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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.
91

Does Video Game Content Matter? An Examination of Two Competing Ideas

Smith, Nathan J. 01 June 2015 (has links)
The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
92

社群媒體平台之內容發展策略分析 / Understanding Content Development on Social Network Sites

莊英杰, Chuang, Ying Chieh Unknown Date (has links)
近年來,使用社群網站的公司數量急遽的增加,公司視社群網站為是另外一種渠道,可增加產品的曝光,並且獲取新客戶與維繫現有客戶。因此,許多公司企圖藉由多種形式與特色的內容去吸引觀看以及與客戶互動,以發揮社群網站的最大效用。然而,如何去吸引到最多客戶仍就是一個未解的謎題。管理內容發展包含許多不同的面向,包括呈現的內容、什麼樣的類別能受到顧客喜愛,以及決定最適當的時間發布,為了加強對於內容策略的了解,本篇研究提出一些方法,藉由發展社群網站內容刺激顧客參與。 根據使用與滿足理論框架,本篇研究專注於透過內容發展來滿足顧客。藉由學術文獻上的參考與實際案例分析,本研究識別出幾個重要的元素,最能夠去影響內容人氣的程度,分別是生動、互動、豐富、情緒。本篇研究使用知名雜誌內容中我們所提到的四個重要元素,測驗其帶來的影響程度。 透過本研究,我們不僅發現互動與情緒元素可以對於顧客參與帶來正向的影響,並且也證實顧客參與於粉絲專頁上,對於公司而言是有利益的。這些發現可以改善公司對於內容特色上的了解,以及知道如何有效去刺激顧客參與於社群網站。 / The number of enterprises that use social network sites (SNS) has increased dramatically in recent decades. Companies consider SNS to be another channel for increasing brand and product exposure and acquiring or retaining customers. Many companies attempt to leverage social networks by providing various forms of content to attract views and interact with customers. How to reach and attract the maximum number of customers remains a significant question for all types of businesses. Managing content development involves various dimensions, including determining what to present to viewers, what type of content customers prefer, and when the appropriate time is to post new content. To enhance the understanding of content strategy, this study aims to address ways to stimulate customer engagement by developing SNS content. Based on the use and gratification framework, this study focuses on the spectrum of strategies for satisfying users through content development. By employing a review of academic research and practical cases, this study identifies factors that can influence the intensity of content popularity and users’ behavior on SNS. The four components of content development are vividness, interactivity, richness, and emotiveness. This study tests the level of influence of each factor using data from brand fan pages of famous magazines. Through the research, we not only find that the interactivity and emotiveness factors would positively affect customer engagement but also verify that the intensity of customer engagement on the brand fans page is beneficial to companies. The findings can improve companies’ understanding of the attributes of quality content and how to stimulate customer engagement on SNS.
93

From Bags to Boxes; : A Study of the Consumers Perception of Value in Online Fashion Retail Sales

