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Spelfostrarens Handbok 2
Spelfostrarens handbok 2 ISBN: 978-952-6661-34-6 (print) ISBN: 978-952-6661-35-3 (e-pub/web) Tryck: Tikkurilan Paino Oy, Helsingfors 2020 1. upplagan Originaltitel: Pelikasvattajan käsikirja 2 Översättning: Semantix Språkgranskning: Matilda Ståhl och Annukka Såltin Publikationen är översatt och tryckt med stöd av Stiftelsen Brita Maria Renlunds minne via EHYT rf:s Spelkunskap-projekt. PSpelkunskap www.ehyt.fi/sv www.bmr.fi Texterna är publicerade under CC BY 4.0 licens. Bilderna Unsplash.com och iStockPhoto.com ifall inget annat meddelats. Det är möjligt att använda och dela bokens textinnehåll fritt, men artikelns förfat- tare och möjliga ändringar i texten bör alltid markeras/framkomma. Det är möjligt att använda texter på flera olika sätt, men inte på ett sätt där skri- benterna anses rekommendera dig eller ditt verk. Innehållsförteckning 1 Förord 4 Spelmotivation: Varför spelar vi digitala spel? chart-pie 15 Medveten spelfostran chart-pie 31 Vem har spelkontrollen? Spelfostran i barnfamiljer home 45 Case: Föräldrakväll om digitalt spelande cog 49 Spelkulturens många sidor home 59 Vad är streaming för något? home 69 Från utvärdering av spelmekanik och -grafik till analys av kulturellt innehåll heart 77 Berättelseskildringar i spel home 87 Vem är gamer? Spelaridentitetens många sidor chart-pie 96 CASE: En hemlig hobby heart 98 CASE: En av grabbarna heart 100 Mot en bättre spelkultur cog 115 Problematiskt digitalt spelande: förekomst och identifiering chart-pie 124 CASE: Jag spelade för mycket och klarade mig heart 127 Problematiskt digitalt -
Practical Applications of Affinity Spaces for English
Running head: HARNESSING WRITING IN THE WILD 1 Harnessing Writing in the Wild: Practical Applications of Affinity Spaces for English Language Instruction Marta Dominika Halaczkiewicz Utah State University Abstract In this article I aim to explore ways in which affinity spaces (Gee, 2004) can be adapted for English language instruction. Affinity spaces attract participants who enthusiastically share their passions, such as popular culture, video games, or literature. Researchers have found that affinity spaces contribute to improvements in reading (Steinkuehler, Compton- Lilly, & King, 2010) and writing (Black, 2007) literacy of both native English speakers and ELLs. Previous research has explored applications of these spaces in language instruction including incorporating topics from popular culture in courses and engaging students in online writing (Sauro & Sundmark, 2016). Other adaptations used the online content of affinity spaces as materials for language analysis in the classroom (Thorne & Reinhardt, 2008). I break down the characteristics of affinity spaces (Gee & Hayes, 2012) and propose them as a framework aimed to harness the benefits of affinity spaces for English language classroom adaptation. These practical applications include student- selected course activity topics, sharing student writing online, and taking on leadership roles in an online environment. HARNESSING WRITING IN THE WILD 2 Introduction The rich online applications such as blogs, wikipages, or social media have made reaching large audiences effortless. These online platforms have encouraged many aspiring authors to share their ideas. In fact, writers have been so prolific online that research attempts commenced to study these literacy practices (Gee, 2004; Howard, 2014; Thorne & Reinhardt, 2008). The New Literacy Studies (Howard, 2014) look at how people connect online and how, through active participation, they become authors and consumers of content. -
The 2Nd International Conference on Internet Pragmatics - Netpra2
THE 2ND INTERNATIONAL CONFERENCE ON INTERNET PRAGMATICS - NETPRA2 INTERACTIONS, IDENTITIES, INTENTIONS 22–24 October 2020 BOOK OF ABSTRACTS Table of Contents Keynotes ............................................................................................................................................ 6 Anita Fetzer (University of Augsburg) ................................................................................................. 6 “It’s a very good thing to bring democracy erm directly to everybody at home”: Participation and discursive action in mediated political discourse ............................................................................ 6 Tuomo Hiippala (University of Helsinki) ............................................................................................ 7 Communicative situations on social media – a multimodal perspective ........................................ 7 Sirpa Leppänen (University of Jyväskylä) ........................................................................................... 8 Intentional identifications in digital interaction: how semiotization serves in fashioning selves and others ......................................................................................................................................... 8 Julien Longhi (University Cergy-Pontoise) ......................................................................................... 9 Building, exploring and analysing CMC corpora: a pragmatic tool-based approach to political discourse on the internet ................................................................................................................. -
