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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.
81

The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry / Den kooperativa framtiden för dataspelsutveckling : Ett fenomen av samarbete mellan producenter och konsumenter inom dataspelsindustrin

Gustafsson, Viktor, Höglund, Gustav January 2016 (has links)
Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer-consumer collaborations and closer relationships between companies and their communities. By adopting free-to-use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past. / Oberoende utvecklare och storskaliga utvecklingsstudior - vanligtvis betraktade som tv-spelsindustrins David och Goliath - rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv-spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis-att-använda-principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella  “vi och dem”-relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior.
82

Nová a tradiční média: kam kráčí? : Směry vývoje zpravodajských serverů v době webu 2.0 / New and traditional media: what they lead to? : Possibilities of news sites development in the time of web 2.0

Chour, Jakub January 2011 (has links)
The dissertation analyzes current potential and possible future development of new and traditional media. The main purpose of this paper is to find and describe the possibilities of news sites development in the near future.. After theoretical analysis of traditional and new media, I propose three dominant influences for nowadays media: participatory culture, news content changes and technologies. Based on these particular influences, 2-dimensional model of nowadays media system potential is built. From this model, I derive premises and possible future risks for media, with emphasis on news sites.
83

Harmlöst - eller inte? : En kritisk diskursanalys av Nordiska Motståndsrörelsens memes om covid-19 och etablissemanget / Harmless - or not? : A multimodal critical discourse analysis of Covid-19pandemic memes communicated by the Nordic resistance movement in Sweden

Karlsson, Samuel, Rådberg, Victoria January 2022 (has links)
Studien “Harmlös - eller inte?”  undersöker memes skapade av den högerextrema organisationen Nordiska motståndsrörelsen (NMR) för att se hur de framställer etablissemanget i  kopplat till covid-19. Studien undersöker även hur dessa memes är konstruerade. Memes är ett framgångsrikt digitalt verktyg som används på internet. Deras största kännetecken är ironi och humor. På senare tid har memes även börjat användas som opinionsverktyg då de levererar budskap snabbt och effektivt. Högerextrema organisationer i synnerhet använder memes särskilt flitigt för att nå ut och locka nya följare. Teorier som använts för att uppnå studiens syfte är representationsteorin, ideologier samt teorin om intertextualitet. Analysen har genomförts på 13 memes i bild- och textform genom en kritisk diskursanalys baserad på en anpassad version av Carvalhos (2008) modell för diskursanalys. Analysstegen som används är layout & struktur, objekt & aktörer, språk, grammatik och retorik samt ideologiska ståndpunkter. Resultatet visar att Nordiska Motståndsrörelsen i sina memes anpassar nyheter som rör coronapandemin till att passa sin fiendebild. NMR framställer etablissemanget som något främmande och opålitligt i samband med Covid-19. NMR använder humor, ironi och satir för att kritisera makthavarna. Dessutom finns starka kopplingar till högerextrema idéer, bland annat antisemitism, homofobi samt våld- och dödshot. / The study "Harmless - or not?" examines memes created by Swedish far-right organization The Nordic Resistance Movement (NMR) to see how they portray the establishment in connection with covid-19. The study also examines how these memes are constructed. Memes are a successful digital tool used on the internet. Their biggest characteristics are irony and humor. Recently, memes have also started to see use as tools of opinion-making, as users can derive meaning from them quickly and efficiently. Right-wing extremist organizations in particular use memes particularly extensively to reach out and attract new followers. Theories used to achieve the purpose of the study are ideology, the theory of representation and the theory of intertextuality. The analysis has been carried out on 13 memes in image and text form through a critical discourse analysis based on an adapted version of Carvalho's (2008) model for  discourse analysis. The analysis steps used are layout & structure, objects & actors, language, grammar and rhetoric as well as ideological positions. The result shows that the Nordic Resistance Movement in its memes adapts news related to the corona pandemic to fit its image of the enemy. NMR portrays the establishment as something alien and hostile in connection with Covid-19. NMR uses humor, irony and satire to criticize those in power. In addition, there are strong links to right-wing extremist ideas, including anti-Semitism, homophobia and threats of violence and death.
84

Методы работы с аудиторией художественного музея: от традиционных практик к медиации (Осмысление и интеграция опыта Европейской биеннале современного искусства «Манифеста 10») : магистерская диссертация / Methods of interaction with art museum’s audience: from traditional practices to mediation (Comprehending and integrating the experience of the European Biennial of Contemporary Art “Manifesta 10»)

