Descargar En La Web Los Materiales Publicitarios, Que Están Disponibles En Un Histórico De Campañas En La Web Institucional De Manos Unidas2

Descargar En La Web Los Materiales Publicitarios, Que Están Disponibles En Un Histórico De Campañas En La Web Institucional De Manos Unidas2

Revista de la Asociación Española de Investigación de la Comunicación PUBLICADA POR: Asociación Española de Investigación de la Comunicació EDITADA POR: Grupo Novos Medios (USC) ISSN: 2341-2690 NÚMERO ACTUAL COORDINADORAS: CARMEN COSTA SÁNCHEZ (UNIVERSIDADE DA CORUÑA) Y VIRGINIA GUARINOS (UNIVERSIDAD DE SEVILLA) MONOGRÁFICO: NUEVAS NARRATIVAS DIGITALES E INTERACTIVAS PUBLICADO: 14-02-2018 RESUMEN Las coordenadas han cambiado. La Red ha promovido cambios en los medios y los sistemas de comunicación, ha alterado los tiempos, las posibilidades de respuesta (y de ruido), de interacción y participación, el contexto comunicacional es digital, múltiple y potencialmente dialógico. En esta nueva etapa, sigue proclamándose que "el contenido es el rey". Con fines informativos, periodísticos, educativos, corporativos, publicitarios o de marketing, entre otros, los contenidos se configuran como la pieza clave de un proceso comunicativo donde el qué y el cómo se complementan. Pero, ¿qué nuevas formas de comunicar se han implementado y de qué manera influyen en las estructuras y los discursos? ¿Cómo se han modificado los roles tradicionales del proceso narrativo? ¿Qué efectos se producen en los resultados y finalidades de la comunicación? El presente número pretende el abordaje de las nuevas narrativas digitales e interactivas desde una óptica multidisciplinar a nivel interno-externo, atendiendo a usos diferenciados y prestando atención a diferentes etapas del proceso de comunicación que implican. Firma invitada How Creative Processes Are Adapting To Change The World Christy Dena PDF 1-9 Company content to engage the user on Facebook Barbara Mazza PDF 10-16 Cuaderno central La figura del ciberbardo y la experiencia interactiva del usuario en el diseño videolúdico: L.A. Noire Jesús Albarrán Ligero PDF 17-24 Innovación y narrativa transmedia en el documental televisivo para la divulgación del patrimonio cultural: el caso de la serie Ingeniería Romana María Purificacion Subires Mancera PDF 25-32 Nuevos modelos de negocio en la prensa digital: el caso de Crític Enrique Canovaca de la Fuente PDF 33-40 Uso de las redes sociales en museos internacionales. Rafael Cano Tenorio, Jesica Rostoll Ariza PDF 41-49 Miscelánea Controvérsias sobre a tipificação e a identidade da Infografia Online como Género Jornalístico Ana Gabriela Frazão Nogueira PDF 50-65 La voz de la solidaridad. Análisis de la publicidad radiofónica de Manos Unidas de 2010 a 2016 Francisco García García, Rafael Marfil-Carmona PDF 66-75 El relato de gesta en el discurso político Carmen Patricia Andrade del Cid PDF 76-87 Tiempo de valientes. Elementos narrativos, ideología y heroicismo en crisis en la ficción sonora de El Ministerio del Tiempo Sergio Cobo Durán, Víctor Hernández-Santaolalla PDF 88-93 Apps y ficción radiofónica: El caso de Storywalker Cristina Rodríguez Luque PDF 94-103 La re-creación de la realidad en los «reality shows» Pilar Grela Barros, Xoel López Penido, Marta Pérez Pereiro PDF 104-111 Interdisciplina y campo periodístico en Iberoamérica. Modelo Interdisciplinar Inclusivo para el tratamiento de la ética periodística Gustao Adolfo León Duarte, Dolores Aragón Robles-Linares PDF 112-119 Credibilidad en los medios sociales de los destinos turísticos Javier Paniagua Rojano, Asunción Huertas Roig PDF 120-130 Difusión científica 2.0: Adopción y uso de herramientas digitales por revistas académicas de comunicación en Iberoamérica Carlos Arcila Calderón, María Claudia Camargo PDF 131-139 Reseñas Reseñas de libros por Alba Silva Alba Silva Rodríguez PDF 140-147 Agenda Agenda de congresos por Carmen Costa Carmen Costa Sánchez PDF 148-154 ISSN 2341-2690 pp. 1 - 9 Recibido: 20/12/2017 Aceptado: 10/1/2018 DOI: http://dx.doi.org/10.24137/raeic.5.9.2 How Creative Processes Are Adapting To Change The World Christy Dena, SAE Creative Media Institute – [email protected] Abstract Discourses around standardization and identity formation forestall alternative approaches to creative practice. Changes do happen, however, through pervasive attitudinal shifts articulated in rhetoric. Drawing on the social science research into economic history and choice-based cultural evolution, this essay discusses changes to the notion of conflict and closure in the creative industries. These changes are argued to be provoked by the idea of a choice-based coevolution, that is echoed by many in discourses surrounding practice. Keywords Storytelling, game design, entertainment, rhetoric, culture, evolution. Sumario 1. Introducción. 2. Methodology. 3. The Obstacles to Change. 4. How Rhetoric Changes Industry, and Creative Processes. 5. Changes to Creative Processes. 6. Conclusions. 