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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.
31

What if Shakespeare had been Born in Japan? : An Investigation of the Pedagogical Potential of Combining Manga with Classics in the EFL Classroom / Tänk om Shakespeare hade fötts i Japan? : En undersökning av den pedagogiska potentialen i att kombinera manga och klassiker i EFL-klassrummet

Widerquist, Alice January 2024 (has links)
This study, conducted in an English 6 course at a Swedish upper secondary school, employed a unique educational research design by integrating manga adaptations with their typological source texts to explore the pedagogical potential of a comparative approach to teaching classics in line with pupils’ experiences. The investigation focused on three key questions: pupils’ initial attitudes towards literature, the effects of the comparative approach, and its impact on understanding the source text. Data were collected through a series of questionnaires as well as three group interviews before being examined thematically. The findings were then analysed and discussed using the theoretical frameworks of transmedia storytelling, Langer’s theory of envisionment, and affordance. The findings indicate that the pupils initially had negative attitudes towards English literature, viewing it as difficult and unengaging. However, including manga significantly improved their engagement and comprehension, foremost due to its visual elements. The pupils also reported that manga made reading more motivating because of its different modes, compared to the source text. However, the pupils regarded the manga as less effective in promoting vocabulary expansion compared to the source texts, thus highlighting the importance of a balanced approach. Furthermore, the comparative approach, engaging with both versions, allowed the pupils to view the story from multiple perspectives, thereby enriching their understanding and deepening their comprehension. This approach also promoted pupils’ exploration of genres.  Overall, the study suggests that incorporating a manga adaptation alongside its source text can address the diverse needs of pupils, thus making literature more accessible and engaging. This particular comparative approach could promote a multifaceted learning experience by encouraging the inclusion of varied pedagogical materials. Its pedagogical potential lies in its alignment with contemporary pupils’ cognitive patterns, which may contribute to enhancing the teaching of classic literature without excluding the benefits of typological texts.
32

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.
33

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.
34

Telas em toda parte: um novo lugar de pesquisa da recepção de telenovela

Arruda, Neide Maria de 11 September 2013 (has links)
Esta dissertação é o resultado de uma investigação sobre o processo de recepção da telenovela brasileira exibida por uma nova categoria de mídia digital móvel - a out of home - no transporte público da cidade de São Paulo. Buscou-se identificar os tipos de experiências, comunicativa, cultural, estética e social que emergem nesse novo lugar de assistência da teledramaturgia brasileira. Pretendeu-se ainda compará-la com a experiência tradicional do espectador e do fã que recepciona a telenovela no conforto de sua casa. Por meio da observação etnográfica e da coleta de dados primários, procurou-se conhecer como se dá a relação entre essa mídia digital móvel e suas audiências; salientando que essa nova forma de produção da telenovela (de fato, pós-produção) é exibida de forma condensada, sem áudio e com legenda. A tentativa de compreender o papel exercido pelos meios de comunicação televisivos no cotidiano da sociedade contemporânea nos levou à necessidade de repensar a recepção do modo tradicional, dentro de casa para este momento em que ela acontece em outra plataforma, como narrativa transmídia. Nossa pesquisa trouxe resultados interessantes, entre outros, os de que, nesse novo lugar de recepção da telenovela, a mesma é utilizada como \"recurso comunicativo\", pois inúmeros passageiros do transporte coletivo compartilham e interagem sobre variados temas que fazem parte do contexto social e que estão inseridos nas novelas, a partir do momento em que são exibidas no ambiente de dentro acionando assim dispositivos de comunicação e de reflexão. / This dissertation is the result of an investigation into the process of reception the Brazilian telenovela displayed for a new category of mobile digital media, the out of home, on public transport in the city of São Paulo. Sought to identify the types of communicative, cultural, aesthetic and social experiences, that emerge in this new place assistance of Brazilian soap telenovela. Still, wanted to compare it with the traditional experience of the viewer and the fan who welcomes the telenovela in the comfort of the house. Through ethnographic observation and collection of primary data, tried to know how is the relationship between this mobile digital media and its audiences, emphasizing that this new form of production of soap telenovela (in fact, post-production) is displayed in a condensed form, without audio and withsubtitle. The attempt to understand the role played by the media in television everyday contemporary society has led us to the need to rethink the reception from the traditional way, inside the house until the moment it happens on another platform, such as transmedia storytelling. Our research has brought interesting results, among others, that in this new place of receipt of the soap opera, it is used as \"communicative resource\" because many passengers of public transportation share and interact on various topics that are part of the social context and that are present in the soap telenovela, from the moment they are displayed within the environment, triggering devices of communication and reflection.
35

