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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

Badges, Bits, and Bots : Exploring the effect of chat badges on Twitch interactions

Denaityte, Valerija January 2020 (has links)
This study aims to observe and understand what effect influence-earned and appointed badges have during Twitch streams and their interactions. Twitch is the most popular live streaming platform online and draws in a large number of content creators, with its primary draw being video game live streams. During video game live streams, streamers play a game and interact with viewers, of which there are different types depending on monetary contribution and status given by the broadcaster. Using ethnographic observation, two weeks’ worth of streams on a medium sized channel were viewed and later analysed with thematic structure, focusing on streamer-audience, viewer-subscriber, and the place of moderators and VIPs. The results show that while badges can delineate who is a regular viewer and who is not, beyond this they show little significance towards the positions of different audience members. Moderators and VIPs are shown to have more sense of regularity and more power over or exemption from chat limits. Additionally, those contributing monetarily are shown to get extra appreciation via on-screen alerts and triggered audio segments, making the streamer aware of their contribution. In chat, this earns them an additional badge, showing their level of contribution to the stream. This did, beyond recognition on stream, not show a longitudinal affect towards people who contributed monetarily. Overall, badges thus did not hold significant power, but observations raised more questions that inspire future research.
2

Documentales interactivos como agentes de transformación social: Proyecto Quipu / Interactive documentaries for social transformation

Pando Llanos, Jimena 07 July 2020 (has links)
Actualmente vivimos en una época globalizada, en donde los usuarios han cambiado la manera de relacionarse con el contenido que se presenta en las plataformas. Por este motivo, los medios tradicionales han evolucionado para hacer frente a las nuevas necesidades del público, creando contenidos transmedia. Es por ello que el presente trabajo analiza el rol del documental interactivo Proyecto Quipu como un agente de transformación social. El objetivo de esta investigación es poder analizar cómo se desarrolló el documental interactivo Proyecto Quipu y si este logró crear una comunidad participativa en el mundo virtual para generar un cambio positivo en la sociedad. Para poder cumplir con lo planteado es necesario realizar un estudio cualitativo, ya que esta investigación se basa en la percepción de los usuarios. Las técnicas de producción de datos a utilizar serán el análisis de contenido y un estudio etnográfico. Esta investigación busca analizar la creación de contenido interactivo con un trasfondo social y que este pueda generar cambios dentro de la sociedad. Como resultado de la investigación, se hallaron algunas posibles variables que se deben tener en cuenta para llegar a formar una comunidad virtual que cumpla objetivos de transformación social. / Nowadays we live in a globalized era, where users have changed the way they relate to the content presented on platforms. For this reason, traditional media have evolved to meet the new needs of the public, creating transmedia content. This paper analyzes the role of the interactive documentary Quipu Project as an agent of social transformation. The objective of this research is to analyze how the interactive documentary Quipu Project was developed and if it succeeded to create a participatory community in the virtual world to generate positive change in society. In order to achieve the stated, it is necessary to carry out a qualitative study, since this research is based on the perception of the users. The data production techniques to be used will be content analysis and an ethnographic study. This research seeks to analyze the creation of interactive content with a social background and that it can generate changes within society. As a result of the research, some possible variables were found that must be taken into account in order to form a virtual community that achieves the objectives of social transformation. / Trabajo de investigación

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