Fakebit, Fans, and 8-Bit Covers

Author(s):  
Kenneth B. McAlpine

Musicians have for centuries reinterpreted and recontextualized the music of other songwriters, composers and performers, and this chapter explores how this musical reinvention has manifested itself as part of the contemporary chipscene. The chapter explores how in the early days of 8-bit gaming, game soundtracks often borrowed heavily from the popular electronic music of the time, often featuring arrangements of Jarre, Vangelis, and Yellow Magic Orchestra. The chapter also explores how, today, there are bands who take those classic video game themes and perform them as live five- or six-piece rock bands. It discusses how social media has provided a platform for the performance and distribution of video game covers and examines how, as musicians have demanded simple, self-contained production environments to develop chip music, new hardware and software synthesizers have been developed to meet that need, an approach that is known as fakebit and that highlights the value that different participants in the scene place on authenticity.

Author(s):  
Jedidiah Carlson ◽  
Kelley Harris

AbstractEngagement with scientific manuscripts is frequently facilitated by Twitter and other social media platforms. As such, the demographics of a paper’s social media audience provide a wealth of information about how scholarly research is transmitted, consumed, and interpreted by online communities. By paying attention to public perceptions of their publications, scientists can learn whether their research is stimulating positive scholarly and public thought. They can also become aware of potentially negative patterns of interest from groups that misinterpret their work in harmful ways, either willfully or unintentionally, and devise strategies for altering their messaging to mitigate these impacts. In this study, we collected 331,696 Twitter posts referencing 1,800 highly tweeted bioRxiv preprints and leveraged topic modeling to infer the characteristics of various communities engaging with each preprint on Twitter. We agnostically learned the characteristics of these audience sectors from keywords each user’s followers provide in their Twitter biographies. We estimate that 96% of the preprints analyzed are dominated by academic audiences on Twitter, suggesting that social media attention does not always correspond to greater public exposure. We further demonstrate how our audience segmentation method can quantify the level of interest from non-specialist audience sectors such as mental health advocates, dog lovers, video game developers, vegans, bitcoin investors, conspiracy theorists, journalists, religious groups, and political constituencies. Surprisingly, we also found that 10% of the highly tweeted preprints analyzed have sizable (>5%) audience sectors that are associated with right-wing white nationalist communities. Although none of these preprints intentionally espouse any right-wing extremist messages, cases exist where extremist appropriation comprises more than 50% of the tweets referencing a given preprint. These results present unique opportunities for improving and contextualizing research evaluation as well as shedding light on the unavoidable challenges of scientific discourse afforded by social media.


2021 ◽  
Author(s):  
Rebecca Krauss

In February of 2016, Electric Forest — a four-day electronic music festival from June 23-26 in Rothbury, Michigan —announced a women’s only program called Her Forest. The initiative’s aim was to facilitate feelings of “connection, inspiration, and comfort” (Weiner, 2016) amongst the festival’s female guests. This MRP draws from past research on influence and postfeminism to consider how the Electric Forest brand, as well as its online followers, constructed and discussed Her Forest via Facebook and Instagram. A directed qualitative analysis was applied to 21 of Electric Forest’s Facebook and Instagram posts and 110 associated user comments. The analysis emphasized the powerful impact that social media applications have on the way in which corporate messages are expressed, received, reshaped, supported, and challenged.


2022 ◽  
pp. 26-34
Author(s):  
Sonali Sagar Kharade

Digital technology in general and social media in particular entail both positive as well as negative impacts on the psyche of the adolescents. The current generation of gen-z has grown up in a media-saturated world. However, it is pretty difficult to judge how media exactly influences their lives. It's commonly observed that social media platforms help saving time establishing contact with our acquaintances. The excessive use of it however leads to various negative repercussions. This may include cyber bullying, low self-esteem, gaming addiction, and less time devoted for doing physical activities. Playing indoor and outdoor games makes adolescents physically fit and mentally healthy. There are however various video games on social media gaming platforms that affect their creativity and logical thinking in an adverse manner. Negative consequences of video game addiction can lead to many problems such as severe body-ache, skin blisters, weakened eyesight, and insomnia. Long-term addiction could lead to obesity, weakness or numbness in the hands, and even blood clots.