Comunicação, Consumo e entretenimento: o interator na ficção seriada Star Wars / Communications, consumer and entertainment: the interactor in fiction serial Star Wars

Mastrocola, Vicente Martin 22 March 2011 (has links)
Made available in DSpace on 2016-10-13T14:10:33Z (GMT). No. of bitstreams: 1 VicenteMartinMastrocola.pdf: 4291509 bytes, checksum: e25e3162388b08ca0a21cd2a0e9bd489 (MD5) Previous issue date: 2011-03-22 / This project delimitates the concept of transmedia storytelling: a kind of narrative which develops into multiple mediatic platforms, such as internet, books, videogames, comics, television, cinema etc., examining the use of strategy in the entertainment industry and understanding how the consume and communication strategies materialize in this scenario. The object of this project is: to examine the strategic appropriation of transmediatic narratives in the industry of entertainment; to study the systematic use of multiple platforms on the biggest mediatic series worldwide, using an established example in the industry of entertainment: the Star Wars fiction series. Finally, we will investigate the participation of a digital social network in the consolidation of the success of this series through user-generated (interactor) content and distribution. It is used in this project a multimethodological approach wherein will be highlighted a netnographic character observation, following interactors among diverse social networks and digital platforms where they are found. / Neste projeto, procura-se examinar as narrativas transmidiáticas: um tipo de narrativa que se desdobra em múltiplas plataformas midiáticas, como internet, livros, videogames, quadrinhos, televisão, cinema etc., analisando sua utilização estratégica na indústria de entretenimento e visando compreender como se materializam as estratégias de comunicação e consumo nesse cenário. Pretende-se, com este trabalho: cartografar a apropriação estratégica de narrativas transmidiáticas na indústria do entretenimento; estudar a utilização sistemática de múltiplas plataformas nas grandes séries midiáticas de âmbito global, servindo-se de um exemplo consagrado da indústria do entretenimento: a ficção seriada Star Wars. Por fim, investiga-se a participação de uma rede social digital na consolidação do sucesso desta série por meio da distribuição e geração de conteúdo do usuário (interator). Utiliza-se neste projeto uma abordagem multimetodológica em que se destaca uma observação de caráter netnográfico na internet acompanhando os interatores nas diversas redes sociais e plataformas digitais onde se encontram.
36

Glee: uma transmedia storytelling e a construção de identidades plurais

Lima, Roberto Carlos Santana 26 September 2013 (has links)
Submitted by Roberto Lima (robertogbi@hotmail.com) on 2013-09-17T00:05:20Z No. of bitstreams: 1 Glee,_uma_transmedia_storytelling_e_a_construção_de_identidades_plurais.pdf: 1555307 bytes, checksum: 0a5f76d1cd4c345089494fda6c4abd6e (MD5) / Approved for entry into archive by Alda Lima da Silva(sivalda@ufba.br) on 2013-09-26T17:01:03Z (GMT) No. of bitstreams: 1 Glee,_uma_transmedia_storytelling_e_a_construção_de_identidades_plurais.pdf: 1555307 bytes, checksum: 0a5f76d1cd4c345089494fda6c4abd6e (MD5) / Made available in DSpace on 2013-09-26T17:01:03Z (GMT). No. of bitstreams: 1 Glee,_uma_transmedia_storytelling_e_a_construção_de_identidades_plurais.pdf: 1555307 bytes, checksum: 0a5f76d1cd4c345089494fda6c4abd6e (MD5) / O objetivo deste trabalho é fazer um estudo de caso do grupo de coral da série Glee na sua primeira temporada. Procura-se, através desse seriado, demonstrar como suas arrativas podem impactar para a derrubada de alguns pré-conceitos ao abordar alguns marcadores sociais como os de cor/raça, gênero, nacionalidades subalternas, deficiências, e outros, ainda considerados tabus, como a homossexualidade e a homoparentalidade. Para tanto, discutiram-se as construções identitárias e a dinamicidade da cultura e a inter-relação entre elas; o papel da mídia como meio de questionamento de tabus; a construção histórica das identidades de gênero e sexual, elencando autores, como Butler, Cunha, Furlani, Kellner, Miskolci, Weeks e outros, para sustentar nossa argumentação e colocar em evidência conceitos que abordam as diferentes culturas e demonstram os limites e possibilidades do corpo, a fim de criticar uma realidade e construir outra, fruto dos novos tempos.
37

