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Não é TV Estratégias Comunicacionais da HBO no Contexto das Redes Digitais / It s Not TV HBO s Communication Strategies in the Context of Digital NetworksSantos, Maíra Bianchini dos 02 April 2012 (has links)
Understanding the communication strategies adopted by U.S. television network HBO
in the context of digital networks is the goal of this study. The case study contemplates the
online and at a distance observation of an intentional sampling which covers multiple products
and services of the network along its history. In the first part of the paper, HBO s strategic
course is studied from the perspective of Reeves, Rogers and Epstein (1996, 2002, 2006, 2007)
about the ages of TV I, II and III. HBO was the first U.S. cable network to offer exclusive
content to its subscribers and, later, initiated the production of made for TV movies, series and
miniseries among the subscription-based television networks. The second part of the research
discusses the strategies used by HBO starting from the mid-2000s, when the network starts to
consider the digital landscape in which the flow of content produced by television networks
and the mutual exchanges by the public occur among multiple media platforms (Lotz, 2007;
Gabriel 2010). The strategic actions of HBO point to some of the characteristics of the current
television context, which includes strategies that encourage active participation and
conversation among viewers in digital networks, the strengthening of the television network s
own digital presence and the search for complementary platforms for content distribution and
for additional sources of income in the context of the Long Tail (Anderson, 2006). The
strategies adopted by HBO in the last decade allows us to identify the specific dynamics that
rule television in the convergence culture (Jenkins, 2008), which characterize the fourth phase
of American television proposed in this study, the age of TV IV. / Compreender as estratégias comunicacionais adotadas pela rede televisiva norteamericana
HBO no contexto das redes digitais é o objetivo deste trabalho. O estudo de caso
contempla a observação online e à distância de uma amostragem intencional que abrange
múltiplos produtos e serviços da emissora ao longo de sua trajetória. Na primeira parte do
trabalho, o percurso estratégico da HBO é estudado a partir da perspectiva de Reeves, Rogers e
Epstein (1996, 2002, 2006, 2007) sobre as eras da TV I, II e III. A emissora foi a primeira rede
a cabo norte-americana a oferecer conteúdo exclusivo para seus assinantes e, mais tarde,
inaugurou a produção de filmes para a televisão, séries e minisséries entre as redes televisivas
de acesso fechado. A segunda parte da pesquisa aborda as estratégias utilizadas pela HBO a
partir de meados dos anos 2000, quando a emissora passa a considerar o cenário digital no
qual o fluxo de conteúdos produzidos pelas redes de televisão e as trocas recíprocas por parte
dos públicos ocorrem entre múltiplos suportes midiáticos (Lotz; 2007; Gabriel, 2010). As
ações estratégicas da HBO apontam para algumas das características da presente configuração
televisiva, as quais incluem as ações que incentivam a participação ativa e a conversação entre
os espectadores em redes digitais, o fortalecimento da presença digital própria da rede de
televisão e a busca por plataformas complementares de distribuição de conteúdo e por fontes
adicionais de renda no contexto da Cauda Longa (Anderson, 2006). As estratégias adotadas
pela HBO na última década permitem identificar as dinâmicas específicas que regem a
televisão na cultura da convergência (Jenkins, 2008), as quais caracterizam a quarta fase
televisiva norte-americana proposta neste trabalho, a era da TV IV.