2020 ◽  
Vol 54 (5) ◽  
pp. 957-978 ◽  
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

Purpose The purpose of this study is to investigate members’ reactions to the forced closure of a narrative video game brand community and its participatory culture. Design/methodology/approach The BioWare Social Network forums closure was announced in a thread, which attracted 8,891 posts. These were analysed using thematic analysis, facilitated by the software program Leximancer and non-participatory netnography. Findings The brand community and participatory culture members were predominantly distressed because they would lose their relationships with each other and access to the participatory culture’s creative output. Research limitations/implications Previous research suggested that video game players cannot be fans and that player-generated content is exploitative. However, members, self-identified as fans, encouraged BioWare’s use of their player-created content for financial gain and articulated the community’s marketing benefits, all of which have implications for Fan and Game Studies’ researchers. Research using primary data could identify brand communities and participatory cultures’ specific benefits and their members’ attitudes about brands’ commercial use of their outputs. Further research is required to identify other products and brands not suitable for establishing brand communities on social media to determine the best ways to manage them. Practical implications Addressing narrative brand communities’ complaints quickly can prevent negative financial outcomes and using social media sites for brand communities may not be suitable structurally or because of members’ privacy concerns. Furthermore, consumers often have intense emotional bonds with narrative brands, their communities and participatory cultures, which marketers may underestimate or misunderstand. Originality/value This study of the unique phenomenon of the forced closure of a narrative brand community and its participatory culture increased understandings about them.


2017 ◽  
Vol 8 (1) ◽  
pp. 35-48
Author(s):  
Rahmawan Jatmiko

Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. Assassin’s Creed III is the third sequel of which plot is set in a fictional history of real world events and follows the centuries-old conflict between the Assassins and the Templars. Based on this study, the plot, characters, characterization, and scenes in Assassin’s Creed III are deemed to be able to give positive teachings to the young generation, despite the fact that there are violent and sadistic scenes in the story. Haytham Kenway, who is “evil” protagonist in Assassin’s Creed Forsaken, is portrayed as an expert in using weapons, since he was kid. Separated from his family, Kenway was taken by mysterious mentor, who trained him to be the most deadly killer. Comparisons with classic characters such as Oedipus, Hamlet, or Indonesian legendary character Sangkuriang are intentionally made to sharpen the analysis. The finding of this study is that heroic value might be found in either protagonist or antagonistic characters, whose roles involved numerous violent actions. Comments from the official website and social media which claim that Assassin’s Creed has brought negative impacts on the consumers might not be totally true.


Author(s):  
Łukasz Bryl ◽  
Justyna Majewska ◽  
Szymon Truskolaski

Purpose: The chapter examines the extent and level of the pandemic impact on sport, video game, and tourism industry by analyzing the emotional narration of articles related to Covid-19 effects on these industries so as to assess and predict the situation of industries during the pandemic and in the following years, but also to explain sources of positive sentiment for a given industry. Design/methodology/approach: The study provides a sentiment analysis of the global disclosure of the Covid-19 pandemic in the press, online articles, and social media (Twitter) with the use of three independent R packages. The final sample consisted of 142 articles; the oldest was published on January 23, 2020, whereas the newest one on October 14, 2020. Findings: Sentiment analysis revealed that the emotional tinge of the articles is much more positive for video games and soccer than in the case of tourism. In the case of video games and soccer, positive emotions such as “trust” or “anticipation” prevailed over much more common emotions of “fear” and “sadness” used about tourism. The impact of the pandemic was similar for video games and soccer, which was a mixture of negative and positive events. Research limitations/implications: Further research should use other resources such as the mass media or other data sources in addition to social media information and include a long-term analysis divided into stages of the pandemic as reactions and moods have been changing over time. Moreover, the factors influencing the perception of situations in different sectors of the economy should be identified in future research. Practical implications: The use of sentiment analysis shows that such quantification may be performed for new social phenomena before any hard (e.g., financial) data are available. Social implications: An approximation was obtained for quantifying the societal “general feeling” with regards to specific sectors affected by the pandemic. Originality and value: The chapter compares the response to the pandemic crisis of different sectors that reveal the sentiment contributing to the growth or difficulties of a given industry. The use of sentiment analysis enabled us to assess and predict the situation of industries during the pandemic before the hard and comprehensive data will occur.