Bolm, Nadine, Hartigan, Betty January 2018 (has links)
Abstract Bachelor Thesis in Business Administration. Bachelor of Science with Specialization in Marketing – Main Field of Study: Business Administration. School of Business and Economics at Linnaeus University, Course Code 2FE21E, 2018 Title: From Bags to Boxes: A Study of the Consumers Perception of Value in Online Fashion Retail Sales Authors: Nadine Bolm, Betty Hartigan Supervisor: Michaela Sandell Examiner: Åsa Devine Background: Online retail sales has been growing steadily since the late twentieth century. Fashion, as a segment of the online marketplace, is the largest market in cyberspace and as new companies are combined with old ones who want to establish a presence online, competition is stifling. As more companies offer fashion in the online world consumers behavior evolves with this new reality and customer-perceived value shifts as the consumers values in their transactions shifts. In order to gain and maintain a strong consumer base companies need to know what the variables are that make up customer-perceived value in hopes of affecting it. Purpose: The purpose of this research is to explain the relationship between values of utilitarian nature, those being; monetary savings, convenience, product variety, product information, and customer-perceived value in online fashion retail and to explain the relationship between values of hedonic nature, those being; adventure, gratification, best deal, idea, and customer-perceived value in online fashion retail. Methodology: The research conducted here was an explanatory study to determine how different independent variables related to a single dependent variable. The study was deductive in nature and used a quantitative approach. Independent variables were studied with the use of a convenience sample and self-reporting survey posted online. Statistical analysis was conducted with data collected from 142 valid responses and through the use of validity and reliability methods the data was determined statistically meaningful and valid to test the hypothesis as accepted or rejected.   Findings: The findings of this study show that a new theoretical model was needed to better demonstrate the direct connection between variables that consumers identified as valuable to them in online fashion shopping, had with consumer-perceived value. By examining data collected through online survey it was determined that of the 8 variables, seen as valuable by research into consumer perceived value, 4 would be accepted as such. These 4 variables would become the basis for a new model that explained how consumers develop customer-perceived value. Conclusion: The research explains the relationship the 8 variables selected by previous research for their effect on customer-perceived value. It also provides a model for future research activities or for development of marketing plans with exceptional efficiency and effectiveness in mind. In directly relating each variable to customer-perceived value on its own merit it was found that the variables respondents valued most were of the more practical or utilitarian in nature aside from one, adventure, which possessed the highest level of value of the 8 variables.     Keywords: Customer-perceived value; Utilitarian value; Hedonic value; Online retail; Online fashion retail; Ecommerce; Monetary savings; Convenience; Product variety; Product information; Adventure; Gratification; Best deal; Idea
94

Tinder Communication In The Time of COVID-19

Jonsson, Michael January 2021 (has links)
This study researches communication 2020-2021 via the Tinder dating app in Sweden during the COVID-19 pandemic, using a framework of mediatization, uses and gratification theory and affordance theory. Data collection was performed using qualitative interviews via Zoom video calls with respondents based in Sweden and findings were analyzed using thematic analysis.  Results of the study discusses phenomena when the physical world and a mediatized one interlock: even though the Tinder app afforded people to connect during the COVID-19 pandemic, the worlds are not independent of each other. Uncertainty and stress could seep into the dating app practice and create a hindrance to easy communication, even though the Tinder app was trying to accommodate the changing times. The study explores that the dehumanizing aspect of reducing a person to a single attribute and deleting that person is connected to a heightened affordance of gamification of relationships that is connected to deep mediatization, moments of our everyday practices immersed in new kinds of mediated communication. Steered behaviour from the app occurs in the Tinder interface which this paper explores, connected to data-driven decision making, a critical tool allowing mobile app developers to not only figure out customer behaviour but also to design customised products. Connected here is the mediatized interplay between humans and technology. If the Tinder app was hard to set up or navigate, the different needs and gratifications would not be met and users would simply vanish.  This paper argues the Tinder app design encourages speed and has coded distractions to actually work against the perceived gratification of meeting a partner and ultimately rendering the service redundant. The COVID-19 pandemic, this thesis explores, has spurred different generations to adapt to new practices and technologies but that these affordances do not always correlate to new dating app practices such as video dating. A mediatized way of meeting physically has been brought on by the COVID-19 pandemic. An additional step has been added to online dating practices, the walk, which has 2 lowered the threshold of the initial date by being perceived as an easier option. A direct consequence of the COVID-19 pandemic connected to online dating. This paper also argues intimacy through media sharing, such as humour and jokes via technology in a mediatized world. Lastly, this paper explores the safety aspects of the Tinder app, connected to catfishing and also gender blindness.
95

Aligning Technology with Humanity

Shareef, Amina N. 06 August 2021 (has links)
No description available.
96

Skönhetsideal på sociala medier : En kvantitativ studie om hur unga vuxna påverkas av skönhetsideal / Beauty ideals on social media : A quantitative study about how young adults are affected by beauty ideals

