The Mediator Role of Reached Individuals in the Causal
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Identity and Representation on the Neoliberal Platform of Youtube
Identity and Representation on the Neoliberal Platform of YouTube Andra Teodora Pacuraru Student Number: 11693436 30/08/2018 Supervisor: Alberto Cossu Second Reader: Bernhard Rieder MA New Media and Digital Culture University of Amsterdam Table of Contents Introduction ............................................................................................................................................ 2 Chapter 1: Theoretical Framework ........................................................................................................ 4 Neoliberalism & Personal Branding ............................................................................................ 4 Mass Self-Communication & Identity ......................................................................................... 8 YouTube & Micro-Celebrities .................................................................................................... 10 Chapter 2: Case Studies ........................................................................................................................ 21 Methodology ............................................................................................................................. 21 Who They Are ........................................................................................................................... 21 Video Evolution ......................................................................................................................... 22 Audience Statistics ................................................................................................................... -
Youtube Is a Video Sharing Site/Application That Enables You to STRIC RE T Upload, View, Rate, Share and Comment on a Wide Variety of E IO Videos
E REST AG R IC T I O N 13 + Twitter is a social networking site where users can post ‘tweets’ or short messages, photos and videos publicly. They can also share ‘tweets’ written by others to their followers. Twitter is popular with young people, as it allows them to interact with celebrities, stay up to date with news, trends and current social relevance. What parents need to know about Twitter TWITTER TROLLS FAKE NEWS A ‘troll’ is somebody who deliberately posts negative or oensive The speed in which ‘tweets’ are shared on Twitter can be MEMES NORMALISING RACISM, comments online in a bid to provoke an individual for a reaction. unbelievably fast, meaning that fake news can often be SEXISM AND HOMOPHOBIA Trolling, can include bullying, harassment, stalking, virtual circulated across the platform very quickly. Fake news articles and posts can often be harmful and upsetting to Twitter is a popular platform for sharing Internet memes, helping to mobbing and much more; it is very common on Twitter. The motive make concepts or ideas go viral across the Internet. However, may be that the ‘troll’ wishes to promote an opinion or make young people and those associated with the fake news. In despite most meme’s being innocent and harmless, some often people laugh, however, the pragmatics of what they post could be addition to this, it’s very easy for people to quickly and include sexist, racist or homophobic messages. Although they are much more damaging, posting anything from racial, homophobic unexpectedly retweet a tweet posted by your child, typically sent as a joke, this type of content is contributing to the to sexist hate. -
After 12 Years in Charge, Superintendent to Retire June 30
The EST. 2009 JANUARY 2020 FIFTY CENTS STUDENT NEWSPAPER of BOONE COUNTY HIGHR SCHOOL EBELLION SPORTS B4 CHEER WINS STATE Cheerleaders dominating season continues with two regional titles and a state championship RRobertButler The Rebels Small Varsity Cheer team won the KHSAA State Championship, Dec. 14, at All Tech Arena in Lexington, KY. The Rebels posted a final score of 96.1 and beat second place Pikeville by more than six points. This win highlights the Rebels dominant run so far this season. Before winning state, they had al- ready won two regional tourna- ments and a state wide tournament. Head coach Michelle Schuster says that there is a lot of pressure being reigning national champs. She hopes that after their state champi- onship they can place top three at nationals later this season. “I am proud of how this team has handled the pressure. They con- tinue to be humble and persevere,” Schuster said. Seniors Ashtyn Fangman, Lanie Fangman, and Madi Monroe all recognize the pressure that comes with winning the national championship, but they say that their team possesses a unique drive and work ethic that allows them to outperform their opponents. MorganDaniels/REBELLIONSTAFF “The best part of being a part of the varsity team this year is that The Rebel small varsity squad emerges for their routine at the KHSAA Region 5 Championship at Boone County High School on Nov. 23. They we have a team that is willing to do eventually went on to win the regional championship that secured their spot in the state tournament. -