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Da fragmentação às práticas integradoras: contribuições da informática educativa à educação em tempos de complexidade / From fragmentation to integrated practices: contributions of Computing educational to Education in times of complexityJane Ferreira Quelhas 16 December 2013 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A tese pesquisa a problemática da inserção da Escola na Sociedade do Conhecimento no contexto da Cibercultura, considerando o distanciamento que as práticas educativas escolares vêm apresentando em relação ao universo midiático da cultura social contemporânea na qual os alunos estão inseridos. Utiliza como referencial teórico os fundamentos da Teoria da Complexidade, a partir do que ficou conhecido como paradigma complexo de Edgar Morin. Neste contexto, visa refletir sobre a necessidade de ampliar o olhar sobre o conhecimento como forma de superação do paradigma fragmentador. Parte da hipótese de que as práticas educativas, permeadas pela tecnologia, quando fundamentadas em um paradigma complexo, podem abrir novas possibilidades de superação com a promoção de mudanças pedagógicas em direção a um novo paradigma educativo mais dinâmico, criativo e integrador. Investiga se o uso da Informática na Educação pode, de fato, contribuir com as reformas necessárias à Educação em tempos de complexidade. Tendo o Colégio Pedro II como espaço de investigação, a pesquisa desenvolveu-se em duas fases e objetivou compreender o movimento do Colégio para ajustar-se e atender as demandas educacionais da sociedade contemporânea em acelerado processo de transformação e imersa na Cultura da Convergência. Analisa a incorporação e apropriação das tecnologias no processo de escolarização pelo corpo docente do Colégio e como isto tem se dado na prática da instituição. A pesquisa qualitativa de caráter exploratório tem como cenário de investigação os laboratórios de Informática Educativa (espaços multimídia com conexão a Internet) nos diferentes CAMPI do 1 e 2 Segmentos do Ensino Fundamental e nas atividades desenvolvidas, através da atuação dos professores de Informática Educativa, em parceria ou não, com os professores de outras disciplinas. Para analise dos dados foram utilizados conceitos da Teoria da Complexidade, como por exemplo, as categorias provenientes do Tetragrama Organizacional e os Operadores da Complexidade. O material empírico extraído da análise documental e das entrevistas sobre as práticas realizadas nos laboratório do Colégio resulta em mapeamento das diferentes formas de estruturação do trabalho pedagógico dos laboratórios, análise do ciclo docente: planejamento, execução e avaliação. A pesquisa de campo exploratória, inicialmente de caráter descritivo, passa a enfatizar, progressivamente, o caráter qualitativo da pesquisa, objetivando assim, oferecer maior clareza e visibilidade ao real estado da Informática Educativa para o Colégio Pedro II. A pesquisa desenvolvida analisa a realidade escolar no ponto onde estamos, que é a prática da interdisciplinaridade em direção a transdisciplinaridade. A transdisciplinaridade, em vários aspectos, ainda representa uma utopia pedagógica no contexto formal do sistema educacional brasileiro que estrutura-se de modo visivelmente fragmentado. / The thesis research the issue of school insertion on the knowledge society in the context of cyberculture, due to the crescent distance between the school educative practices and the social media universe of contemporary culture in which students are placed. Using the theoretical references of the foundation of the Complexity Theory from what became known as the complex paradigm of Edgar Morin. From this context, aims to reflect on the need to broaden perspectives on the knowledge required to overcome the fragmenting paradigm. It comes from the hypothesis that the educational practices permeated by technology, when based upon a complex paradigm, may oper new possibilities for overcoming the promotion of pedagogic shift towards a new more dynamic, creative and integrative educational paradigm. Investigates the use of information technology in education can indeed contribute to the needed education reforms in times of complexity. Having the Colégio Pedro II as the space research, the research was developed in two phases, and aimed to understand the movement of the Colégio Pedro II to fit and meet the educational demands of contemporary society undergoing rapid transformation and immersed in the Convergence Culture. Analyzes the development and appropriation of technologies in the educational process by the docent body of the school and how this has occurred in the institution practices. A qualitative exploratory research in character, has as its scenario of investigation the educative technology of information laboratories (multimedia space with internet connection) in both 1st and 2nd levels of primary school and the activities developed through the performance of teachers on computers, in partnership or otherwise, with the teachers of other disciplines. For data analysis concepts of Complexity Theory, the Organizing Tetragrammaton and the Operators of Complexity were used. The empirical material extracted from document analysis and interviews on practices carried out in the Colégio Pedro II laboratory results in mapping the different ways of structuring the pedagogical work of the laboratories, analysis of teaching cycle: planning, implementation and evaluation. The exploratory field research, at first in descriptive character, shall emphasize progressively the qualitative character of the research, thus aiming to offer more visibility to the actual state of educational information technology for Colégio Pedro II. The research analyzes developed in the school reality where we are, which is the practice of interdisciplinarity towards the transdiciplinarity. Transdiciplinarity, in many ways, still represents a pedagogic utopia in the formal context of Brazilian system of education, which is clearly fragmented.
