scholarly journals Medienlinguistische Analyse der Kommunikation in Livestreams von Computerspielen

2019 ◽  
pp. 85-104
Author(s):  
Sławomir Kowalewski

The main goal of this article is to linguistically analyse the livestream of computer games. The study has interdisciplinary nature – it is based mainly on media linguistics instruments. However, the paper also refers to certain aspects of text linguistics and, to a large degree, semiotics of multimodality. Livestreams are a relatively new media phenomenon and thus for linguists are unexplored and demand research. The following article will attempt to define as precisely as possible the concept of 'text' and 'medium' in a linguistic context. Furthermore, media information transfer during livestream will be analysed. Particular emphasis will be placed on to what extent the message and reception are supported by the phenomena of pluriand intermediality. The analysis is based on screenshots from the Internet platform Twitch.

Author(s):  
Anna Pawiak ◽  

The article aims at drawing attention to opportunities of reputation management by researchers using new media, considering the importance of internet tools for image creation and identifying opportunities and threats. The research problem of the article focuses on answers to the question formulated as follows: What might the possible importance of the Internet for reputation building be? The problem relates to the issue of researchers’ active participation in creating and shaping their reputation online. The presented considerations have been based on literature and studies on the subject. The article attempts to clarify the distinction between the concepts of identity, image, and reputation. It discusses image-creating factors and refers to the question of immanent credibility and guise in research. The author describes examples of internet tools and points to their importance for reputation management, which concerns the sum of partial images accumulating over time. Communication plays an important role in building reputation. Owing to its availability, interactivity and variety of forms, as well as the speed of information transfer, the Internet has become an indispensable channel of communication. All researchers should recognise the fact in order to build their reputation thoughtfully. Their reputation involves a multitude of accumulated images formed as a result of interactions between factors associated with the subjects themselves, information the recipients obtain, and factors relating to the recipients. The conclusions of the study point to the necessity of reputation management by planned and deliberate actions taking advantage of internet tools. Thus, every effort should be made to prevent a situation where reputation is shaped irrespective of the interested person’s participation.


Author(s):  
Calin Gurau

Advergames can be defined as online games that incorporate marketing content. Initially, many companies have placed their brands or logos in the virtual environment of computer games launched by specialised gaming firms. However, this form of advergaming is rather static and ineffective, since the player is concentrated on the task required by the game and might not acknowledge the brand image displayed in the background. This limitation has encouraged the firms to create their own advergames, which are developed around a theme or a character directly related with their products and/or brands. In order to ensure a large diffusion of these games, they were made freely available on the Internet. The facilities offered by the Internet platform have increased the interactiveness of the game, and have added a viral marketing dimension. Viral marketing describes any strategy that encourages individuals to pass on a marketing message to others, creating the potential for exponential growth in the message’s exposure and influence. The use of advergames corresponds well to a strategy of viral marketing, which incorporates the following principles: 1. Give away products or services 2. Provide for effortless transfer to others of these products/services 3. Scale easily from a small to a very large audience 4. Exploit common customer motivations and behaviours 5. Utilise existing communication networks to transfer the products/services, or messages about them 6. Take advantage of others’ resources (existing users/customers) The interest in advergames has substantially increased in the last 5 years because of its perceived advantages (FreshGames, 2002; WebResource, 2004): • Low-cost marketing in comparison with the traditional advertising channels, such as TV and radio • A captured audience that can transmit valuable personal information about its demographic profile, behaviour, needs, attitudes, and preferences • Customer retention: the average time spent in an advergame is 7 to 30 minutes, which cannot be reached in the case of a classical TV advertisement • Viral marketing: 81% of the players will e-mail their friends to try a good game All these data demonstrate the huge potential of advergames (Rodgers, 2004). However, despite the hype created by this new advertising method, most of the information describing or debating advergames is professionally-oriented, often written in an advertising style (DeCollibus, 2002; Hartsock, 00 ; Intrapromote, 2004). Very few academic studies have been initiated to investigate the characteristics of advergames, and their influence on consumers’ perceptions and behaviour (Hernandez, Chapa, Minor, Maldonaldo, & Barranzuela, 2004; Nelson, 2002). This article attempts to identify, based on the existent professional literature, the specific characteristics of an efficient advergame, and to verify the existence of these characteristics in 70 advergames that are active online.


