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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.
21

A narrativa transmídia como proposta metodologia para a educação de ensino médio: um modelo aplicado / The transmedia storytelling as a methodological proposal for the high school education: an applied model

Gallo Junior, José Antonio [UNESP] 29 February 2016 (has links)
Submitted by JOSÉ ANTONIO GALLO JUNIOR null (jose.junior818@etec.sp.gov.br) on 2016-03-11T19:08:14Z No. of bitstreams: 1 GALLO_JUNIOR_JA_Dissertacao.pdf: 3158621 bytes, checksum: ec8def8f3e37a7917bfc75f9b0ed45aa (MD5) / Approved for entry into archive by Juliano Benedito Ferreira (julianoferreira@reitoria.unesp.br) on 2016-03-15T16:35:13Z (GMT) No. of bitstreams: 1 gallojunior_ja_me_bauru.pdf: 3158621 bytes, checksum: ec8def8f3e37a7917bfc75f9b0ed45aa (MD5) / Made available in DSpace on 2016-03-15T16:35:13Z (GMT). No. of bitstreams: 1 gallojunior_ja_me_bauru.pdf: 3158621 bytes, checksum: ec8def8f3e37a7917bfc75f9b0ed45aa (MD5) Previous issue date: 2016-02-29 / Assim como as tecnologias da informação estão em constante evolução, a educação, desde o ensino básico ao superior, deve seguir em busca de novas e melhores formas de aprimorar o processo de ensino-aprendizagem, incorporando novas estratégias metodológicas baseadas na convergência dos meios de comunicação e a facilidade de uso das ferramentas digitais do cotidiano dos alunos nas atividades escolares. Tendo em mente esta convergência, este trabalho foi concebido para buscar e criar uma proposta de modelo de aplicação da narrativa transmídia na educação, como uma ferramenta metodológica que permita integrar a nova realidade educacional, levando em consideração a geração atual de alunos, “nativos digitais”, e os conceitos de ensino da educação contemporânea, introduzindo o uso das mídias e tecnologias nas atividades diárias e permitindo ultrapassar os limites físicos da escola por meio do uso dos ambientes virtuais de aprendizagem, mídias sociais e outras mídias, transformando alunos em personagens e participantes do processo da narrativa, além de criar possibilidades para a interdisciplinaridade dos componentes curriculares diversos e o despertar de novas competências e habilidades em alunos, professores e na comunidade escolar como um todo que pode representar um diferencial neste novo modelo. / As well as information technologies are constantly evolving, education from primary school to university must follow for new and better ways to improve the process of teaching and learning, incorporating new methodological strategies based on the convergence of the media and the ease use of digital tools in students' daily life in the school activities. Bearing in mind this convergence this work is designed to seek and create a proposal for a transmedia narrative application model for education, as a methodological tool that allows integrating new educational reality, taking into account the current generation of students, "digital natives", and the concepts of teaching contemporary education, introducing the use of media and technology in daily activities and allowing overcome the physical limits of school through the use of virtual learning environments, social networks and other medias, turning students into characters and participants in the narrative process and create the possibilities for interdisciplinary curriculum of the many components and the awakening of new skills and abilities in students, teachers and the school community as a whole that may represent a difference in this new model.
22

JORNALISMO E CULTURA DA CONVERGÊNCIA: A NARRATIVA TRANSMÍDIA NA COBERTURA DO CABLEGATE NOS SITES EL PAÍS E GUARDIAN / Journalism and convergence culture: the transmedia storytelling in Cablegate s coverage by El País and Guardian

Souza, Mauricio Dias 19 March 2011 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The Transmedia Storytelling (TS) is a story presentation form with integrated use of different types of platform. Each story telling in each platform represents one part of big narrative and shows a distinct perspective, giving to the public an additive compression. Furthermore, the TS has an audience active participation in the production and the circulation of media content. The present dissertation study how El País.com and Guardian.co.uk are appropriated of TS core principles to tell the story Cablegate US embassy cables. The documents were mailed anonymously to WikiLeaks site, responsibly to forward to journalistic organizations. Observes that the story tell by two journalistic groups was presented with use of multiple platform, different content form, audience active participation in interview elaboration and in the narrative parts recommendations. With this study, reflect about the TS singularity in journalism. / A narrativa transmídia (NT) é a forma de contar histórias com o uso combinado de diferentes tipos de plataformas. Cada história apresentada em uma plataforma representa um trecho da narrativa maior e mostra uma perspectiva distinta, fazendo com que se tenha compreensão adicional da obra. Além disso, a NT tem a participação ativa da audiência na produção e na ampliação do acesso aos conteúdos. A presente dissertação estuda como os sites El País e Guardian apropriam-se de princípios norteadores do modelo NT para contar a história Cablegate - documentos diplomáticos trocados entre as embaixadas norte-americanas e a Secretaria de Estado dos EUA. Os documentos foram encaminhados anonimamente ao site da organização ativista WikiLeaks, responsável por repassar às empresas jornalísticas. Observou-se que a história contada pelos dois grupos jornalísticos foi apresentada com o uso de múltiplas plataformas, diferentes formatos de conteúdos, participação ativa da audiência na elaboração de entrevistas e na recomendação de trechos da narrativa. Com base nesse estudo, reflete-se sobre as particularidades da NT no jornalismo.
23

