia i ett TV- eller datorspel. I denna uppsats tittar vi närmare på machinimakulturen och vad för regler, attityder och förhållningssätt som finns i denna tilldags dato, anno 2010, något outforskade arena.
16

Konstverket i spelmiljö : En undersökning av spelet Animal Crossing: New Horizons (2020) användande av konstverk och presentation av museet som institution / The Artwork in the Age of Game Environment : A study of the game Animal Crossing: New Horizons (2020) usage of artwork and presentation of the museum as an institution

Holmdahl Arnman, Thea January 2020 (has links)
This essay focuses on the digitalization of art canonisation in the game Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Furthermore, the purpose of this essay is to understand which artworks the game incorporates in its museum, as well as how the player can interact with the artworks in question. Bolter and Grusin's remediation theory are thoroughly explored through the material, as well as the maintaining of norms through representation. The conclusion is that the game allows the player to interact restrictedly with the art in the museum, but is allowed more freedom outside of it. However, the restricted interaction is strongly incorporating known norms of how to behave and interact with the museum as an institution. These norms are also applicable in situ – outside of the museum's pixelated world. The aura of the artworks is compromised through the notion that the player can obtain any number of original artworks. Still, the originality and aura of the artworks are secured through the institutionalised environment in the museum. / Uppsatsen behandlar digitaliserad konsts kanonisering i spelet Animal Crossing: New Horizons (Nintendo/Nintendo EPD, 2020). Uppsatsens syften är att analysera vilka konstverk som spelet integrerar i sitt museum och hur dessa verk kategoriseras, samt hur spelaren kan interagera med konstverken. Bolter och Grusins remedieringsteorier behandlas utifrån denna frågeställning med fokus på digitalisering och konstrepresentation. Slutsatsen är att spelarens interaktion med konstverken på det digitala museet är begränsad, men att spelaren får mer frihet i spelets andra miljöer. Således följs etablerade konventioner kring hur besökaren på ett museum ska bete sig. Konstverkens aura förändras då spelaren kan inneha hur många originalverk som helst. Trots denna omdefinierade aura stärks däremot verkens originalitet av museets institutionaliserade och auktoritära presentation.
17

”I really hope you guys are enjoying this. Thank you so much for watching!” : En kvalitativ och kvantitativ studie av interaktionen mellan YouTubare och deras publik / ”I really hope you guys are enjoying this. Thank you so much for watching!” : A qualitative and quantitative study of the interaction between YouTubers and their audience

Källback Winter, William, Backman, Tove January 2016 (has links)
The overall purpose of this essay, “‘I really hope you guys are enjoying this. Thank you so much for watching!’ - a qualitative and quantitative study of the interaction between YouTubers and their audience", is to study how YouTubers that play and comment video games interact with their audience, what kind of response these YouTubers receive and the interaction between viewers and fans in these YouTubers comment sections. This essay also studies if there is a difference between the response female and male YouTubers receive. The study is based on theories about fan culture, participation culture, collective intelligence, feminism and gender. A quantitative content analysis has been used to analyze 600 comments on six YouTube videos uploaded by six different YouTubers. The purpose of the quantitative analysis was to see what content of the comments most often occur as well as if the comment showed a positive, negative or neutral view of the YouTuber. The result of the quantitative analysis was used as a base for a qualitative critical discourse analysis, which also studied how the YouTubers behaved in the videos. The results of this study showed that the YouTubers mostly received positive comments about their personalities and their YouTube channel. They mostly received negative comments about the way they play the game. The female YouTubers received more negative comments than the male YouTubers, who in turn received more positive comments. The study also showed that YouTubers interact by talking directly to the audience and looking into the camera, by using the word “we” when talking about how they play the game as if they are playing with the audience, by asking the audience questions and by answering comments that the YouTubers have received. The YouTubers engage their audience by using strong expressions and by playing the game during a livestream. The YouTubers’ fans engage and interact by showing appreciation of the YouTubers and defend the YouTubers when they receive negative comments in the comment section of their videos. These ways which YouTubers interact with and engage their audience can be seen as part of a discourse about interaction and engagement online.

Page generated in 0.0537 seconds