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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

GAME SHOW: OS FORMATOS INTERATIVOS PARA A TV DIGITAL E NOVAS MÍDIAS

Tavares, Bruno Rogério 04 April 2011 (has links)
Made available in DSpace on 2016-08-03T12:31:21Z (GMT). No. of bitstreams: 1 Brunopg1_30.pdf: 123865 bytes, checksum: aaa147915d7281dcf847ddf83dca9ef7 (MD5) Previous issue date: 2011-04-04 / O presente estudo tem como objetivo definir teoricamente o conceito de game show interativo, tendo por referência o novo ambiente de TV digital no Brasil. Para tanto, o método empregado para desenvolver esta pesquisa foi o qualitativo, sendo utilizadas as técnicas de pesquisa bibliográfica, análise documental e pesquisa exploratória. O ponto de partida para tal estudo foi a criação e desenvolvimento do gênero nos Estados Unidos da América local onde teve seu auge, seu declínio e seu ressurgimento quando entra em funcionamento a TV por assinatura. O formato é exportado para vários países, inclusive o Brasil, e dele vislumbram-se várias possibilidades de reformulação a partir do uso das novas tecnologias. Há um novo panorama de construção de conteúdos que foi aberto com as possibilidades da TV digital interativa e este estudo visa apontar o game show como potencial formato para uso exploratório das possibilidades de interatividade.
2

Proměna vědomostních soutěží v českých televizích / The transformation of czech TV quiz shows

Švestka, Jan January 2012 (has links)
Main task of this work is to find out the answers to the questions of the television quiz shows genre development. The work deals with foreign countries development, but the main attention is fixed to Czech republic and Czech full-area broadcasting media, which emphasise general matters. Concretely these television companies: Česká televize, Nova, Prima a Barrandov. The work emphasises the problem of formats originality. The time spread is since January 1993 to April 2012. A quiz shows development before 1993 is mentioned, but the analysis does not contain that. The analysis shows four copied quiz shows development. These examples uncover the variations of the quiz shows formats copying and domestication. They reveal the rules of the copying and domestication. They show the transformation of the quiz shows during recent years. The work tries to solve a few questions about the Czech quiz shows and their partial problems. Has the hosts behaviour changed? What about the hosts gender? Is there more men or women in the quiz shows? Is the number of recently broadcasted quiz shows higher than the number of the quiz shows, which were broadcasted nineteen years ago? What about the relation of the quiz shows production and social changes? Have the western models affected Czech quiz shows production? If so,...
3

A study of the reality game show concept “Survivor” : how national identities are represented in a transnational reality format

Malko, Anastasia January 2013 (has links)
Since TV became the most influential medium globally, the media content followed and as a result, a variety of programmes became international. When it came to entertainment, reality game show Survivor became a pioneer in crossing national borders when the programme’s format was licensed and sold worldwide. The ability of a single reality TV show format to appeal to different nations is remarkable and noteworthy, which consequently makes it an interesting field of research. Therefore, this essay focuses on analysing the narrative structures of the Survivor format productions in Sweden, the USA and Russia in pursuance of revealing representations and reproductions of the nations. It answers the questions about the narrative structures of the programmes, as well as about their common construction, and describes how the national identities are portrayed in a transnational reality game show format. In order to make the study extensive but at the same time significant, a structural narrative analysis with a comparative approach was chosen as a method. The selection was based on the importance of analysing the content of narratives in order to comprehend their illustrations of reality and, among other things, national identities. Mainly referring to a theory of nations as “imagined communities” and a theory about “banal nationalism”, the essay presents an analysis of the narrative structures. These structures, in their turn, expose the nation-specific elements that represent and reproduce the idea of nation. It is argued that national expressions are in general based on traditions and rituals of the nations. These representations are frequently unnoticed in everyday life; however they become noteworthy in the context of reality TV game shows such as Survivor.
4

The Indian Game Show Kaun Banega Crorepati in the context of Media Globalization and Glocalization

Roy, Enakshi 26 July 2011 (has links)
No description available.
5

Faktory strachu. Funguje strach v žánru Reality TV jako nástroj sebereflexe i manipulace? / Factors of fear. Does fear in the Reality TV genre function as an instrument of self-reflection as well as manipulation?

Sinkovičová, Eva January 2019 (has links)
This thesis focuses on matters of Reality TV that share a main element - fear. The theoretical part of the thesis first introduces the genre itself, its history and classification. Secondly, the team fear is defined and analysed as a phenomenon through literature overview of the term in sociology, anthropology, philosophy and psychology. The thesis also outlines how fear was depicted in arts throughout history. The practical part of the thesis starts with a description of the methodology of the research and its design. Afterwards there are introduced Reality TV shows about fear which are subjects of the thesis, followed by analysis of their form and style. The final part of the practical part of the thesis consists of a research report revealing results acquired by qualitative survey on the basis of a grounded theory method. .
6

Vart fan är vi på väg? : En kvalitativ studie om den unga vuxna publikens uppfattning av frågesportprogrammen På spåret och Alla mot alla

Ränkeskog, Gustaf, Jacobson, Lukas January 2020 (has links)
The intent of this bachelor thesis is to specify the reasons why the young adult audience consumes the Swedish television quiz programs Alla mot alla and På spåret, which needs the programs might fulfill and the difference between the two programs. The study also reflects on the difference between similar quiz programs on commercial vs. public service television. To accomplish any results this study has completed six qualitative and semi-structured interviews. The respondents are in the age of 20 to 30 years and they all have consumed each show on a regular basis before the interviews have taken place. The young adult audience strives to obtain information, knowledge and entertainment from both of the two programs, but notices distinct differences in the use of language, humor and facts. The study also shows that the quiz programs fulfills the cognitive and emotional needs, but in different ways. The study relates to the uses and gratification theory and the genre theory. / Denna studie har analyserat hur den unga vuxna publiken ser på de svenska frågesportprogrammen På spåret och Alla mot alla, som verkar under Sveriges Television respektive Kanal 5. För att ta reda på det har sex kvalitativa forskningsintervjuer genomförts, där respondenterna i fråga är i 20 till 30 års ålder. Respondenterna har tittat på respektive frågesportprogram på regelbunden basis innan intervjuerna ägt rum. Syftet med studien har varit att reda ut varför den unga vuxna publiken tar del av frågesportprogrammen, vilka behov programmen uppfyller, vilka skillnader den unga vuxna publiken upplever samt hur de ser på public service kontra kommersiell tv. Det med dessa program som utgångspunkt. Studien har förhållit sig till uses and gratifications-teorin samt genreteorin. Det som studien kan visa är att den unga vuxna publiken kollar på frågesportprogrammen för att ta del av information, underhållning och kunskap. Studien visar också att frågesportprogrammen uppfyller de emotionella och kognitiva behoven, men på varierande sätt. Den unga vuxna publiken observerar ett flertal skillnader programmen emellan. Den största skillnaden är programmens genredefinition, då svaren tyder på att Alla mot alla anses vara en game show, medan På spåret anses vara en quiz show. Studien kan också konstatera att den unga vuxna publiken upplever tydliga skillnader, exempelvis språkbruk och jargong, mellan program som verkar under public service och kommersiella bolag.

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