Redes sociais e campanha política: convergência midiática na eleição de 2012 para prefeito de João Pessoa

Santos, Joceane Gomes dos 11 August 2015 (has links)
Submitted by Clebson Anjos (clebson.leandro54@gmail.com) on 2016-02-22T17:25:17Z No. of bitstreams: 1 arquivototal.pdf: 3500424 bytes, checksum: 5c3fb71a3f1fec456ee3ff69fb3c24b9 (MD5) / Made available in DSpace on 2016-02-22T17:25:17Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 3500424 bytes, checksum: 5c3fb71a3f1fec456ee3ff69fb3c24b9 (MD5) Previous issue date: 2015-08-11 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The press, radio and television have historically occupied strategic places with regard to electoral propaganda, especially on the use of their language by the candidates. With the advent of internet and social networks, there are changes in techniques, languages and media narratives as well as new arrangements of participation and sociability, in particular the television context, because of the strength this vehicle has with the electorate. Among the changes in digital communication, we point out the processes "transmedia" (JENKINS, 2009), "interaction" (PRIMO, 2007) and "media convergence" (CASTRO & DUARTE, 2010), in which the languages of different media merge. This work includes the narratives used in the campaigns of candidates for mayor of the city of João Pessoa-PB and observes the processes of "transmediation" "interactivity" and "media convergence". This work also seeks to examine how social networks is becoming a propitious locus for the announcement of election messages, and the use of "transmedia storytelling" in the political environment. The media convergence imposes a new modus operandi in the work routine of professionals working in the political field, demanding that they recognize the power of network communication and adapt their language to the contingencies of this "new communication" (CHAREAUDAU, 2008). The communication shared through the network generates modes of interaction and sociability, encouraging citizens-voters to defend their interests, to make their choices and to take their own decisions, without prioritizing profitable ambitions of corporate communication (ANTOUN & MALINI, 2013). From this perspective, we proposed an analysis of the social networks Twitter and Facebook, considering the effectiveness of theiruse in the elections of 2012. / A imprensa, o rádio e a televisão historicamente têm ocupado lugares estratégicos no que diz respeito à propaganda eleitoral, principalmente, quanto ao uso de sua linguagem pelos candidatos. Com o advento da internet e redes sociais, verificam-se modificações nas técnicas, linguagens e narrativas midiáticas, assim como novos regimes de participação e sociabilidade, particularmente no contexto da televisão, devido à força deste veículo junto ao eleitorado. Dentre as mudanças ocorridas na comunicação digital, ressaltam-se os processos “transmídia” (JENKINS, 2009), “interação” (PRIMO, 2007) e “convergência midiática” (CASTRO & DUARTE, 2010), em que se fundem as linguagens das diferentes mídias. Neste sentido, o presente trabalho contempla as narrativas utilizadas nas campanhas dos candidatos a prefeito da cidade de João Pessoa-PB, observando os processos de “transmidiação” “interatividade” e “convergência midiática”. Para tanto, busca examinar como as redes sociais vêm se constituindo em locus propício para a divulgação das mensagens eleitorais e o uso da “narrativa transmidiática” no ambiente político. A convergência midiática impõe um novo modus operandi na rotina de trabalho dos profissionais atuantes na área política, exigindo que estes reconheçam o poder da comunicação em rede e adaptem sua linguagem às contingências dessa “nova comunicação” (CHAREAUDAU, 2008). A comunicação compartilhada das redes gera modos de interação e sociabilidade, estimulando os cidadãos-eleitores a defenderem os seus interesses, fazer suas escolhas e tomar suas próprias decisões, sem priorizar as ambições lucrativas da comunicação corporativa (ANTOUN & MALINI, 2013). Nesta perspectiva, propomos uma análise das redes sociais Twitter e o Facebook, considerando a eficácia de sua utilização no período eleitoral de 2012.
24