Маликова, Д. Н., Malikova, D. January 2015 (has links)
The purpose of this work is study of mediation as a new methodological approach to interaction with audience of art museum. The first chapter is devoted to complex analysis of the spectrum of socio-cultural conditions that led to a change of visitor’s role in the museum communication and an emergence of a new vision of museum’s mission. A general characteristic is given of a new approach that focuses on the audience as a center of museum's activities and thus makes a search of new methods of interaction with the public a problem of current interest. The second chapter explores the concept of "cultural mediation": different connotations of the term are given and inconsistencies in its use are removed; an author’s definition of the concept is offered. In the third chapter key characteristics of mediation as a specific method of interaction with the public are analyzed, and this method is compared to the traditional forms of gallery education (guided tours, lessons). The task of applied research is to develop a curriculum of training of mediators for the 3rd Ural Industrial Biennale of Contemporary Art. The list of professional competences and goals of training for a mediator is formed based on the analysis of the experience of mediators at the Manifesta 10 Biennial and the study of the professional documents of the European associations of mediators. Additionally, the main principle of studying and representing works of art is explained, which is the basis of mediators training. / Целью работы является исследование медиации как нового методологического подхода к взаимодействию с аудиторией художественного музея. Первая глава посвящена обобщению и системному анализу спектра социо-культурных предпосылок, приведших к изменению роли зрителя в музейной коммуникации и возникновению нового представления о миссии музея. Дается общая характеристика нового подход, акцентирующего роль аудитории как центра деятельности музея и делающего актуальной проблему поиска новых методов взаимодействия со зрителем. Во второй главе исследуется понятие «культурной медиации»: разбираются различные коннотации термина и снимаются разночтения в его использовании, предлагается авторское определение понятия. В третьей главе анализируется специфика медиации как метода работы с публикой на музейной экспозиции, выявляются его отличия от традиционных форм образовательной деятельности в художественном музее (экскурсия, музейно-педагогическое занятие). Прикладной задачей работы является разработка учебной программы подготовки медиаторов для 3-ей Уральской индустриальной биеннале современного искусства. На основе анализа опыта медиаторов на Манифесте 10 и изучения профессиональных документов европейских ассоциаций медиаторов выделяются профессиональные компетенции и задачи подготовки медиатора для выставки современного искусства. Раскрывается принцип взаимодействия медиатора с произведениями (содержанием экспозиции) и их репрезентации, ложащийся в основу его профессиональной подготовки.
85

ICA likes you, do you like ICA?

Lundberg, Johanna, Ullman, Caroline January 2015 (has links)
Idag finns det begränsade teorier som behandlar det postmoderna konsumtionssamhället utifrån ett medie- och kommunikationsvetenskaligt perspektiv. Syftet med examensarbetet är att undersöka spänningsfältet mellan ICA och högskolestudenter i ett konsumtionssamhälle genom att granska varumärkeskommunikationens betydelse på digitala plattformar. Materialinsamlingen är genomförd i form av kvalitativa intervjuer, med medarbetare på ICA, samt fokusgrupper med studenter. Med studien vill vi ge en inblick i hur kommunikationsprocesser strategiskt utformas för att nå rätt målgrupp, hur relationer vårdas och vad en god dialog innebär och har för framtida betydelser. Studien har analyserat det spänningsfält som ligger i grund till valet av konsumtion gällande matvaruhandel som högskolestudent. Studiens slutsatser visar på att det är en rad olika faktorer som är bidragande till att bygga upp en stark relation med ett företag. / Today there is limited theories considering reasearch on the postmodern consumtion society from a media and communication perspective. The purpose with this thesis is to investigate the tension between ICA and Univeristy students in a consumption society through analysis brandbuilding communications meaning on digital platforms. The material to the thesis is collected by qualitative interviews, both with employees at ICA and focus groups with university students. With this thesis we want to give an insight of how communication processes strategically is designed to reach their target group, how relationships are nurtured and what a good dialogue means for future brand building. The study has analyzed the tension of what includes the choice of consumption when it comes to retail business from university students perspective. The conclusions indicate how there are a number of factors that are contributing to build a strong relationship with an organization.
86

Deltagarkultur i en filterbubbla : En innehållsanalys av nätsamhället Twitch.tv's externa kommunikation. / Participatory culture inside a filter bubble : A content analysis of the network society Twitch.tv’s external communication.

