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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.
161

Vztah textových postupů a popularity při receptu mediálního textu na příkladu rozhlasového seriálu "Tlučhořovi" / elation between Textual Devices and Popularity of Media Text on the Example of Radio Series "Tlučhořovi"

Pouzarová, Patricie January 2008 (has links)
The target of the thesis Relation between Textual Devices and Popularity of Media Text on the Example of Radio Series "Tlučhořovi" is to reveal if there exist any connection between significant textual devices used in the series and its popularity and success. As methods there are used semiotic analysis of sample of the series episodes and "respondent interview" with the listeners. In the first there is focus mainly on particular textual devices and in the second on what respondents consider to be reasons why they do listen to the series. Significant textual devices are one of the central themes of cultural studies and this work sets itself a task to deduce from findings conclusion which would be generalizable to relation between media texts and their audiences universally.
162

Transmedia storytelling in the music industry : The case of BTS

Zuhadmono, Alvia January 2021 (has links)
This case study research examines the impact of transmedia storytelling on the global reach of Korean-pop (K-pop) group BTS (Bangtan sonyeondan) and how narratives within the transmedia storyworld can motivate the audience to seek individual and social change. This study is inspired by the rise of BTS in the global music industry. The group came with a solid brand image, highlighting sincerity and authenticity that captivate audiences worldwide. BTS consistent messages—that intersect with sustainability issues—about the importance of loving oneself, equality, social justice, anxiety, and wellbeing are communicated through multiple platforms and travel across language and cultural barriers. To understand the context, this study uses the concepts of transmedia storytelling and audience engagement by Jenkins (2006, 2007, 2012, 2014), Gambarato (2019), Broesma (2019), and Askwith (2007), to name a few. The method used to conduct this research is the analytical and operational model of transmedia design by Gambarato et al. (2020). The findings are that transmedia storytelling —with spreadability, drillability, extractability, and immersion characteristics—is an effective communication strategy that significantly influences the global reach of the group. Further, the camaraderie between BTS and ARMY generates fan activism—an epitome of individual change due to the fondness to BTS, as the act of identification and the attitude of giving back to the intimacy that BTS members provide to the fandom.
163

The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America

Rogers, Katherine Linn 28 August 2019 (has links)
No description available.
164

“First year Evergirl at your service! So a couple of rules …” : En barnkulturell studie om fangemenskapens plats, rum och dialog med utgångspunkt i hemsidan Schoolforgoodandevil.com. / “First year Evergirl at your service! So a couple of rules …” : A children’s cultural study about the space, room and dialogue of fandom on the website Schoolforgoodandevil.com.

Sääf, Ida January 2020 (has links)
Denna studie har fokuserat på villkor, kontroll och reglering av den barnkulturella platsen Schoolforgoodandevil.com och hur den tänkta målgruppen av barn rör sig inom platsen och dess rum. Genom användandet av en netnografisk metod har studien gått i dialog med platsens rum med hjälp av Foucaults heterotopiabegrepp samt barndomsgeografi för att påvisa hur diskursiva praktiker som kretsar kring barnet har påverkat uppbyggnaden av platsen och hur användarna tillåts nyttja dess rum. Anonymisering och censur har varit den främsta taktiken för platsens uppehållande av barnets ”säkerhet”. I analysen används även en social nätverksanalys som är en netnografisk metod för att deskriptivt analysera användarnas dialog för att undersöka förhållning till platsen regler, villkor och kontroll. Studien kommer fram till att målgruppen och positionen av platsen, det vill säga barnet respektive det digitala rummet, var den främsta påverkande faktorn i dess uppbyggnad, regler och kontroll.
165

Autoconcepto Personal y Regulación Emocional en Role-players entre 18 y 35 años de Lima Metropolitana / Personal Self-Concept and Emotional Regulation in 18 to 35-years-old role-players from Lima

Llagas Ochoa, Marisol Katherin 25 January 2021 (has links)
El presente estudio tiene como objetivo principal relacionar el autoconcepto personal y la regulación emocional en role-players adultos peruanos. Se aplicaron el Cuestionario de Autoconcepto Personal (Goñi, 2011) y el Cuestionario de Regulación Emocional ERQ (Gross y Jhon, 2003) a un grupo de 310 participantes peruanos, entre los 18 y 35 años de edad, y con el 88% de sexo femenino. Se encontró que las dimensiones del Autoconcepto Personal correlacionan positivamente con el factor Reevaluación Cognitiva de Regulación emocional. Así también, todos los factores de Autoconcepto Personal correlacionan negativamente con Supresión Emocional. Asimismo, los role-players con un personaje idol-kpop tienen mayores puntuaciones en las dimensiones de autonomía y honradez, a comparación de los role-players furry, debido a la retroalimentación recibida de su entorno. / The main objective of this study is to relate personal self-concept and emotional regulation in Peruvian adult role-players. The Personal Self-Concept Questionnaire (Goñi, 2011) and the ERQ Emotional Regulation Questionnaire (Gross y Jhon, 2003) were applied to a group of 310 Peruvian participants, between 18 and 35 years of age, and with 88% of sex female. It was found that the Personal Self-concept variables have a positive correlation with cognitive reappraisal, this being the most used regulation tool. Furthermore, there is a negative relationship with the dimension of emotional suppression. Likewise, role-players with an idol-kpop character have higher scores in personal self-concept, especially in autonomy and honesty, compared to furry role-players. / Tesis
166