UNIVERSO GSHOW: estratégias transmidiáticas em séries da Rede Globo

Silva, Jéssica de Oliveira da 15 January 2018 (has links)
Submitted by Fabiano Vassallo (fabianovassallo2127@gmail.com) on 2017-12-01T14:53:10Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) SILVA, Jéssica da - Dissertação Final.pdf: 3747727 bytes, checksum: 80d78195fd050619cd4259a4e8bffab3 (MD5) / Approved for entry into archive by Jussara Moore (jussaramoore@id.uff.br) on 2018-01-15T14:38:26Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) SILVA, Jéssica da - Dissertação Final.pdf: 3747727 bytes, checksum: 80d78195fd050619cd4259a4e8bffab3 (MD5) / Made available in DSpace on 2018-01-15T14:38:26Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) SILVA, Jéssica da - Dissertação Final.pdf: 3747727 bytes, checksum: 80d78195fd050619cd4259a4e8bffab3 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Considerando a convergência, em que os conteúdos fluem pelas diversas plataformas midiáticas, como um imperativo, vemos que a transmidiação, isto é, um modo que reúne diversas mídias e plataformas tecnológicas ganhou corpo e tornou-se um modo produtivo de produção e circulação de conteúdos. Nesse contexto, analisa-se a expansão das narrativas ficcionais enquanto práticas semióticas que constituem, não mais um texto, mas um universo ficcional. Elegeu-se, para tanto, como objetos de pesquisa, os projetos transmidiáticos dos seriados Malhação – Sonhos e Amorteamo, ambos veiculados pela Rede Globo de Televisão, principal produtora e emissora de conteúdos ficcionais atrelados a estratégias transmidiáticas do Brasil. Essas narrativas transmidiáticas, que se constituem na convergência entre TV e outras mídias, são tomadas como textos que congregam múltiplas linguagens, suportes e envolvem diferentes práticas, tais como: assistir TV, manipular celulares e câmeras, criação de conteúdos e interação online. A dissertação analisa, com suporte teórico da semiótica discursiva, de que modo a estrutura narrativa de Malhação e Amorteamo sofre um desdobramento que vai do texto-enunciado a outros suportes midiáticos, observando mais especificamente a relação entre o texto televisivo e as estratégias transmidiáticas diponíveis no portal de entretenimento da Globo (http://gshow.globo.com) / Considering the convergence, in which the contents flow through the various media platforms, as an imperative, we see that the transmediation, that is, a way that brings together diverse media and technological platforms has gained expression and has become a productive mode of production and circulation of contents. In this context, we analyze the expansion of fictional narratives as semiotic practices that constitute no longer a text, but a fictional universe. For this purpose, the transmediation projects of the Malhação - Sonhos and Amorteamo series, both of them broadcasted by Rede Globo de Televisão, the main producer and broadcaster of fictional content linked to transmediation strategies in Brazil, were selected as research objects. These transmedia storytelling, which constitute the convergence between TV and other media, are considered to be texts that congregate multiple languages, supports and involve different practices, such as: watching TV, manipulating cell phones and cameras, creating content and interacting online. The dissertation analyzes, with theoretical support of the discursive semiotics, how the narrative structure of Malhação and Amorteamo undergoes an unfolding that goes from the text-enunciated to other media, observing more specifically the relation between the television text and the transmissible strategies available in the Globo's entertainment portal (http://gshow.globo.com)
25

[Entre] mundos: uma narrativa ficcional transmídia / [Between] worlds: a fictional narrative transmedia