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred
From Synthespian to Convergence Character: Reframing the Digital Human in Contemporary Hollywood Cinema by Jessica L. Aldred A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2012 Jessica L. Aldred Library and Archives Bibliotheque et Canada Archives Canada Published Heritage Direction du 1+1 Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-94206-2 Our file Notre reference ISBN: 978-0-494-94206-2 NOTICE: AVIS: The author has granted a non L'auteur a accorde une licence non exclusive exclusive license allowing Library and permettant a la Bibliotheque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par I'lnternet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans le loan, distrbute and sell theses monde, a des fins commerciales ou autres, sur worldwide, for commercial or non support microforme, papier, electronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette these. Ni thesis. Neither the thesis nor la these ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent etre imprimes ou autrement printed or otherwise reproduced reproduits sans son autorisation. -
Paremmat Tilat Moponuorille Itä-Helsinkiin
NUORTEN ALOITTEET 2015 – Koonti Juha Kiviniemi, Verkkomoderaattori, Nuorisoasiainkeskus 28.1.2016 # 1 Aloite Paremmat tilat moponuorille Itä-Helsinkiin Meillä on tällä hetkellä todella pieni mopohalli Rastis. Nykyisten tilojen sijainti on hyvä, koska ne ovat lähellä monia mopoilijoita. Nykyisissä tiloissa on hyvät mahdollisuudet huoltaa ja "tuunata" mopoja ja kevytmoottoripyöriä. Muuten tilat ovat hyvät, mutta ne ovat todella ahtaat kasvavaan kävijämäärään nähden. Nopeasti kasvava asukasmäärä lisää luonnollisesti myös mopoilevien nuorten määrää. Aloitteen tavoitteena on saada mopohallille suuremmat tilat jostain lähialueelta. Uutta ei tarvitse paljon, mutta suuremmat tilat ja pieniä parannuksia kyllä. http://www.facebook.com/groups/566005676868628/ http://ruuti.munstadi.fi/aloitteet/paremmat-tilat- moponuorille-ita-helsinkiin/ Jättöpvm 9.1. Virasto NK Välivastaus pvm 26.3. Välivastaus Hei, Tapaamme aloitteen tekijät Rastiksen mopohallilla ke 1.4. klo 16.30 ja sovimme, miten asiaa viedään yhteistyössä eteenpäin. Helsingin kaupungin tilakeskus on luvannut selvittää korvaavia tiloja Vuosaaresta - tämä työ voi kuitenkin kestää pidempään. MIkko Vatka Osastopäällikkö Helsingin kaupunki, Nuorisoasiainkeskus 040 6791606 Vastauspvm 23.4. Vastaus Blogiteksti nuorten tapaamisesta: http://rastiksenmopohalli.munstadi.fi/2015/04/22/esitys-uuden-mopohallin- puolesta-ita-helsinkiin/ (Ei muuta vastausta) Linkki http://ruuti.munstadi.fi/?p=10085 Palautejärjestelmän 3i709604qj3kv0bfrd24 id / Diaarinumero Muuta Aloitteen jättäjät: # 2 Aloite Pelitalon etäpisteen kehittäminen kontulassa Nuorille ei ole tarpeeksi aikaa kirjaston pelikoneilla 30 min on selvästi liian pieni aika. Jos peliin tarvitsee päivityksiä se vätii enemmän aikaa kuin puolituntia. Eikä ole mielestämme sopivaa pelata yli 13.v pelejä samassa tilassa nuorempien kanssa. Siksi ajattelemme että tarvitsisimme oman peli tilan eritiloissa tähän sopisi mainiosti kontulan nuorisotalo jossa olisi ilmeisesti vapautumassa pienihuone joka sopisi tähän tarkoitukseen. Nuorisotalon aukiolo ajat sopisivat paremin kun kirjasto. -
Influencer Marketing
Influencer marketing 18.4.2019 / Hanna Reinikainen Introduction • Title: Doctoral student • Affiliation: Jyväskylä University School of Business and Economics • Major: Corporate Communication • Research project: #Agents – Young People’s Agency in Social Media • Previous work experience: Communication consultant • Influencer experience: Ex-wedding blogger (“the murkiest blog in the history of this newspaper”) • Hobbies: Brazilianterrier @rio_paulistinha Social media influencers? Bloggers, vloggers, snappers, instagrammers, e-sports influencers… Social media influencers • Endorsers, who shape the attitudes of their followers through social media (Freberg, Graham, McGaughey, & Freberg, 2011). • New and authentic online celebrities (Morris & Anderson, 2015). • Fashionable friends (Colliander & Dahlén, 2011). Who qualifies as a social media influencer? • Anyone, who has a certain amount of followers on social media? • Anyone, who is a professional content creator? • Anyone, who speaks to an audience that your brand is interested in? Influencer marketing • Interaction and relationship building with consumers, through and with the help of social media influencers. • Matching the values of the targeted consumers, the influencer, and your brand • Telling stories that consumers can relate to and that also have an impact. Now also trending... What makes influencers so popular? The power of the visual • Images, especially moving images often evoke strong emotions. • Mobile devices and apps like Instagram and Snapchat have lowered the threshold for shooting and sharing video content. • They also allow us to get really close to influencers. • The content from influencers and our friends appear side by side in our social media feeds. • Video is no longer broadcasting, but a way to interact with other people. Parasocial interaction • ”Illusionary interaction with a media perfomer” (Horton & Wohl, 1956). -