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O lugar do fandom no processo produtivo das indústrias culturais no contexto da cultura da convergência: os casos de "Doctor Who Brasil" e "Universo Who"Vieira, Eloy Santos 29 April 2016 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research aims to point which would the place that fandoms could occupy inside the production process managed by culture industries inside the convergence culture context. So, we chose the Brittish TV Show “Doctor Who” as a starting point because it has a lot of features of the convergence culture presented by the authors we used and also because of its longevity and adaptability during all these 50 years on air. Then, we bring up the concept of convergence culture based on Aquino (2012) who proposes a theoretical triad ir order to comprehend this issue: technology, society and culture. So, we add the economic feature to her statement through an approach that values the “Theoretical Interdisciplinarity” (KLEIN, 2010) intending to include a general overview. Only after that we come up with a generic model that includes fans and, at last, we chose two of the biggest Brazilian fandoms to instace this model. A content analys based on the entire production of both groups in Twitter during November 2013 was made. This was the period when the Doctor Who 50-year anniversary was emphasized by BBC and it was inside Twitter that Brazilian fans respondend to that when they got mobilized for the annyversary especial showing at the movies. So, through a combination of content analysis (BARDIN, 1995) and interviews with the fandom leaders, we could find that the generic model could be applicable in both specific cases and thet the cultural industries players hás been proposing new strategies that, at the same time, pitch in with the maintenance of a productive cicle managed by them but also opens to fandom a role as an intermediary instance capable of guide the consumption of the other audiences. / Esta pesquisa tem a intenção de situar o lugar que os fandoms podem ocupar dentro do processo de produção coordenado pelas indústrias culturais no contexto da cultura da convergência. Para isto, escolhemos a série britânica "Doctor Who" como ponto de partida, pois, dada sua adaptabilidade ao longo dos mais de 50 anos do ar, ela tem se adaptado com muita eficácia ao contexto da cultura da convergência. O segundo passo foi levantar o conceito de convergência a partir da proposta de Aquino (2012) que aborda a temática a partir de um tripé teórico: tecnologia, sociedade e cultura. A partir desse ponto, o que propomos é adicionar o aspecto da economia à ideia da autora através de uma abordagem que preza pela “interdiscipliniridade teórica” (KLEIN, 2010) na tentativa de compreender a questão de uma forma mais geral e só então é que propomos o nosso modelo. Por último então escolhemos os dois maiores fandoms brasileiros da série para ilustrar esse modelo através de uma análise de conteúdo dos seus perfis no Twitter. Foi possível perceber também que em novembro de 2013 a BBC intensificou a divulgação de material promocional em relação ao aniversário de 50 anos, sobretudo relacionado ao especial a ser exibido no cinema e, com isso, a mobilização dos fãs acompanhou o mesmo movimento, por isso este foi o período escolhido para ser detalhado. Definidos os parâmetros, utilizamos uma aliança entre análise de conteúdo (BARDIN, 1995) e entrevistas com os administradores dos grupos a fim de constatar a aplicabilidade do modelo proposto para nesses casos em específico e que os players das indústrias culturais têm proposto novas estratégias que, ao mesmo tempo contribuem para a manutenção de um ciclo produtivo comandado por eles, abre espaço para a inserção dos fandoms como uma espécie de instância intermediária capaz de guiar o consumo das audiências.