Martins, Veramar Gomes 23 June 2015 (has links)
Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2015-12-07T17:07:16Z No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-12-08T06:35:46Z (GMT) No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Made available in DSpace on 2015-12-08T06:35:46Z (GMT). No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-06-23 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research in visual poetics and search processes of creating two related goals, for a theoretical reflection involving cosplay elements and their connections with the visual language of comics and games in the universe of Japanese pop culture; and create a transmedia fictional universe that dialogue concisely with the issues involved in this theoretical reflection. Therefore briefly present the elements of the language of comics and game cosplay. Seeking establishing relations between the creation of a fictional universe and the development of a transmedia narrative. Done this theoretical framework, I analyze five productions involving the transmedia narrative concepts and two projects in the same space, but from the perspective of the artistic experience. Finally, I present the construction process of the fictional universe "Between Worlds", and how this content is related to the theoretical elements studied throughout this thesis, also reflecting on the imagery creation of this narrative, designed to exploit multiple media platforms, site, Facebook, Comic, Game and Cosplay. / Esta pesquisa em poéticas visuais e processos de criação busca dois objetivos relacionados, elaborar uma reflexão teórica envolvendo os elementos do cosplay e suas conexões com as linguagens visuais das histórias em quadrinhos e dos games no universo da cultura pop japonesa; e criar um universo ficcional transmidiático que dialogue de forma concisa com os aspectos envolvidos nessa reflexão teórica. Para tanto apresento brevemente os elementos que constituem a linguagem dos quadrinhos do game e do cosplay. Buscando tecer relações entre a criação de um universo ficcional e a elaboração de uma narrativa transmídia. Feito este recorte teórico, analiso cinco produções envolvendo os conceitos de narrativa transmídia e dois projetos nesse mesmo espaço, mas na perspectiva da experiência artística. Finalmente, apresento o processo de construção do universo ficcional [ENTRE] mundos, e como este conteúdo se relaciona com os elementos teóricos estudados ao longo da presente dissertação, refletindo também sobre a criação imagética desta narrativa, criada para explorar as múltiplas plataformas midiáticas: o Site, o Facebook, a História em Quadrinhos, o Game e o Cosplay.
26

Transmedia education on carbon capture and storage technology : The case of the CO2 degrees challenge

Kanco, David January 2021 (has links)
The master’s thesis addresses the transmedia education strategies applied in the CO2 degrees challenge, a project by the Global Carbon Capture and Storage Institute (GCCSI), dedicated to educating students about the low-carbon technology carbon capture and storage (CCS). Based on the literature review, the thesis theoretically discusses the public perception of low-carbon technology and carbon capture and storage in connection to transmedia storytelling and education. The thesis is structured upon a qualitative approach and conducts a detailed study of a selected single case. In addition, expert interviews are used to support the in-depth analysis of the case study with the use of the transmedia design analytical and operational model by Gambarato et al. (2020). The analysis provides insights into how this technical process was presented to the educators and students and identifies challenges and opportunities of the transmedia education project in the realm of low-carbon technologies. The results of the study show that the CO2 degrees challenge offered a significant contribution to the knowledge dissemination about the CCS technology among students, helped them to understand current problems, and to discuss real-time solutions. The results also point to the challenge of communicating a scientific and engineering topic with the audience outside of the technological and engineering industry, the complicated structure of the project, and difficulties connected with possible financial interests of the private companies supporting and funding the educational material and the project itself.
27

Transmedialt berättande som marknadsföringsverktyg : En studie om hur Generation Z ställer sig till marknadsföring i flera mediekanaler i olika format / Transmedia Storytelling as a Marketing Tool : A study of how Generation Z responds to marketing in several media channels in different formats