Johansson, Michael January 2016 (has links)
Participatory culture inside a filter bubble – A content analysis of the network society Twitch.tv’s external communication. The aim of this essay was to study how user-generated content is being used and how it is presented by Twitch Interactive, Inc. in its external communication, more specifically how the discourse of this content is shaped on Twitter. To gather the information needed a quantity based content analysis was made, ranging from 1-31st of October 2015. From this data patterns where detected and a discourse analysis based on Berglez version of van Dijks model was conducted on six of the Twitter posts that followed said pattern. This was done to answer how the discourse was shaped and what the consequences could be of using such a pattern. Analyzing the results was done using theory from strategic marketing researchers such as Larsåke Larsson, Lars Palm, Ulf Dahlqvist and Magnus Linde. Furthermore theorist like Gripsrud, Pariser, Lindgren, Jenkins, Ford and Green were used to describe and analyze the field of culture, more specifically participatory and popular culture. The conclusion of the study was that Twitch representation of user-generated material and the culture it represents was unjustified and could be seen as a filter bubble. The results showed that the majority of content was young white male gamers where as other research on the field of gaming culture shows a more equal split between genders. The individuals that where represented in the content could be seen as objects of admiration and association. Discussion led to the belief that Twitch may not possess the power to change to discourse due to the strong economic need of the consumers. This need was concluded to arise from the fact that the platform and its culture is much like participatory culture and where this culture has been taken to a commercial level.
87

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.
88

Interaktiv förpackningsdesign: Grafisk formgivning av K-pop album och dess inflytande på konsumentbeteende : Hur kan formgivningen av K-pop album och relaterad merch påverka konsumentbeteende? / Interactive packaging design: The packaging design of K-pop albums and its influence on consumer behavior : How can the packaging design of K-pop albums influence consumer behavior?

Adilnor, Sana January 2022 (has links)
With the rise of Hallyu, or the global export of Korean culture also commonly known as ‘The Korean Wave’, South Korea has become a big trendsetter in recent years: whether it be within fashion and K-Beauty skincare or Korean movies and drama series, to Korean popular music, also known under the umbrella term K-pop. What these categories have in common are their strong ties to visual aesthetics and K-pop is known for its very colourful and maximalist design, which is also a key characteristic to why K-pop as a phenomenon has been particularly attractive and has managed to captivate fans all over the world. In the marvelling K-pop universe, the goal is to engage all the senses for a complete and interactive sensory experience, making the visual just as important as the auditory, and this can also be applied to the physical album design. Physical K-pop albums sell better than ever despite the digital streaming services dominating our digital age. A visual analysis was conducted on selected contemporary K-pop albums together with a survey on Swedish K-pop fans, in order to discuss how packaging design of K-pop albums can influence consumer behavior. The study showed that interactive packaging design and extra album inclusions like photocards, photo books, postcards etc. makes the fans more likely to want to collect albums and merchandise, which on its own can be viewed as a collectible item. The packaging design both facilitates and encourages fans to interact with the design not only visually, but also in a tactile way, by engaging in participatory behavior such as filming unboxing videos and posting them on social media, and it can also be associated with identity making, i.e. how they identify themselves as fans in relation to their favorite artists or towards other fans. Lastly, it is interesting to discuss how K-pop design can be heavily influenced by American and Western concepts despite being marketed as a Korean phenomena and innovation; from the visual analysis it could also be concluded that contemporary design trends draw inspiration from Western concepts such as the y2k millennium bug, retro and technology.
89

Embracing LOLitics: Popular Culture, Online Political Humor, and Play

Tay, Geniesa January 2012 (has links)
The Internet, and Web 2.0 tools can empower audiences to actively participate in media creation. This allows the production of large quantities of content, both amateur and professional. Online memes, which are extensions of usually citizen-created viral content, are a recent and popular example of this. This thesis examines the participation of ordinary individuals in political culture online through humor creation. It focuses on citizen-made political humor memes as an example of engaged citizen discourse. The memes comprise of photographs of political figures altered either by captions or image editing software, and can be compared to more traditional mediums such as political cartoons, and 'green screens' used in filmmaking. Popular culture is often used as a 'common language' to communicate meanings in these texts. This thesis thus examines the relationship between political and popular culture. It also discusses the value of 'affinity spaces', which actively encourage users to participate in creating and sharing the humorous political texts. Some examples of the political humor memes include: the subversion of Vladimir Putin's power by poking fun at his masculine characteristics through acts similar to fanfiction, celebrating Barack Obama’s love of Star Wars, comparing a candid photograph of John McCain to fictional nonhuman creatures such as zombies using photomanipulation, and the wide variety of immediate responses to Osama bin Laden's death. This thesis argues that much of the idiosyncratic nature of the political humor memes comes from a motivation that lies in non-serious play, though they can potentially offer legitimate political criticism through the myths 'poached' from popular culture.

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