Os vanguardas: construção de uma narrativa transmídia para o público infantil

Comin, Luciana Reis 25 November 2013 (has links)
Submitted by Glauber Assunção Moreira (glauber.a.moreira@gmail.com) on 2018-08-27T21:49:03Z No. of bitstreams: 1 PDF Final.pdf: 4042727 bytes, checksum: 103e381ca282d315228bf96d4e497571 (MD5) / Approved for entry into archive by Marly Santos (marly@ufba.br) on 2018-08-28T00:20:01Z (GMT) No. of bitstreams: 1 PDF Final.pdf: 4042727 bytes, checksum: 103e381ca282d315228bf96d4e497571 (MD5) / Made available in DSpace on 2018-08-28T00:20:01Z (GMT). No. of bitstreams: 1 PDF Final.pdf: 4042727 bytes, checksum: 103e381ca282d315228bf96d4e497571 (MD5) / Diante das atuais possibilidades de criação, veiculação e convergência entre meios de comunicação, novos formatos dramatúrgicos emergem no ambiente digital, se expandem e se relacionam com meios tradicionais, potencializando a própria dinâmica do processo criativo. A presente dissertação propõe a análise e construção de uma narrativa cujo universo ficcional seja capaz de abarcar múltiplas mídias e estabelecer interconexões entre os meios. O universo ficcional aqui estudado denomina-se Os Vanguardas, de autoria da própria pesquisadora, e destinada ao público da infância e juventude. No primeiro momento, o trabalho discute o contexto para o surgimento das primeiras experiências transmídia no audiovisual e a definição do termo narrativa transmídia na perspectiva do teórico americano Henry Jenkins. No segundo momento, apresenta-se um panorama sobre os novos formatos dramatúrgicos que têm emergido no ambiente digital e que vem permitindo as mais variadas experimentações, e, nos últimos anos, tem se tornado um dos principais meios para a criação e veiculação de dramaturgias. O trabalho aborda também discussões recentes sobre o futuro da narrativa digital em painéis realizados em importantes eventos do audiovisual, a exemplo do Rio Content Marketing, relacionando-os com estudos de teóricos como Janet Murray, que vislumbrou alguns formatos dramatúrgicos que são utilizados na rede, como, por exemplo, as webseries e games e Henry Jenkins, teórico que discute os efeitos da convergência entre as mídias digitais e tradicionais na criação de narrativas expandidas, as quais ele denomina narrativas transmídia. Por fim, os princípios aqui estudados são aplicados na narrativa Os Vanguardas, proporcionando um estudo detalhado de seu universo ficcional, bem como, desenvolvendo possibilidades de desdobramentos transmidiáticos como sinopses para série de TV, websérie, mobisódios, argumento para texto dramático e curta metragem. / Given the current possibilities of creation, propagation and convergence between media, new dramaturgical formats emerge in the digital environment, expand and relate to traditional media, enhancing the dynamics of the creative process. The present work proposes the analysis and construction of a narrative whose fictional universe is able to encompass multiple media and establish interconnections between means. The fictional universe studied here called The Vanguards, authored by the researcher, and for the public of childhood. At first, the paper discusses the context for the emergence of the first transmedia experience in the audiovisual and the definition of transmedia narrative from the perspective of American theorist Henry Jenkins. In the second phase, we present an overview of the new dramaturgical formats that have emerged in the digital environment and that has allowed the most varied experiments, and in recent years has become a major means for the creation and placement of dramaturgy. The work also addresses recent discussions on the future of digital storytelling in panels held at major events in the audiovisual, such as the Rio Content Marketing, relating them to theoretical studies as Janet Murray, who saw some dramaturgical formats that are used on the network, as, for example, webseries and games and Henry Jenkins, theorist who discusses the effects of the convergence between digital and traditional media to create expanded narratives, which he calls transmedia narratives. Finally, the principles studied here are applied in the narrative The Vanguards, providing a detailed study of his fictional universe, as well as developing opportunities transmidiátics developments as synopses for the TV series, webseries, mobisodes, argument for theater play and short film.
38