2020 ◽  
Vol 6 (1) ◽  
pp. 92
Author(s):  
Lubov G. Antonova ◽  
Alesya I. Makhalova

The article is devoted to the analysis of video interviews in new media in the context of the complex, integrated concept of «hypergenre». The material of video interviews published in YouTube, attempts to characterize genres, a complex combination of which is modern video interviews in new media. Special parameters of the hypergenre should be characterized on the Internet platform, which provides additional tools in genre design, including hyperlinks, video podcasts, special technologies for illustrating and confirming factuality, specific video metaphors and video quotes. The authors believe that, unlike print or television media, this hypergenre on the Internet platform acts simultaneously as an informational, analytical, and as an artistic and journalistic, which provides an opportunity to «consider» the features of related genres included in the integrative genre complex: conversations, chronicle notes, surveys, commentary, investigative journalism and some other media genres. Another feature of modern video interviews, explaining the special role of non-verbal signs, implicitly transmitting semantic signals in the context of video interviews, which include gestures, facial expressions, pro-semitic speaker, his personal image signs and tone of speech. As a result of the study of the new model of video interviews, the authors of the article offer a generalized media toolkit of modern hypergenre education and explain the demand and popularity of such a model in the mass media.


Author(s):  
Dan J. Bodoh

Abstract The growth of the Internet over the past four years provides the failure analyst with a new media for communicating his results. The new digital media offers significant advantages over analog publication of results. Digital production, distribution and storage of failure analysis results reduces copying costs and paper storage, and enhances the ability to search through old analyses. When published digitally, results reach the customer within minutes of finishing the report. Furthermore, images on the computer screen can be of significantly higher quality than images reproduced on paper. The advantages of the digital medium come at a price, however. Research has shown that employees can become less productive when replacing their analog methodologies with digital methodologies. Today's feature-filled software encourages "futzing," one cause of the productivity reduction. In addition, the quality of the images and ability to search the text can be compromised if the software or the analyst does not understand this digital medium. This paper describes a system that offers complete digital production, distribution and storage of failure analysis reports on the Internet. By design, this system reduces the futzing factor, enhances the ability to search the reports, and optimizes images for display on computer monitors. Because photographic images are so important to failure analysis, some digital image optimization theory is reviewed.


2021 ◽  
Vol 3 (7(71)) ◽  
pp. 47-50
Author(s):  
V. Simeonova

The paper presents the effectiveness of teaching Bulgarian as a foreign language in an electronic environment in a medical university through internet platform “Blackboard”.


2002 ◽  
Vol 3 (1) ◽  
Author(s):  
Terence Lee

This paper sets out to consider the use of new media technologies in the city-state of Singapore, widely acknowledged as one of the most technologically-advanced and networked societies in the world. Singapore is well-known as a politically censorious and highly-regulated society, which has been subjected to frequent and fierce insults and criticisms by those hailing from liberal democratic traditions. Indeed, much has been said about how the Singapore polity resonates with a climate of fear, which gives rise to the prevalent practice of self-censorship. This paper examines how certain groups in Singapore attempt to employ the Internet to find their voice and seek their desired social, cultural and political ends, and how the regulatory devices adopted by the highly pervasive People Action's Party (PAP) government respond to and set limits to these online ventures whilst concomitantly pursuing national technological cum economic development strategies. It concludes that the Internet in Singapore is a highly contested space where the art of governmentality, in the forms of information controls and 'automatic' modes of regulation, is tried, tested, and subsequently perfected.