Retoryka Cyfrowa Digital Rhetoric
ISSN: 2392-3113 Retoryka cyfrowa Digital Rhetoric 4/2016 EDITORS: AGNIESZKA KAMPKA, EWA MODRZEJEWSKA MAGDALENA PIETRUSZKA OPOLE [email protected] Watching people playing games: A survey of presentational techniques in most popular game-vlogs Przegląd technik prezentacyjnych najpopularniejszych vlogów poświęconych grom komputerowym Abstract This study is dedicated to the mechanisms of popularity of YouTube vloggers that upload gaming videos. The presentational techniques used in those videos are examined to identify the reasons of their popularity and the tools used by the gamers to engage the audience. Three popular 2016 YouTube gamers were selected and evaluated according to the ranking of online popularity (PewDiePie, Markiplier, Cryaotic). The study aims to explain the relation between the number of subscribers and the presentational techniques they use to gain popularity. Accordingly, the relations between the vlogger’s uploads and the audience’s response are grasped by analysing the content of the videos in selected channels along with the ways their owners present themselves. Niniejsze studium jest poświęcone fi lmikom na temat gier komputerowych publikowanych na portalu YouTube oraz popularności vlogerów, którzy je nagrywają. Analizie poddano techniki prezentacyjne wykorzystywane przez vlogerów w celu przyciągnięcia uwagi odbiorców. Wybrano i oceniono trzech popularnych twórców (PewDiePie, Markiplier, Cryaotic), sugerując się internetowym rankingiem popularności. Przeanalizowano zależność pomiędzy liczbą subskrybentów a technikami prezentacyjnymi używanymi przez vlogerów. W ten sposób ustalono relacje między popularnością udostępnianych fi lmów o grach z wybranych kanałów na YouTube a treścią tychże fi lmów oraz sztuką prezentacji stosowaną przez ich twórców. Key words vlogging, YouTube, gaming business, presentational techniques vlogi, YouTube, rynek gier komputerowych, techniki prezentacyjne License This work is licensed under a Creative Commons Attribution 3.0 Poland. -
Deconstructing Social Media Influencer Marketing in Long- Form Video Content on Youtube Via Social Influence Heuristics
“It’s Selling Like Hotcakes”: Deconstructing Social Media Influencer Marketing in Long- Form Video Content on YouTube via Social Influence Heuristics Purpose – The study examines the ability of social influence heuristics framework to capture skillful and creative social media influencer (SMI) marketing in long-form video content on YouTube for influencer-owned brands and products. Design/methodology/approach – The theoretical lens was a framework of seven evidence-based social influence heuristics (reciprocity, social proof, consistency, scarcity, liking, authority, unity). For the methodological lens, a qualitative case study approach was applied to a purposeful sample of six SMIs and 15 videos on YouTube. Findings – The evidence shows that self-promotional influencer marketing in long-form video content is relatable to all seven heuristics and shows signs of high elaboration, innovativeness, and skillfulness. Research limitations/implications – The study reveals that a heuristic-based account of self- promotional influencer marketing in long-form video content can greatly contribute to our understanding of how various well-established marketing concepts (e.g., source attractivity) might be expressed in real-world communications and behaviors. Based on this improved, in- depth understanding, current research efforts, like experimental studies using one video with a more or less arbitrary influencer and pre-post measure, are advised to explore research questions via designs that account for the observed subtle and complex nature of real-world influencer marketing in long-form video content. Practical implications – This structured account of skillful and creative marketing can be used as educational and instructive material for influencer marketing practitioners to enhance their creativity, for consumers to increase their marketing literacy, and for policymakers to rethink policies for influencer marketing. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
How's It Going Bros: Pewdiepie's Memeing in Tertiary Orality
HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN (Under the Direction of Shira Chess) ABSTRACT PewDiePie, the most subscribed YouTuber with 61 million subscribers, became a controversial figure in 2017 after cases of hate speech in his videos. While his hate speech has obvious room for exploration, it is impossible to examine his hate speech without first analyzing the creation of his memetic language within the broader digital culture in which he exists and how users within that digital culture adopt his language. This thesis explores the development of orality in digital culture, placing PewDiePie in the middle of the tertiary orality and meme culture. Upon analysis of PewDiePie’s videos and the language adopted by his audience, I conclude PewDiePie’s intent for his speech does not matter, as propagators of hate speech interpellated that they are the subject of his speech. INDEX WORDS: orality; tertiary orality; digital culture; participatory culture; memetics; internet memes; ambivalent internet; interpellation; YouTube; PewDiePie HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN A.B.J., The University of Georgia, 2016 A Thesis Submitted to the Graduate Faculty of The University of Georgia in Partial Fulfillment of the Requirements for the Degree MASTER OF ARTS ATHENS, GEORGIA 2018 © 2018 Travis Brown All Rights Reserved HOW’S IT GOING BROS: PEWDIEPIE’S MEMEING IN TERTIARY ORALITY by TRAVIS BROWN Major Professor: Shira Chess Committee: Itai Himelboim Jay Hamilton Electronic Version Approved: Suzanne Barbour Dean of the Graduate School The University of Georgia May 2018 DEDICATION To Mom, for instilling in me my love for learning; And Elizabeth, for keeping me sane while I do so. -
Charitable Youtube Discourse: Markiplier and the Elements of Online Communication
Charitable YouTube Discourse: Markiplier and the Elements of Online Communication JENNIFER ANDERSEN-PETERS Produced in Melissa Ringfield’s Spring 2015 ENC 1102 Utilizing the tools presented to them by modern technological realms, amateur creators are beginning to dominate the cultural conversation regarding the opportunities of the new Internet. At the forefront of the Web 2.0 revolution are the popular content-creators on YouTube, who each foster a growing fan base upon which they can have significant influence. Currently, one of the fastest growing personalities, Mark Fischbach, who operates under the handle “Markiplier,” has unlocked new potential for his large audience. Markiplier’s main content consists of commentary, walkthroughs, and recorded reactions to various video games. He belongs to an expansive YouTube network of “Let’s Players” in the online gaming community, whose video content consists of similar elements. These types of videos tend to attract a lot of viewers because of their unique and relatable nature; it reminds the viewer of their own experiences while playing video games. Markiplier not only plays video games for a vast audience, but also uses his Internet platform to create a positive impact on society. Over the last three years, Markiplier has raised over half a million dollars for various charities such as Cancer Research Institute (CRI), AbleGamers, and Depression and Bipolar Support Alliance (DBSA). He conducts these efforts through “charity live- streams” on the streaming site Twitch. He also takes many opportunities to spread positivity and encouragement among his fans by directly interacting with them through social media and his videos. The members of his discourse community, an established social group, take his words to heart, and rally to act upon his suggestions. -
Optimizing the Video Game Live Stream APPROVED
Paycheck.exe: Optimizing the Video Game Live Stream by Alexander Holmes A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development April 24, 2019 APPROVED: Dean O'Donnell, Thesis Advisor Jennifer deWinter, Committee Brian Moriarty, Committee 2 1.0 Abstract Multiple resources currently exist that provide tips, tricks, and hints on gaining greater success, or increasing one’s chances for success, in the field of live video streaming. However, these resources often lack depth, detail, large sample size, or significant research on the topic. The purpose of this thesis is twofold: to aggregate and optimize the very best methods for live content creators to employ as they begin a streaming career, and how best to implement these methodologies for maximum success in the current streaming market. Through analysis of a set of semi-structured interviews, popular literature, and existing, ancillary research, repeating patterns will be identified to be used as the basis for a structured plan that achieves the stated objectives. Further research will serve to reinforce as well as optimize the common methodologies identified within the interview corpus. 3 2.0 Table of Contents 1.0 Abstract 2 2.0 Table of Contents 3 3.0 Introduction 5 3.1 History of the Medium 5 3.2 Current Platforms 12 3.3 Preliminary Platform Analysis 14 3.4 Conclusion 15 3.5 Thesis Statement 15 3.6 Implications of & Further Research 16 4.0 Literature -