Aspectos canônicos da narrativa transmidiática em Lost

Toledo, Glauco Madeira de 28 June 2012 (has links)
Made available in DSpace on 2016-06-02T20:23:15Z (GMT). No. of bitstreams: 1 5599.pdf: 718283 bytes, checksum: a7688fb91506f6be08f0ce6820626588 (MD5) Previous issue date: 2012-06-28 / The concept of transmedia storytelling by Henry Jenkins is taken in order to differentiate it from the concept of cross-media, older and worked earlier by several authors. Based on a comparison, it is proposed that the criterion of differentiation is the fact that transmedia storytelling necessarily tells a story and requires a specific type of cohesion of diegetic facts, here called fictional canon. These references are used to analyze an illustrative example: the series LOST (Lost, USA, 2004-2010), created by JJ Abrams, Jeffrey Lieber and Damon Lindelof, and its narrative extensions, since the body of work brings together some pieces that exhibit characteristics of both cross-media and transmedia storytelling, allowing discussion of the criterion of fictional canon. The text discusses the importance of adding the definition of transmedia storytelling the fictional canon variable, to better define the concept and to support future transmedia productions. / O conceito de narrativa transmidiática em Henry Jenkins é tomado visando diferenciá-lo do conceito de cross-media, mais antigo e trabalhado por diversos autores. A partir da comparação, propõe-se que o critério de diferenciação seja o fato de a narrativa transmidiática necessariamente contar uma história e exigir um tipo específico de coesão dos fatos diegéticos, aqui chamada de canonicidade ficcional. Essas referências são utilizadas para analisar um exemplo ilustrativo: a série LOST (Lost, EUA, 2004-2010), criada por J. J. Abrams, Jeffrey Lieber e Damon Lindelof, e suas extensões narrativas, uma vez que o conjunto da obra reúne algumas peças que apresentam características do crossmedia e da narrativa transmidiática, permitindo a discussão do critério da canonicidade ficcional. Discute-se a importância de acrescentar à definição de narrativa transmidiática a variável canonicidade ficcional, para melhor delimitar o conceito e embasar futuras produções transmidiáticas.
39

Ernesto Che Guevara et le Neuvième art (1968-2012) : l’étoffe d’un héros / Ernesto Che Guevara is made of : representation of the Che in the Ninth art

Pouzol, Camille 09 December 2017 (has links)
Cette thèse de doctorat a pour but d’étudier l’image d’Ernesto Che Guevara construite par le Neuvième art révélant ainsi les perceptions des auteurs, mais aussi celle de leur société. Notre corpus principal se compose de neuf œuvres provenant de divers horizons, Vida del Che de H. G. Oesterheld, A. et E. Breccia (1968) ; la trilogie de P. Muriana : CHE – Génesis, CHE – Cenit (1977) et CHE – Ocaso (1978) ; ABChé de Rius (1978) ; Libertad ! Che Guevara (2006) de M., J. F. Charles et Wozniak ; CHE de K. Yong-Hwe (2006) ; LE CHE – Une icône révolutionnaire de S. Rodriguez (2008) et EL CHE – La victoire ou la mort de G. Ramella et S. Cattaneo (2012). Notre travail d’analyse se divise en trois parties et postule que les bandes dessinées contribuent à l’élaboration d’un imaginaire guévariste en partageant plusieurs similitudes narratives et visuelles. Une première partie est consacrée à la présentation du corpus large et du sous-corpus afin de saisir les spécificités de chaque bande dessinée. Nous nous attachons ensuite à l’étude de la première phase ascendante du schéma actantiel héroïque de la naissance du guérillero à l’épiphanie héroïque. Enfin, notre dernière partie revient sur la phase descendante du schéma actantiel depuis la rupture jusqu’au devenir post mortem d’Ernesto Che Guevara. Les spécificités de chaque album apparaissent dans l’analyse du langage bédéïque qui modernise, de par son hybridité iconique et linguistique, la représentation d’Ernesto Che Guevara. Le Neuvième art s’inscrit ainsi dans la tradition de l’écriture de la vie du héros héritée de l’Antiquité et de la chrétienté, mais il interroge également l’écriture de l’Histoire. / This dissertation considers the representation of Ernesto Che Guevara as constructed by the Ninth Art, thus revealing the perceptions of the authors and the perception of their respective societies. Our main corpus is composed of nine works originating from diverse backgrounds, Vida del Che by H. G. Oesterheld, A. and E. Breccia (1968); P. Muriana’s trilogy : CHE – Génesis, CHE – Cenit (1977) and CHE – Ocaso (1978) ; ABChé by Rius (1978) ; Libertad ! Che Guevara (2006) by M., J. F. Charles and Wozniak ; CHE by K. Yong-Hwe (2006) ; LE CHE – Une icône révolutionnaire by S. Rodriguez (2008) and EL CHE – La victoire ou la mort by G. Ramella and S. Cattaneo (2012). Our analysis is divided into three parts and postulates that graphic novels contribute to the elaboration of a Guevarist imaginary by sharing several narrative and visual similarities. A first part is dedicated to the presentation of the large corpus and the secondary corpus in order to grasp the specificities of each graphic novel. Then we address the first phase of the upward heroic actantial model from the birth of the guerrillero to the heroic epiphany. To finish with, our last part tackles the downward phase of the actantial model from the break up to the post mortem process of becoming of Ernesto Che Guevara. Each album’s specificities appear in an analysis of the specific language at stake in the graphic novel, a language which, through its iconic and linguistic hybridity, modernizes the representation of Ernesto Che Guevara. Therefore, the Ninth Art is in line with the tradition of the writing of heroic lives, inherited from Antiquity and Christianity; the Ninth Art also delves into the writing of History.
40