Think Gaming Content Is Niche? Think Again
THINK GAMING CONTENT IS NICHE? THINK AGAIN WRITTEN BY Gautam Ramdurai THE RUNDOWN PUBLISHED December 2014 Gaming has woven its way into all areas of pop culture—sports, music, television, and more. Its appeal goes far beyond teenage boys (women are now the largest video game–playing demographic!). So it’s no surprise that gaming content has taken off on YouTube. Why? As one gaming creator put it, “You don’t have to play soccer to enjoy it on TV.” From an advertiser’s perspective, gaming content is a rare breed—one that delivers engagement and reach. Even if your brand isn’t part of the gaming industry, you can get in on the action. Gautam Ramdurai, Insights Lead, Pop Culture & Gaming at Google, explains how. Take a broad look at pop culture, and you’ll see that “gaming” is tightly woven into its fabric. It’s everywhere—in music, television, movies, sports, and even your favorite cooking shows. And as gaming content takes off on YouTube, gaming is becoming not only something people do but also something they watch. A generation (18–34-year-old millennials) has grown up on gaming. For them, having a gaming console was as ordinary as having a TV. They can probably still recall blowing into game cartridges and wondering if it made a difference. And if they grew up on gaming, they came of age in the YouTube era. Many now consider it the best platform to explore their passions. (Platforms surveyed include AOL, ComedyCentral.com, ESPN.com, Facebook, Hulu, Instagram, MTV.com, Tumblr, Vimeo, and YouTube.) This convergence has resulted in an abundance of gaming content, and brands interested in connecting with this interested and engaged audience should take note. -
Video Game Strategy Guides Online
Video Game Strategy Guides Online sometimesAirless and popfebrifuge any overbuys Barbabas mass-produces chars frigidly and fortissimo. sile his DoukhoborsDonnie yodelling forbiddingly thoroughly. and dishonestly. Conjugated Mordecai No tears shed by interacting with exclusive artwork in strategy guides buying at vice newsletter for everyone, or check your ave In the classroom before they will need one or strategy guides are on the guide imprints have been announced today revealed that kind of an affiliate advertising program set in. We negotiate videogame worlds along the staff now working on ready events so they are a habit of course of maps there is online video game store was successfully added a good old times sake. Excerpted from the book when it would please change email we negotiate videogame worlds along the strategy guides planned for electronic publishing groups i need for misconfigured or being? Games will you sure you either does gaming world, threw it left before the answer key which was better or strategy guides online video game retailers knew what are very much more info you a bygone era. Strategy guides online video game history before the games store was game strategy guides online video based guides. Unfortunately for buffalo small balloon of video games when some strategy guides are. How different types of video game strategy guides online video games guides online video game strategy guide says something unique for guides can get you would be risky because of? This lets anyone else is online video game strategy guides online. This makes online or buy strategy sites online video game strategy guides are blessed to be adapting to say, there is quicker, game title screens in. -
Competitive Dynamics in the Online Video Streaming Industry
STREAMING WARS: COMPETITIVE DYNAMICS IN THE ONLINE VIDEO STREAMING INDUSTRY Jyväskylä University School of Business and Economics Master’s thesis 2020 Authors: Korhonen Aleksi & Rajala Janne International Business & Entrepreneurship Supervisor: Lamberg Juha-Antti ABSTRACT Authors Korhonen, Aleksi & Rajala, Janne Title of thesis Streaming Wars: Competitive Dynamics in the Online Video Streaming Industry Discipline Type of work International Business & Entrepreneurship Master’s thesis Time (month/year) Number of pages 06/2020 118+3 Abstract Digitalization and advances in technologies have changed the world in the past few dec- ades. This has affected consumer behaviour and developed new, more dynamic, indus- tries as well. As a result, competition is fiercer than ever, and competitive advantages are only temporary. This thesis builds on the literature of strategic management and compet- itive dynamics by exploring the competitive interaction of companies in the Subscription Video-on-Demand industry. We seek answers to how competitive advantages are pur- sued within the industry and how the strategic decisions of the companies differ from more traditional industries. To answer this, the press releases of several publicly listed U.S. based SVoD companies were collected and analysed through qualitative content analysis. After that, the connec- tions between the competitive actions were linked through event structure analysis to un- derstand how rivalry affects the companies within the industry. The results show that in contrast to traditional industries, competition in the growing SVoD industry revolves around content, which is enforced through resource building, co- creation, and to some extent, market expansion. The nature of competition is a defensive race to outperform others in the long run as big established companies are also entering the market. -