Emocionalita fanouškovské komunity seriálu Hra o trůny v éře konvergentní kultury / Emotionality of the Game of Thrones Fandom in the Era of Convergence Culture

Holá, Markéta January 2020 (has links)
This master's thesis deals with the topic of emotionality of the Game of Thrones fandom in the era of convergence culture. Game of Thrones, which had been on air since 2011 to 2019, became a hit show which gained millions of supporters and each new season was highly anticipated among public. During the course of all eight seasons, the show caused numerous heated controversies. Final season left both viewers and critics torn. This master's thesis is therefore interested in detecting and describing emotions of the Game of Thrones fan community during the time that the final season had been on air. Apart from emotionality, emphasis is also put on the characteristics of the show and its fandom. Reasearch was carried out online via the method of participant observation in six comments sections on the fan website Watchers on the Wall.com. Insomuch as fandom is connected to convergence culture, media convergence and audience participation, these topics are also covered. The term fandom is defined and the difference between audience and fandom is described. Last but not least, terms such as collective intelligence and knowledge community, which are also associated with fandom, are defined as well. All findings and the answers to research questions are then presented in the summary.
167

Polymediated Narrative: The Case of the Supernatural Episode "Fan Fiction"

Herbig, Art, Herrmann, Andrew F. 01 January 2016 (has links)
Modern stories are the product of a recursive process influenced by elements of genre, outside content, medium, and more. These stories exist in a multitude of forms and are transmitted across multiple media. This article examines how those stories function as pieces of a broader narrative, as well as how that narrative acts as a world for the creation of stories. Through an examination of the polymediated nature of modern narratives, we explore the complicated nature of modern storytelling.
168

The Power of Popular Romance Culture: Community, Fandom, and Sexual Politics

Choyke, Kelly L. January 2019 (has links)
No description available.
169

Bullying on Teen Television: Patterns across Portrayals and Fan Forum Posts

Walsh, Kimberly R. 01 January 2012 (has links) (PDF)
The primary goal of this thesis was to provide a snapshot of the portrayal of bullying on teen television. Drawing from contextual factors studied in the National Television Violence Study (Smith et al., 1998), a content analysis of 82 episodes (representing 10 series) and 355 acts of bullying was conducted to examine portrayals of physical, verbal, indirect, and cyber bullying in terms of bully and victim social status, motivations, humor, punishments/rewards, character support for bullies, harm shown to victims, interventions by third parties, and anti-bullying episode themes. The analysis revealed significant differences across bullying types for all variables except third party intervention, with portrayals of physical and verbal bullying identified as most “high-risk” (i.e. depicting bullying in ways that research suggests increase the likelihood of negative effects), and portrayals of cyber bullying identified as least “high-risk” for the majority of contextual elements. More generally, the analysis demonstrated that a substantial amount of bullying on teen television sends some concerning messages to young viewers, including the notion that bullying can be funny, harmless, and go without punishment. Complementing the content analysis, an exploratory textual analysis of 294 online fan posts related to bullying portrayed on Glee was performed to capture a representation of potential audience interpretations and intertexts (consumed alongside the television text). The analysis pointed to four major themes across posts: categories of bullying, messages about bullying promoted by characters, contextual elements of bullying, and feelings about characters involved in bullying. In terms of audience responses, the themes highlighted how some fans think critically about bullying portrayals and their implications, distinguish between different types of bullying, and identify with characters. In terms of intertexts, the trends suggested that fans might be exposed to a variety of messages that both criticize and support high-risk depictions of bullying, and defend and rebuke bullying behavior (depending on the characters involved). Combined, the content analysis and textual analysis underlined the importance of media bullying as a topic of scholarly inquiry, revealing that teen bullying is a unique and complex media phenomenon that audiences respond to and interpret in a multitude of ways.
170

Sorry, I Don’t Know a Justin! : A study of LGBTQIA+ Representation, Fan Interaction, and Identity in The Adventure Zone.

Jönsson, Sofie January 2023 (has links)
This thesis examines how queer identities are represented through characters in The Adventure Zone, a popular Dungeons and Dragons, fantasy comedy podcast that features unique fan contributions and deep involvement from the creators. Drawing on queer theory and theories of stereotypes and language, audience participation, and transmediation, this thesis argues that The Adventure Zone’s portrayal of queer identities both challenges dominant norms and stereotypes while also being shaped by them, and that listening to the podcast can create opportunities to discuss queer identities, LGBTQIA+ questions and the relationships between author and fans online in the Swedish EFL classroom. The findings indicate that the podcast tries to avoid but still falls into some stereotypical ideas even though it welcomes fan inclusion and representation. The character Taako is also found to be a good subject for discussions with students in terms of negotiating ideas of queerness and identity formation in accordance with the school’s democratic mission of inclusivity and sexuality, consent and relationships outlined in the new curriculum.

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