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Fotografias online: como o compartilhamento na internet influencia a fotografia / Fotografias online: como o compartilhamento na internet influencia a fotografiaRenato Simões Targa 28 February 2011 (has links)
A relação das pessoas com a fotografia vem sendo alterada pela conjunção de dois fatores: a evolução das câmeras digitais e o compartilhamento de fotografias na Internet. A popularização tanto das câmeras como da Internet criou condições para que as pessoas pudessem massivamente publicar imagens na rede mundial de computadores, tornando-se componente de uma modificação na cultura, definida por Henry Jenkins como cultura da convergência, em que as pessoas assumem um papel mais participativo na produção e consumo de bens simbólicos. O consumo e fruição da fotografia passam por transformações que envolvem o novo suporte: a tela digital regida por uma interface, e este suporte reduz a relação de tempo que as pessoas gastam observando a fotografia. O acesso rápido e fácil promovido pela rede também confere à fotografia a possibilidade de ter maior alcance, maior tráfego, o que pode conferir-lhe maior valor de exposição, no sentido atribuído a este termo por Walter Benjamin. Surgem comunidades de grande porte, como o Flickr, com bilhões de imagens publicadas. Na rede, elas também passam a estar indexadas por sistemas buscadores que permitem às pessoas encontrar fotografias com os temas que têm interesse e permitindo o contato direto com o autor das mesmas, o que possibilita o surgimento de um comércio direto de imagens. Todos esses fatores acabam por influenciar a forma que a fotografia é produzida e o espaço no mercado para a atuação dos fotógrafos profissionais. Para descrever esses fatores, foram realizadas uma pesquisa bibliográfica, uma entrevista aberta e algumas entrevistas semiabertas como abordagem metodológica. / The relation of people with photography has been changed by the conjunction of two factors: the evolution of digital cameras and the sharing of photography via the Internet. The popularization of both digital cameras and the Internet has created conditions so that people can prolifically publish images on the Word Wide Web. It has become a component of a cultural shift, defined by Henry Jerkins as a convergence culture, in which people take a more participative role in the production and consumption of symbolic goods. Consumption and enjoyment of photography has been transformed by a new medium: the digital screen controlled by an interface, and this medium changes the relationship with time that people have while observing photography. The quick and easy access promoted by the net also gives photography the possibility of greater reach and greater traffic, which can give them greater exhibition value, in the sense attributed to this term by Walter Benjamin. Large communities have flourished, such as Flickr, with billions of images published. On the net, they also become indexed by search engines which allow people to find photographs with the the themes that they are interested in and permitting for direct contact with the photographer, allowing for a direct market of images. All of these factors influence the form by which photography is produced and the marketplace for professional photographers. To describe these factors bibliographic research as well as both open and semi-open interviews using a methodological approach were conducted.
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The L Word em movimento: convergências de uma série lésbicaRodrigues, Lilian Werneck 13 September 2012 (has links)
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Previous issue date: 2012-09-13 / A partir do mapeamento das conexões entre novas mídias, séries de TV,
interações colaborativas na Internet e lesbianidades, este trabalho de dissertação interroga as
interseções que podem ocorrer entre mídias através de um estudo de caso das audiências em
torno da série The L Word. Considerada a primeira série dramática da televisão norteamericana
a apresentar um grupo de mulheres lésbicas como protagonistas de sua narrativa,
The L Word pode ser vista como um exemplo de produto cultural transmidiático, produzido
para a TV, mas que estabeleceu uma relação peculiar com suas espectadoras dentro do que
Henry Jenkins chama de Cultura da Convergência. Através deste estudo, pretende-se
questionar tanto as especificidades desta relação ambientada na convergência dos meios de
comunicação, quanto as características particulares do comportamento das fãs brasileiras
dentro da cultura participativa, movimento alimentado pela inteligência coletiva criada a
partir do seriado. A busca pelas respostas a essas questões serve, ao longo do texto, à
verificação da hipótese de que The L Word, enquanto transmídia, estabelece uma interlocução