Lilja, William, Jönsson, Julia January 2021 (has links)
Syfte – Syftet med denna uppsats är att undersöka fenomenet transmedialt berättande som marknadsföringsverktyg och hur Generation Z ställer sig till marknadsföring som kommunicerar information genom flera mediekanaler i olika format. Ur ett historiskt perspektiv används transmedialt berättande inom n jesbranschen och definieras som en interaktiv berättelse som finns på flera plattformar i olika format. Från fiktiva berättelser används fenomenet både som ett världsskapande berättande till ett användbart verktyg inom marknadsföring. För denna uppsats definieras Generation Z som personer födda mellan år 1995 och 2008. Metod – Uppsatsens unders kningsmetod är tillämpad utifrån en metodtriangulering som inkluderar en kombination av en kvantitativ metod i form av en enkät, en kvalitativ metod i form av semistrukturerade intervjuer samt en litteraturs kning. Resultat och slutsats – Resultatet från enkätundersökningen visade att Generation Z  är negativt inställda till att delta i en kampanj som stäcker sig över flera medier i olika format. Detta är baserat på respondenternas medievanor som visade lågt engagemang. Resultatet från intervjuundersökningen visades ytterligare fynd som menar på att geografisk plats kan vara en bidragande faktor till målgruppens låga engagemang. Empirin från undersökningen menade även på att respondenterna och intervjuobjekten behöver ha ett personligt intresse för en produkt, tjänst, företag eller kampanj för att vilja delta eller engagera sig.  Det mest signifikanta resultatet var sociala medier som visade sig vara det mest använda mediet vilket stärker tidigare forskning. De mest använda sociala medieplattformarna var Snapchat, YouTube och TikTok. Formaten som den undersökta målgruppen ställde sig mest negativt till var marknadsföring via traditionella mediekanaler, däribland TV och tryckt material. Format som målgruppen var positivt inställda till var marknadsföring ä r via influencers samt korta reklamvideor. Resultatet visade således att det är svårt att engagera Generation Z genom platsspecifikt berättande, det vill säga att närvara fysiskt där kampanjen äger rum. Däremot visade undersökningen mottaglighet för genomarbetat samt unikt innehåll, gärna igenkänningsfaktorer såsom musik. / Purpose – This paper aims to examine the phenomenon transmedia storytelling as a marketing tool and how Generation Z responds to marketing that communicate information through several media channels in different formats. From a historical perspective, transmedia storytelling has mainly been used in the entertainment industry and is described as an interactive narrative that exists on multiple platforms in different formats. From fictional stories, the phenomenon is used both as a world-creating narrative and as a useful tool for marketing campaigns. For this paper, Generation Z is defined as people who are born between the years 1995 and 2008. Methodology – The thesis has been using the approach of a method triangulation that includes a combination of a quantitative method by a survey, a qualitative method by semi-structured interviews, and a literature search. Findings and conclusion – The findings from the quantitative survey showed that the demographic cohort Generation Z has a negative attitude about marketing in several media in different formats. This is based on the target group's media habits that showed low commitment. The results from the interviews showed further findings that suggest that geographical location may be a contributing factor to the target group's low commitment. Through the qualitative interviews, further findings were shown that the respondents and the interviewees need to have a personal interest in a product, service, company, or campaign in order to want to participate or get involved with it. The most significant result was social media, that showed to be the most used medium, which strengthens previous research. The most used social media platforms were Snapchat, YouTube, and TikTok. The format that the target group showed the least engagement was marketing through traditional media channels, including television and printed material. Additional receptive formats for marketing are through influencers and short commercials. Also, the result suggested that it is difficult to engage Generation Z using site-specific storytelling, i.e., to be physically present where the campaign takes place. On the other hand, the thesis showed receptivity to elaborate and unique content, preferably recognition factors such as music.
28

Embodying Balenciaga's 'Afterworld' : Immersive and Experiential Transmedia Storytelling in the Attention Economy

Wendt, Viktor January 2022 (has links)
In today’s ‘attention economy’, it seems insufficient to just offer products. Instead, it is crucial to provide the audience with deep, affective emotions and embodied experiences. This seems to be especially true for the fashion and lifestyle sector. As Sara Rossoni, a researcher in luxury management, summarizes, this industry is becoming a “trade of feelings” (2018, 40). To arrive at a comprehensive understanding of this phenomenon, this degree project approaches it through a case study of the transmedia story told across two media products released alongside the fashion house Balenciaga’s Fall 2021 collection. Thereby, the analysis is based on the ‘trade of feelings’ concept by Rossoni (2018) as an umbrella term to examine how the campaign connects emotionally with the audience and forms deep relationships. Various theories are integrated to get a comprehensive overview of the factors at play. They include embodied interaction, immersiveness, embodied presence, the inner branding model, experiential value, as well as gamification. The methodological approach is based on multimodal critical dis- course analysis according to Machin & Mayr (2012), which is combined with parts of the framework for transmedia storytelling by Gambarato (2013). The results indicate that there are intrinsically linked forces at play in this emotional bonding process – the multimodal features of the media products combined create an emotional, immersive, and embodied experience for the consumer. Particularly, among other aspects, this is achieved through an accessible, widespread release strategy; a unique, captivating virtual environment; gamification elements; as well as communicating relevant values to the Generation Z target audience and hence stimulating collective knowledge sharing among the brands’ fan community. Concluding, this thesis provides a comprehensive overview of the different emotional processes in these highly experiential fashion branding activities. Hence, it shows that this is a complex phenomenon with interrelated factors at play, with most of them happening on an unconscious dimension in the consumers’ mind. As there are certain limitations concerning this qualitative study rooted in subjectivity and the single-case approach, it would be effective for future research studies to employ more quantitative methods to arrive at more valid conclusions concerning this development in fashion and lifestyle branding.
29