7. Bibliography. 1 1. Introduction On Friday June the 20th 1975, Steven Spielberg’s feature film Jaws opened for the first time in cinemas across America. The giant white shark thriller went on to become the first summer blockbuster, popularised the “high-concept” film, and gave us many scared moments around pools (and for me even just my bedroom floor). For the 40th Anniversary of the film, the Alamo Drafthouse Cinema held a special “Jaws on the Water” event — a screening experience where you watch the film, terrified, on an innertube on the water. Around the same time, Dr Christopher Neff at the University of Sydney released his diachronic study of the Western Australian Government’s shark hunt policies (Neff 2014). He found that the policies around hunting sharks were heavily influenced by the man-eating narrative of the film. Government officials were so terrified they made policy decisions to assuage that fear. Films, games, theatre, and TV are all classified as “hedonistic” as opposed “utility” products, in that they are there for sensory pleasures (Hirschman & Holbrook 1982). But their hedonistic role can mask the important function they play in understanding ourselves and the world. Entertainment can affect the world. Juxtapose this perspective with what is currently (at the time of writing this introduction) happening in the press and online discussions: the Harvey Weinstein revelations. From the large-scale and very public exposés, there have emerged industrial impacts such as the recognition of the systemic effects of blacklisting women who reject sexual advances in the film industry (Rubin 2017), the unveiling of an Anti-Sexual Harassment Commission in Hollywood (Sun 2017), and the launch of a startup, Rotten Apples, that tracks films that have sexual misconduct accusations associated with them (Desta 2017). Movies affect the world, and the world affects movies. Life and art and commerce are not distinct. In this essay, I document how the entertainment industries are changing their creative processes towards choice-based coevolution. There have always been people who strive to create not just ethical and meaningful projects, but also engage in ethical and meaningful processes. The former cannot be truly influential without the latter. But the interest in changing creative processes is increasing, in a large part due to the rhetoric surrounding creative industries and beyond. There is a growing concern not just making projects that can affect people in positive ways, but also with the processes undertaken to produce these works. In what follows is discussion about the impediments to change in the creative industries, how large-scale change happens, and a discussion of two areas where development processes are undergoing transformations in film, TV, digital and games. This includes governing principles of scripts and mechanics alike, their structures, and audience appeal. These are a snapshot of some of the changes happening, but point to very clear paths being laid out for creatives to pursue choice-based cultural evolution in themselves, their processes, and the world. 2. Methodology The research informing this essay is led by the desire to understand societal and creative problems alike. Just as a game developer uses iterative design to understand the nature of problems, as an action researcher I understand through the active production of creative projects, literature reviews, interviews, prototype testing, and blind-testing. I practice both in-reflection and on-reflection activities. I undertake discourse analysis of industry texts (manuals, handbooks, articles, interviews, talks, press) along with online fan discussions, and draw on studies from social sciences, economic history, screenwriting history, narrative studies, and game studies. The less acknowledged aspects of my investigations include introspection, where I observe my own thoughts in my own decision-making processes for choosing and experiencing entertainment; along with naturalistic observation, non-expert and expert interviews. 3. The Obstacles to Change There are at least two factors that thwart change in creative processes: standardization and identity formation. This section will discuss how both of these operate to forestall cultural adaptation in creative industries (and any non-industrial settings). The discourses undertaken in the contexts of standardization and identity formation present a closed logic that have the effect of being anti-pluralist. Standardization emerges as a solution to a problem. In the context of the desire for commercial and critical success, coupled with the high-cost risks involved with production, it makes sense for standardization practices emerge. They point to a way a project can have the best chance of succeeding. But the flow-on effect is that the belief in the power of standardization as risk mitigation

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