com suas fãs no ambiente da convergência dos meios, ou seja, ao mesmo tempo em que as
personagens da série tentam pautar certos traços das lesbianidades em trânsito, a narrativa se
adapta às pautas demandadas pelas espectadoras que buscam a visibilidade, em um fluxo que
levou as fãs brasileiras a se envolverem tanto no compartilhamento de conteúdos da série,
quanto nas redes sociais lésbicas criadas a partir dela, movimento que ocasiona implicações
sociais, culturais e políticas. / From the mapping of connections between new media, TV series, and on the Internet
collaborative interactions lesbianidades, this dissertation interrogates the intersections
between media that can occur through a case study of audiences around the series The L
Word. Considered the first dramatic series of American television to present a group of
lesbian women as protagonists of his narrative, The L Word can be seen as an example of
cultural product transmidiático produced for TV, but it established a special relationship with
their spectators in what Henry Jenkins calls Convergence Culture. From this study, we intend
to question both the specifics of this relationship set in the convergence of media, as the
particular characteristics of the behavior of the fans inside the Brazilian participatory culture,
collective intelligence powered by the movement created from the show. The search for
answers to these questions serves, throughout the text, to verify the hypothesis that The L
Word, as transmedia, establishes a dialogue with their fans in the environment of media
convergence, while the characters series of guided attempt traits of lesbianidades in transit,
the narrative fits guidelines demanded by viewers who seek visibility in a stream that led the
Brazilian fans to be involved in both the sharing of content of the series, as the social
networks created lesbians from it, move that causes social, cultural and political.
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SVT och den deltagande kulturen - En studie om SVT:s Projekt Z och deras anpassning till den deltagande kulturenJohansson, Sofia January 2018 (has links)
Dagens ungdomar idag präglas starkt av konvergenskulturen och deltagarkulturen och deras medievanor har ökat under åren. Företag som inriktar sig på denna målgrupp behöver anpassa sig till deltagarkulturens egenskaper och krav för att bibehålla sina kunder inom denna målgruppen. Uppsatsens syfte är att undersöka hur ett företag kan anpassa sig till deltagarkulturen och ungdomarnas medievanor. Uppsatsen undersöker företaget SVT och hur de gjort för att anpassa sig till den deltagande kulturen. Genom en observation och tre kvalitativa intervjuer har författaren samlat in allt resultat som kan ställas mot teorin i diskussionen. Resultatet visar att SVT arbetar mot att anpassa sig till deltagarkulturen via deras Projekt Z, där de arbetar med att kommunicera med målgruppen: generation Z, samt samlar in material från dem för att kunna skapa framtida tv-program som är anpassade efter ungas behov och önskningar.Slutsatsen för denna studie visade att om ett företag ska anpassa sig till deltagarkulturen så måste dem först få en förståelse kring vad konvergens och deltagarkulturen innebär och vilka krav deras målgrupp kräver från dem. Företaget måste anpassa sig till det höga deltagandet, uppfylla behoven hos deras målgrupp och fokusera på att arbeta på deras relation med målgruppen. / Today's youth today are strongly influenced by the convergence culture and participatory culture and their media habits have increased over the years. Companies focusing on this target group needs to adapt to the participant culture's characteristics and requirements to maintain their customers within this target group.The purpose of the essay is to investigate how a company can adapt to the participatory culture and the youth's media habits. The essay explores the company SVT and how they did to adapt to the participating culture. Through an observation and three qualitative interviews, the author has collected all the results that can be put against the theory in the discussion. The result shows that SVT works to adapt to the participant culture through their Project Z, where they work with communicating with the target group: generation Z and collecting material from them to create future television programs adjusted to the needs and wishes of young people.The conclusion of this study showed that if a company is to adapt to the participant culture, they must first get an understanding of what convergence and participatory culture means and what requirements their target group demands from them. The company must adapt to the high level of participation, meet the needs of their target audience and focus on working on their relationship with the target audience.