Käll, Viktoria, Gyllensten, Amanda, Ström, Victor, Axby, Henrik January 2020 (has links)
The purpose of this study was to find out if young adults, more specified in the ages between 15-30 years old, are affected by beauty ideals on social media and if so, how they are affected. Furthermore, the study wanted to find out if there are any gender differences and age differences in the matter, and how often an individual person publishes content on social media. The theoretical frameworks we applied and used as support was Uses and gratification theory, Social cognitive theory and Sociocultural perspective on body image. We also applied the research on “Why do people use social media?”. In order to find out the purpose of the study and get statistics we created and used a quantitative poll survey. The survey was made with Google Forms and contained 21 variables with closed-ended questions. A random sample was applied through publishing the survey on Facebook. A total of 146 people answered the survey. To get statistics through diagrams we used Google Forms as well as SPSS Statistics. For example, Google Forms introduced how many out of our total target audience who felt themselves being affected by beauty ideals on social media meanwhile SPSS Statistics introduced results where different variables were merged, e.g. comparing genders and influence of beauty ideals.   The survey results stated that women are affected by social media to a greater extent than men are. According to our results, women generally have a lower self-esteem than men do, and they are also more prone to comparing themselves with others. They also experience a stronger self-esteem when posting on social media. In opposite, according to the survey results, men generally have a higher self-esteem and are less affected by social media than women are. The categories “Body” and “Exercise/diet” is a common denominator for both men and women, as both genders experience themself being most affected by them. However, women proved to be more affected in these categories than men. It was furthermore very common with both genders to be affected both positively as well as negatively by social media.   To summarize, the results we got from the analysis of our empirical material agrees well with the theoretical frameworks we used and the research we found. For instance, the theories bring up that girls from an early age are exposed by unrealistic ideals, which can explain our results. / Syftet med undersökningen var att ta reda på om unga vuxna, som specificeras till 15-30 år, påverkas av skönhetsideal på sociala medier och på vilket sätt de påverkas. Undersökningen ville vidare ta reda på om det fanns en skillnad av påverkan mellan könen och åldersgrupper samt hur ofta en person publicerar innehåll på sociala medier. De teoretiska ramverk vi utgick från och tog stöd av var Uses and gratification theory, Social cognitive theory och Sociocultural perspective applicerat på kroppsbilden. Vi använde oss även av forskningen “Why do people use social media?”. För att ta reda på syftet och få fram statistik användes en kvantitativ enkätundersökning. Enkäten skapades i Google Formulär och innehöll 21 variabler med icke-öppna frågor. Ett bekvämlighetsurval tillämpades genom att enkäten publicerades på Facebook. Enkäten fick in totalt 146 respondenter. För att få fram statistik genom diagram användes Google Formulär samt SPSS Statistics. Google Formulär presenterade exempelvis hur många av vår totala målgrupp som upplevde sig påverkade av skönhetsideal på sociala medier medan SPSS Statistics istället presenterade resultat där variabler kopplats samman, exempelvis för att jämföra kön och påverkan av skönhetsideal.   Utifrån enkätens resultat gick det att anta att kvinnor påverkas i högre grad och i större utsträckning än män av sociala medier. Enligt våra resultat har kvinnor generellt en lägre självkänsla och stor tendens till att jämföra sig med andra, och de får även stärkt självkänsla vid publicering på sociala medier. Män har enligt enkätens resultat tvärtom generellt högre självkänsla och påverkas mindre av sociala medier än vad kvinnor gör. Kategorierna “Kropp” och “Träning/kost” är gemensam nämnare hos både män och kvinnor, då båda könen upplever sig påverkas mest här. Däremot visade resultatet att kvinnor påverkas mer än män inom dessa kategorier. Det var vidare vanligt förekommande att påverkas både positivt och negativt av sociala medier hos båda könen.   Sammanfattningsvis har resultaten vi fått fram via analys av vårt empiriska material stämt bra överens med de teoretiska ramverk som använts och den forskning som hittats. Teorierna tar bland annat upp belöning och att flickor i tidig ålder utsätts för orealistiska ideal, vilket kan förklara vårt resultat.
97