2018 ◽  
Vol 4 (2) ◽  
pp. 85-95 ◽  
Author(s):  
Justyna Masłyk

Abstract The main purpose of this article is to present the results of research concerning the use of social media by companies from the SME sector in Podkarpackie Province. The article includes data obtained in the first stage of the study, which is a part of a research project on the use of social media in the area of creating the image of an organization / company as an employer.The survey covered the entire population of companies from the SME sector, which are registered in Podkarpackie Province (REGON database). The research phase, the results of which are presented in this article, mainly involved the analysis of data on companies from the SME sector in Podkarpackie Province in terms of their presence on the Internet (having an individual website, having company profiles on selected social networks). The results of the first stage of the study confirm that the companies see the potential of the online presence / functioning in social media (more and more companies have their own website, Facebook profiles). The dynamics of changes in this area is definitely not adequate to the pace of new media development. On the basis of preliminary results of further stages of the research, it can also be concluded that in the vast majority of cases, however, these are non-strategic and non-systematic activities.


2021 ◽  
pp. 18-34
Author(s):  
D. I. Kaminchenko

The article is devoted to the study of the features of modern political communication in the context of society networkization. The interaction of a regional political leader and society in the sign-symbolic space of political communication is considered.The purpose of this paper is to identify the main image-role semantic constructs, which are reflected in the messages of the head of the constituent entity of the Russian Federation, posted by him on the popular Internet platform for social media Instagram. In addition to establishing the most actively used semantic image-role constructs, the research determines the degree of it`s popularity and the level of it`s approval among the audience of this Internet platform.The qualitative and quantitative type of content analysis was chosen as the main applied research method. In addition to it, a comparative analysis method is used. The conceptual basis of the research is formed by the theory of the information society, as well as the concepts of “network image”, “digitalization policy” and “network identity”.According to the results of the conducted content analysis, it was found that more often than others in the messages posted on the studied official Internet page of the political leader in Instagram, such an image-role construct as an “organizer” is presented. This corresponds to the type of leadership characteristic of this political leader. Among the entries that aroused a relatively increased attention of the audience of the Internet platform, there are messages where a number of image-role constructs are presented, including: “crisis manager”, “organizer”, “team player”, “builder”, “open leader, hearing society” and “business executive”. Such a uniform distribution of the audience’s interest in it`s functional and semantic constructs may be explained by the fact that the head of the region is actively paying attention to each of the designated thematic areas.The highest level of approval from the audience of the Internet platform was received by the messages, which reflected such image-role constructs as “family man” and “leader looking to the future”. Considering the relatively inactive use of the designated semantic constructs by the head of the region in the messages posted on his official Instagram page, it is noted that an increase in the number of messages, which would reflect these image-role constructs, may enhance the leader’s positive image and, as a result, the level of his support in society.


2020 ◽  
Vol 2 (1) ◽  
pp. 53
Author(s):  
Russell Burt

How do we ReTool school to make it engaging, empowering and success making for all? At the same time how do we guarantee equity and access so that what our government calls “priority learners”, have the same opportunities for 3rd millennium citizenship as everybody else?   When vast tracts of what is now the Developed World, were opened up by the provision of roads, bridges and railroads, people moved from subsistence and achieved effective citizenship, locally, nationally and globally. The infrastructure that enables access to the new platform for citizenship, the internet, is analogous to the roads, bridges and railroads of yesteryear. The business of retooling requires this infrastructure as a baseline, but real efficacy and agency will only be achieved when environments are enriched by innovation on top of the essential infrastructure.   Retooling School requires a Change Pedagogy Imperative: When essential aspects of learning are amalgamated and new media are used for the reception and delivery modes, the learner experience is completely different. It is more than possible to develop new learner agency, efficacy and leadership in learning. This journey to genuine citizenship will have three major hallmarks: ubiquity anywhere, anytime, any pace, any people learning agency the power to act -informed/empowered/enabled learners connectedness edgeless education, connected minds   We need to: Provide the essential infrastructure and enrich the environment for: local, national and international citizenship of all learners.


Sign in / Sign up

Export Citation Format

Share Document