2018 ◽  
Vol 4 (1) ◽  
pp. 1-37
Author(s):  
Melanie Chilianis

While many patients who are ill form significant networks of support online I argue that to describe experiences in language over social media is not always desirable for someone with epilepsy. My line of inquiry instead explores the tension between music creation and fragmented subjectivity, and folds in a critique of SoundCloud, the music sharing and networking site. I start with an analysis of what it means for the subject to compose and produce electronic music, and then with an analysis of my own music on SoundCloud. I investigate affective attachment in relation to our entanglement with music and social media, and I extend this to a survey of subjectivity, physicality and networked capitalism. In the article, affect and listening are related through their materiality and space, and by their capacity to mediate sound and meaning. I examine listening for its potential to expand critical activity in accord with embodied processes that are relevant to situated disability. Listening and affect guide my argument as concepts, and I conclude that distinct facets of listening can be connected to an ethics of living in the information society.


2018 ◽  
pp. 220-239
Author(s):  
Pedro Ramos ◽  
Pierre Funderburk ◽  
Jennifer Gebelein

This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devices for children, Near-Field Communication (NFC), and finally, social media as tool for recruitment and immediate communication. TCOs have managed to utilize these mediums to conduct their criminal activities in part due to the lack or nonexistence of new or proper legislation that regulates how these new mediums can function without facilitating illicit activities and the germination of illicit markets.


2021 ◽  
Vol 17 (1) ◽  
Author(s):  
Lan Shuai ◽  
Shan He ◽  
Hong Zheng ◽  
Zhouye Wang ◽  
Meihui Qiu ◽  
...  

Abstract Objective To explore the influences of digital media use on the core symptoms, emotional state, life events, learning motivation, executive function (EF) and family environment of children and adolescents diagnosed with attention deficit hyperactivity disorder (ADHD) during the novel coronavirus disease 2019 (COVID-19) pandemic. Method A total of 192 participants aged 8–16 years who met the diagnostic criteria for ADHD were included in the study. Children scoring higher than predetermined cut-off point in self-rating questionnaires for problematic mobile phone use (SQPMPU) or Young’s internet addiction test (IAT), were defined as ADHD with problematic digital media use (PDMU), otherwise were defined as ADHD without PDMU. The differences between the two groups in ADHD symptoms, EF, anxiety and depression, stress from life events, learning motivation and family environment were compared respectively. Results When compared with ADHD group without PDMU, the group with PDMU showed significant worse symptoms of inattention, oppositional defiant, behavior and emotional problems by Swanson, Nolan, and Pelham Rating Scale (SNAP), more self-reported anxiety by screening child anxiety-related emotional disorders (SCARED) and depression by depression self-rating scale for children (DSRSC), more severe EF deficits by behavior rating scale of executive function (BRIEF), more stress from life events by adolescent self-rating life events checklist (ASLEC), lower learning motivation by students learning motivation scale (SLMS), and more impairment on cohesion by Chinese version of family environment scale (FES-CV). The ADHD with PDMU group spent significantly more time on both video game and social media with significantly less time spend on physical exercise as compared to the ADHD without PDMU group. Conclusion The ADHD children with PDMU suffered from more severe core symptoms, negative emotions, EF deficits, damage on family environment, pressure from life events, and a lower motivation to learn. Supervision of digital media usage, especially video game and social media, along with increased physical exercise, is essential to the management of core symptoms and associated problems encountered with ADHD.


2019 ◽  
Vol 4 (1) ◽  
pp. 24
Author(s):  
Owen Sacco ◽  
Antonios Liapis ◽  
Georgios N. Yannakakis

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