Youtube: a Complete Guide for Parents Table of Contents
YouTube: A Complete Guide for Parents Table of Contents All About YouTube p. 3 The Basics of YouTube p. 4 Learn the Lingo of YouTube p. 6 YouTube’s Restricted Mode p. 7 How to Keep Your Kids Safe on YouTube p. 8 How Safe is YouTube Kids? p. 10 The Real Reason Your Kids are Obsessed with YouTube p. 12 What Parents Need to Know p. 14 The Popularity of YouTube Stars p. 15 Popular YouTube Channels for Kids p. 16 4 Tips for When Your Child Wants to Vlog p. 17 Vlogging Contract p. 19 p. 2 All About YouTube YouTube is one of the most popular video sharing platforms today, with 1.3 billion users, and is the second most visited website worldwide. People of all ages are flocking to YouTube for everything from music and entertainment to news and tutorials. Over 300 hours of video are uploaded every minute, and more than half of YouTube views come from mobile devices and mobile users spend an average of 40 minutes on the platform per viewing session. Understanding this massive, ever-growing platform is a must for parents of a connected generation of children. 2nd most visited 1.3 billion users website worldwide 9 of the 10 most viewed 1 billion hours videos are music videos of YouTube are watched per day Time Spent on Popular Social Media 1 min per day 40 min per day 35 min per day 15 min per day 25 min per day Twitter YouTube Facebook Instagram Snapchat Source: Filmora p. 3 The Basics of YouTube YouTube is a powerful platform that is revolutionizing the way people consume video media and interact online. -
Youtube Creators Forum
WMHSMUN XXXIV YouTube Creators Forum Background Guide “Unprecedented committees. Unparalleled debate. Unmatched fun.” Letter From the Director Dear Delegates, My name is Sam Clark, and I have the honor of directing the YouTube Creators Forum for WMHSMUN XXXIV. I can’t wait to work with you all this fall, and I’m excited to see the direction you take our committee in, as I know it’ll be engaging and fun. Let me start by saying I’ve been on YouTube for as long as I can remember and observing how this platform has shaped the world of social media has fascinated me for a while. So needless to say, being able to dive into the international politics of YouTube is incredibly fun for me, and hopefully we can make it just as fun for you. As for my background, I’m a junior at William and Mary from a small town called Cranford, New Jersey. So far, I’ve been involved with every conference we’ve had here in my time at the university, but I also study English and Hispanic Studies. That’s right, you don’t have to be a government or international relations major to like MUN! Though I only did it a little bit in high school, I’ve found a renewed interest for it in college. In my free time, however, I like to game, write, watch films, and explore YouTube. YouTube has been a part of my weekly routine ever since I could access a computer. I became a part of the earliest communities and fandoms, and as the platform evolved, so did my interests and subscriptions. -
Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards
P.O. Box 685289 Austin, Texas | 78768 T: 512.467.7979 F: 512.451.0754 sxsw.com Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards YouTube megastar Séan “Jacksepticeye” William McLoughlin and esports host Rachel “Seltzer” Quirico to host the SXSW Gaming Awards ceremony The Witcher 3: Wild Hunt and Bloodborne lead in total nominations AUSTIN, Texas (January 25, 2016) — South by Southwest (SXSW) Gaming today announced the finalists for the third annual SXSW Gaming Awards, presented by Windows Games DX, Curse, G2A, IGN, Porter Novelli and Imaginary Forces. Taking place Saturday, March 19 at 8 p.m. CST in the Austin Grand Ballroom on the 6th Floor of the Hilton Downtown Austin, the Gaming Awards will honor indie and major game studio titles in 21 categories. The SXSW Gaming Awards are free and open to the public of all ages with a SXSW Guest Pass and streamed online at http://sxsw.is/23g6kEc. All Interactive, Music, Film, Gold, and Platinum badgeholders receive early entry and preferred seating. The SXSW Gaming Awards is an extension of the SXSW Gaming event. New for 2016: SXSW Gaming takes place March 17-19, 2016 inside the Austin Convention Center downtown (500 E Cesar Chavez Street). “First, congratulations are in order for all of our entrants and finalists. This year we saw a record number of entries and an incredibly diverse set of games,” said Justin Burnham, SXSW Gaming Producer. "This year’s show – thanks to the help of our hosts and finalists, is going to be one of the best yet.