Transmédia Storytelling à l’ère de la convergence : processus de réception et mythe médiatique

Pichot, Alizée 10 1900 (has links)
Le jeu en réalité alternée (ARG) Why So Serious ? créé pour la promotion du film The Dark Knight (2008) réalisé par Christopher Nolan se trouve au cœur d’une stratégie de transmédia storytelling, Ce jeu s’insère dans une ère de la convergence où les pôles de la production et de la réception sont ambigus. Les différentes pratiques des joueurs relèvent de processus de réception particuliers, qui, jumelés à l’émergence d’un récit numérique décentralisé, laissent penser que de nouveaux enjeux communicationnels et narratifs se manifestent. Ce mémoire examine les processus de réception de cet ARG basé sur l’univers fictionnel de Batman et focalisé sur le personnage du Joker, et comment ils permettent l’apparition d’un récit de nature mythologique. En articulant une netnographie effectuée sur le forum officiel du jeu, Unfiction, à une analyse sémiologique visuelle des affiches de la campagne, ainsi qu’à une analyse mythologique barthésienne du récit de cette dernière, il fut possible de schématiser le circuit communicationnel dans lequel les messages émis par les producteurs et les récepteurs se déplacèrent. On se rend compte, au vu d’une telle étude, du pouvoir des usagers actifs dans le cadre d’un phénomène transmédiatique, qui à travers la réception de cet objet fut à l’origine d’un message neuf, dont la signification se nourrit de sources multiples, liées au médium lui-même, et à l’interprétation du récit fictionnel en jeu. / The alternate reality game Why So Serious ? lies at the heart of a transmedia storytelling strategy created for the promotion of the movie The Dark Knight (2008) by Christopher Nolan. This game is deeply rooted in an era of convergence in which the distinction between production and reception of media messages is blurred. Different players’ practices illustrate specific modes of reception that, linked to the emergence of a plot with multiple threads, indicate the emergence of new communicational and narrative issues. This thesis examines those specific processes of reception and their relationship to the appearance of a mythological message in which the fictional world of Batman is recentered on the character of the Joker. Through the articulation of a netnography of the game’s official forum, Unfiction, visual semiotic analysis and Barthesian mythological analysis, it was possible to schematically build a communication circuit within which the messages produced by both the cultural industries and the game players evolve. This study contributes to and contributes to an understanding of active users’ power in this transmedia phenomenon. Furthermore, it highlights the users’ ability to generate a brand new message, thus mythological, whose significance is nourished by diverse sources, from the nature of medium itself, to the interpretation of the fictional universe within the experience itself.
30

Lev med SKAM : En kvalitativ studie om hur transmedialitet kan minimera gränsen mellan fiktion och verklighet

Ekman, Nathalie January 2017 (has links)
SKAM (”Shame”) is a Norwegian WebTV-series which portrays several youths during their time in high school. Each season addresses a new main character whom treats or is subjected to the feeling of shame. The WebTV-series is unique in its way of not being shown on the traditional television. Instead the series is shown on the digital play-service NRK and SKAM’s own blog. SKAM is transmedia in its way of using social platforms to expand and give new perspectives and stories to the fictional world. For example, the characters obtain authentic Instagram profiles where the viewers can to comment, like or follow the characters. The aim of this study was thus to explore what kind of relationship between fans establish with the fictional characters of SKAM when using transmedia storytelling and why they interact with the phenomenon’s social platforms. The paper also examines in which way SKAM is using transmedia storytelling. The paper is restricted to the platform Instagram and an audience segment called “fans”. This due to the time restriction for the paper to dictated as well as “fans” being the most exploited to extend a fictional world in form of social and cultural activities. The scientific questions attempt to be answered by interviewing a focus group along with carrying out a semiotic image analysis. The results showed that the way SKAM was using the transmedia storytelling in a realistic manner which created a similar form of hyperreality in which parasocial relationship and emotional realism could be formed. This due to Instagram being already an integrated platform in the fans lifestyles. The integrated platform along with the similar hyperreality allows the fans to interact or have the illusion to interact with the characters in a manner which portrays them as social friends. Creating a social bond from the fans to the characters. The characters Instagram profiles portrays in a realistic manner with text and pictures. Their problems, emotions and lifestyle creates a solid connotation to the audience. Making the fans laugh, cry and feel with the characters and wanting to engage in their life. The transmedia storytelling lets the fans engage with the character and letting new perspective of their realistic lives being portrayed. Creating parasocial and emotional realism.

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