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Not One (Woman) Less Social Media Activism to end Violence Against Women: The case of the Feminist Movement ‘Ni Una Menos’Sjöberg, Cecilia January 2019 (has links)
The struggle to end violence against women and girls has long been a priority topic for women’s and feminist movements in Latin America. Lately, since the changes in the new media landscape (Castells 2015; Lievrouw, 2013) with the increased use of information and communication technologies (ICTs), such as social media platforms like Facebook and Twitter, the way women and feminist movements advocate their intentions are changing (Harcourt, 2013; Mathos, 2017). Departing from this reality, the aim is to investigate the role the use of social media activism played for the recent feminist movement, Ni Una Menos (NUM [Not One Less]), in Argentina and Chile while advocating for the end of violence against women. Taking a cross disciplinary approach this research combines theories from the fields of feminist studies, social movement and communication sciences. Through in-depth interviews with core activists from NUM both in Argentina and Chile as research method, it has been possible to identify the role of certain social media platforms for NUM’s tactical repertoire in their strive to advocate for the end of violence against women and girls. The findings also demonstrate the activism on social media platforms by the NUM movement has played an important role to set the topic on the public agenda in these countries, resulting in a generally greater awareness. Regardless off the role social media activism played, the importance seems to lie in a combination of activism on social media and the streets for feminist movements advocating to end violence against women because it assures a broad reach to all people in society. Nevertheless, to end violence against women in these countries much more effort is needed by society at large.
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Activism in MMORPGs: A case studyof the MapleStory player boycottHakeem, Tanzila January 2022 (has links)
This thesis explores how online gaming has become a central tool for networked social movements to participate in consumer activism. I look at the case study of MapleStory: a Korean MMORPG game and their consumer activism efforts started by the players. Migrating from different social media channels to organize, coordinate and strategize ways to create change within their group, through using consumeractivism techniques such as boycotting, protesting and spreading information. I framed this group as an early example of a networked social movements and analyzed their usage of social groups to spread activism messages. Through the internet and new technologies members were able to find their own political voices and teach others how to protest for social change. I also concentrated on the social aspect of these communities and how they fostered social bonds through collective action and participation. I argue that online gaming has become a platform that enables consumers to protest against a company’smal practices by utilizing their positions as consumers of a product.
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