Telas em toda parte: um novo lugar de pesquisa da recepção de telenovela

Neide Maria de Arruda 11 September 2013 (has links)
Esta dissertação é o resultado de uma investigação sobre o processo de recepção da telenovela brasileira exibida por uma nova categoria de mídia digital móvel - a out of home - no transporte público da cidade de São Paulo. Buscou-se identificar os tipos de experiências, comunicativa, cultural, estética e social que emergem nesse novo lugar de assistência da teledramaturgia brasileira. Pretendeu-se ainda compará-la com a experiência tradicional do espectador e do fã que recepciona a telenovela no conforto de sua casa. Por meio da observação etnográfica e da coleta de dados primários, procurou-se conhecer como se dá a relação entre essa mídia digital móvel e suas audiências; salientando que essa nova forma de produção da telenovela (de fato, pós-produção) é exibida de forma condensada, sem áudio e com legenda. A tentativa de compreender o papel exercido pelos meios de comunicação televisivos no cotidiano da sociedade contemporânea nos levou à necessidade de repensar a recepção do modo tradicional, dentro de casa para este momento em que ela acontece em outra plataforma, como narrativa transmídia. Nossa pesquisa trouxe resultados interessantes, entre outros, os de que, nesse novo lugar de recepção da telenovela, a mesma é utilizada como \"recurso comunicativo\", pois inúmeros passageiros do transporte coletivo compartilham e interagem sobre variados temas que fazem parte do contexto social e que estão inseridos nas novelas, a partir do momento em que são exibidas no ambiente de dentro acionando assim dispositivos de comunicação e de reflexão. / This dissertation is the result of an investigation into the process of reception the Brazilian telenovela displayed for a new category of mobile digital media, the out of home, on public transport in the city of São Paulo. Sought to identify the types of communicative, cultural, aesthetic and social experiences, that emerge in this new place assistance of Brazilian soap telenovela. Still, wanted to compare it with the traditional experience of the viewer and the fan who welcomes the telenovela in the comfort of the house. Through ethnographic observation and collection of primary data, tried to know how is the relationship between this mobile digital media and its audiences, emphasizing that this new form of production of soap telenovela (in fact, post-production) is displayed in a condensed form, without audio and withsubtitle. The attempt to understand the role played by the media in television everyday contemporary society has led us to the need to rethink the reception from the traditional way, inside the house until the moment it happens on another platform, such as transmedia storytelling. Our research has brought interesting results, among others, that in this new place of receipt of the soap opera, it is used as \"communicative resource\" because many passengers of public transportation share and interact on various topics that are part of the social context and that are present in the soap telenovela, from the moment they are displayed within the environment, triggering devices of communication and reflection.

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