"Om någon i ens ålder inte har TikTok så tycker man att den är lite konstig" : En kvalitativ utforskande studie kring TikToks inflytande på ungdomars totala medieanvändning

Wernersson, Wilma, Hummelstedt, Viktoria January 2021 (has links)
The main purpose of this essay is to investigate the role of teachers of religious education in the proactive work against violent extremism and radicalization. Furthermore, the ambition is to raise awareness of how these five teachers of religious education in the Swedish upper secondary schools and primary schools in the subject of religious studies work with and implement the school's democratic mission, and to find structures to teach about radicalization,fundamentalism, pro-violence extremism and terrorism. To obtain a result, five semi-structured interviews with active religious education teachers in the upper secondary schools and theprimary schools were conducted. To show the extent to which the school's democratic mission in the proactive work against radicalization and violent extremism is carried out, the collected empirical material has been analyzed based on Paulo Freire's awareness-raising pedagogy as a theoretical framework which indicates whether the interviewed teachers of religious education work according to what Freire calls the bank view or the liberating teaching. The study shows that all interviewed teachers work according to both these models. The teachers believe that it is inevitable to ignore the teaching of facts but prefer the liberating teaching. This is because all interviewed teachers believe that through dialogues and discussions, a critical thinking is created in the students.Furthermore, it appears that all teachers find it essential to create a good and open classroom climate where there is mutual acceptance of dissent. Thus, a long-term effort to create students as source-critical thinkers is fundamental.
98

"Någon gubbe som pratar i TV" : En enkätundersökning om högstadieelevers inställning till nyheter / “Some old man who talks on TV” : A survey about young people’s attitude about news

Högne, Josefine, Paulsen, Karl January 2022 (has links)
This study examines the attitude towards news from young, Swedish students in the age between 13 - 15 years old. To regularly take part in news reports and be interested in what is happening in the world is important to be a part of a democratic society. The aim of the study, was with the help of the users and gratification theory and the news values theory, investigate the news habits and attitude towards news among the students with the age of 13 - 15 years. This study has been performed through a quantitative survey, where 330 students participated and answered 16 questions.  The result of the study shows that young students know the importance of following the news, but they don’t prioritize it in their daily use of media. Even if they spent more than three hours per day on their phone - the most frequent answer was that they read or watched news content less than ten minutes per day. With the knowledge of the users and gratification theory, the basic needs become more satisfied with the use of social media and entertainment content instead of news. Young students consume news from social media, Youtube and TikTok - but they do not trust them as much as they trust traditional media. The most common news source is through family and friends, which shows that young people rarely search for news themselves. Instead they let the news find them, which could be problematic in the future.
99

BLACK WOMEN ARE HUMAN BEINGS, NOT PROPERTY:A FEMINIST PERSPECTIVE OF SPIKE LEE’S 1986 AND 2017 PRODUCTIONS OF SHE’S GOTTA HAVE IT

Johnson, Tonya M. 20 June 2019 (has links)
No description available.
100

Role médií jako informačního zdroje rodičů na mateřské a rodičovské dovolené / The role of the media as an information source for parents on maternity and parental leave

Caithamlová, Kateřina January 2021 (has links)
The diploma thesis focuses on the role of the media in the lives of parents on maternity and parental leave and how they satisfy their needs through use of media. The thesis is based on the uses and gratification theory and especially on the typology of media-personal interactions defined by Denis McQuail. The aim of the thesis is to find out, through twenty interviews with mothers and fathers living in the household with a child or children, for what purpose the media are used by this specific group. The thesis includes a theoretical anchoring of the approach of uses and gratification theory concerning its historical development during the 20th century, but it also focuses on its concept at present after the spread of new media. The theoretical part of the thesis also deals with the characteristics of maternity and parental leave and it tries to identify everyday activities associated with this period and its positive and negative aspects. The methodological part describes the area of qualitative research and related procedures, including the choice of data collection method, which is a semi-structured interview, and the characteristics of the research sample. The analytical part interprets the findings resulting from the data obtained through interviews with respondents. The discussion and conclusion of...

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