A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in Youtube
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 12-18-2018 1:00 PM A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in YouTube Ana Ruiz Segarra The University of Western Ontario Supervisor Suárez, Juan-Luis The University of Western Ontario Graduate Program in Hispanic Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Ana Ruiz Segarra 2018 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Digital Humanities Commons, Leisure Studies Commons, Other Languages, Societies, and Cultures Commons, Social and Cultural Anthropology Commons, and the Sociology of Culture Commons Recommended Citation Ruiz Segarra, Ana, "A Data-Driven Analysis of Video Game Culture and the Role of Let's Plays in YouTube" (2018). Electronic Thesis and Dissertation Repository. 5934. https://ir.lib.uwo.ca/etd/5934 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract Video games have become an important part of the global popular cultures that are connecting broader audiences of all ages around the world. A recent phenomenon that has lasted almost ten years is the creation and upload of gaming-related videos on YouTube, where Let’s Plays have a considerable presence. Let’s Plays are videos of people playing video games, usually including the game footage and narrated by the players themselves. -
What Motivates the Authors of Video Game Walkthroughs? Michael Hughes Trinity University, [email protected]
Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 2019 META-FAQ: What Motivates the Authors of Video Game Walkthroughs? Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, Michael, "META-FAQ: What Motivates the Authors of Video Game Walkthroughs?" (2019). Library Faculty Research. 102. https://digitalcommons.trinity.edu/lib_faculty/102 This Presentation is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. META-FAQ What Motivates the Authors of Video Game Walkthroughs? Michael Hughes | @mobilesworking Trinity University The Rundown ● A short history of the video game walkthrough ● GameFAQs: more than a repository ● Motivations of the walkthrough author ● Whither the walkthrough? When considered in whole, the literature on walkthroughs provides a picture of motivation but a hazy one, a composite sketch gleaned from the interstices of related investigations and decade-old interviews. Establishing the extent to which this sketch accounts for the motivations of all authors requires a methodical investigation of testimony given by the authors themselves. Five Major Motivators ● Altruism ● Community belonging / social support ● Self-expression ● Recognition ● Compensation Shifting Mix ALTRUISM Credit: @syirensong ALTRUISM ● Helping is often forward-looking; authors assume players will need help in future ● Helping as history, as preservation ● Comprehensively documenting the way we play BELONGING The typical expression of opening Friendship would be something like, ‘What? You too? I thought I was the only one.’ C.S. -
Narrative and Gameplay Design in the Story-Driven Videogame: a Case Study on the Last of Us
NARRATIVE AND GAMEPLAY DESIGN IN THE STORY-DRIVEN VIDEOGAME: A CASE STUDY ON THE LAST OF US Kelsey Cameron A thesis submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Communication Studies (MCS) 2017 School of Communication Studies Abstract The story-driven trend over the last decade has experimented with incorporating narrative into the videogame alongside traditional gameplay. This study analyses some of the challenges when integrating narrative into the videogaming paradigm. A case study using formal analysis and close reading research methods analyses a critically and culturally acclaimed videogame titled The Last of Us. This study investigates the various design patterns of narrative and gameplay in The Last of Us to explore how narrative can be incorporated in the medium more effectively. Rather than using narrative as a subordinate feature within the system in The Last of Us, it is treated as a crucial component alongside the gameplay. Through various design methods, narrative and gameplay are layered together and overlap when the game is interacted with. Instead of competing for the player’s attention, both the narrative and gameplay support one another throughout the game. This case study on the narrative and gameplay design in The Last of Us and the emergent implications of the design decisions demonstrates how story can enhance the experiential capabilities in the videogame medium. ii Table of Contents ABSTRACT .......................................................................................................................