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Fan art v oficiální propagaci počítačových her / Fan art in official promotion of video gamesVeselá, Veronika January 2013 (has links)
With the rise of Internet, Web and new media technologies come increased opportunities for audience to recreate media content and influence its flow across different media platforms. The fan as a demanding yet enthusiastic consumer has become a centrepiece of media industries' marketing strategies. On the one hand, this qualitative change often described as participatory culture means a giant leap forward for fans, who can now serve new roles within the media industry. On the other, it represents a potential exploitation of media users, as unpaid volunteers do the labour professionals are paid for. This study investigates this tension in a case of videogame fans. On their official websites, videogame developers encourage fans to contribute with their fan art harnessing fan creativity for their advertising purposes. Convergence culture raises conflicts and compromises between creators of fan art (fan artists), and the owners of the copyrighted works they appropriate (game companies). This study addresses three main issues: (1) the way and circumstances under which game companies are displaying fan art on their official websites, (2) how fans understand the tensions between empowerment and exploitation, how do they address the issue of free labour, (3) how fans view issues concerning intellectual property...
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Blogs, Books, & Breadcrumbs: A Case Study of Transmedial Fairy TalesStewart, Kristy Gilbert 01 December 2014 (has links)
Understanding transmedial storytelling is particularly important to fairy-tale studies. Monomedial views have long been unable to account for all of fairy tale tradition. Although the form originated in oral culture, it has long been a liminal, hybrid form that retains aspects of orality even while its principal mode of transference for some time has been something other than face-to-face communication. Transformations and adaptations across different media and contexts has resulted in a system of fairy-tale tradition that is massively intertextual and transmedial. No one medium can claim primary control over the fairy-tale tradition. Throughout time, oral tellings have inspired literary adaptations; literary renditions have influenced oral and theater performances; oral, print, and theater performances have spawned any number of retellings and adaptations within audiovisual media. This case study, investigates one example of adaptation to social media and integration across media: Tim Manley's satirical blog Fairy Tales for Twenty-somethings and his book Alice in Tumblr-land. In Manley's fairy tale creations, we see an instance of what Henry Jenkins calls convergence culture. This convergence should be of particular interest to folklorists because corporate and mass-media systems continue to influence and integrate with existing forms of interaction. Manley's overall narrative approach integrates two media, which permits him to use fairy tales to express a broader range of narrative impulses than would a project tied to only one medium. Media integration is an important concept to recognize and investigate because so many individuals see different media as inherently combative rather than mutually beneficial systems. Just as intertextuality has become a foundational concept in many humanistic studies, intermediality needs to enter the folklorist's discussions as well. With only some media under consideration, we only get some of the message.
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Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -Brandberg, Peter January 2007 (has links)
<p>Abstract</p><p>Title: Interactivity and participation - a qualitative study about the making of machinima with</p><p>World of Warcraft (Interaktivitet och och deltagande – en kvalitativ studie kring skapandet av</p><p>machinima med World of Warcraft)</p><p>Number of pages: 68 total, 50 without appendix</p><p>Author: Peter Brandberg</p><p>Tutor: Else Nygren</p><p>Period: Autumn 2006</p><p>Course: Media and Communication Studies C</p><p>University: Division of Media and Communication, Department of Information Science, Uppsala University</p><p>Purpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).</p><p>Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.</p><p>Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points. The study also suggests that further studies need to focus on the emotional investment players put into the game.</p><p>Keywords: cultural studies, participatory culture, convergence culture, fan culture, new media, game studies, machinima, MMORPG, World of Warcraft</p>
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Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -Brandberg, Peter January 2007 (has links)
Abstract Title: Interactivity and participation - a qualitative study about the making of machinima with World of Warcraft (Interaktivitet och och deltagande – en kvalitativ studie kring skapandet av machinima med World of Warcraft) Number of pages: 68 total, 50 without appendix Author: Peter Brandberg Tutor: Else Nygren Period: Autumn 2006 Course: Media and Communication Studies C University: Division of Media and Communication, Department of Information Science, Uppsala University Purpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories). Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis. Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points. The study also suggests that further studies need to focus on the emotional investment players put into the game. Keywords: cultural studies, participatory culture, convergence culture, fan culture, new media, game studies, machinima, MMORPG, World of Warcraft
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