Future of Food

Author(s):  
Alexander Godulla ◽  
Cornelia Wolf

The National Geographic Society (NGS) has always sought to incorporate new ways of media production into its working routine, thus defining standards of journalism both in technical and narrative terms. As a logical result, the NGS also relies on cross media strategies, focusing on transmedia storytelling in order to connect its audience. The “Future of Food” project is one of the largest transmedia projects in journalism. The chapter first outlines the concept of transmedia storytelling and discusses 10 qualities in the context of journalism. Secondly, the authors systematically discuss the case study “Future of Food” by applying the transmedia qualities to the project. This provides insights into the modes and combinations of story elements and allows to draw attention to challenges and opportunities for researchers, producers, and users.

Author(s):  
Jessica Aldred

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This essay examines what is at stake when characters move from cinema to digital games and other interactive media according to the synergistic logic of transmedia storytelling. Using the Beowulf franchise as a case study, this essay considers how media franchises encourage cross-media consumption by blurring the boundaries between their film and game characters, often by highlighting shared technical processes and visual similarities and mobilizing a gamelike mode of address in relation to their film characters. It demonstrates how game characters that slavishly remediate their filmic counterparts tend to be faulted for how they approach, but fail to achieve, cinematic realism, sacrificing gameplay in the process. This essay questions the prioritization of game characters as successful avatars for their film characters, rather than as functional stand-ins for their players, and contends that the technological convergence of cinema and digital games has not necessarily led to successfully converged content.


Author(s):  
Stavroula Kalogeras

Transmedia (cross-media/cross-platform/multi-platform) storytelling edutainment involves the use of narratives as a critical-creative approach to learning. The storytelling framework is a viable solution to engage a universal audience in both seated and online environments. The inherent interactivity of the internet and interaction with story is a method that can reach learners with both focused and short attention spans in media-rich environments. An e-module case study and slide presentation is offered to demonstrate narrative practice.


Author(s):  
Florian Krauß ◽  
Moritz Stock

This article discusses online media’s contribution to the youthification of television through the case study of DRUCK (tr. Pressure, 2018–), the German format adaptation of SKAM (tr. Shame, 2015–17). Youthification is understood as the television industry’s attempts to reach and win back teen and tween viewers with strategies in production, representations, aesthetics and distribution. In DRUCK, online media are integral to the youthification in all these strategies. Our multifaceted analysis of this serial combines perspectives from media industry studies to investigate production strategies, sociological analysis of film and television to examine the thematic and narrative choices and theories of transmedia storytelling to make sense of the specific distribution choices.


Author(s):  
Sai Englert ◽  
Jamie Woodcock ◽  
Callum Cant

The use of digital technology has become a key part of contemporary debates on how work is changing, the future of work/ers, resistance, and organising. Workerism took up many of these questions in the context of the factory – particularly through the Italian Operaismo – connecting the experience of the workplace with a broader struggle against capitalism. However, there are many differences between those factories and the new digital workplaces in which many workers find themselves today. The methods of workers’ inquiry and the theories of class composition are a useful legacy from Operaismo, providing tools and a framework to make sense of and intervene within workers’ struggles today. However, these require sharpening and updating in a digital context. In this article, we discuss the challenges and opportunities for a “digital workerism”, understood as both a research and organising method. We use the case study of Uber to discuss how technology can be used against workers, as well as repurposed by them in various ways. By developing an analysis of the technical, social, and political re-composition taking place on the platform, we move beyond determinist readings of technology, to place different technologies within the social relations that are emerging. In particular, we draw attention to the new forms through which workers’ struggles can be circulated. Through this, we argue for a “digital workerism” that develops a critical understanding of how the workplace can become a key site for the struggles of digital/communicative socialism.


Author(s):  
Raija Komppula ◽  
Elli Vento

Abstract This chapter presents a case study concerning the practices of social tourism in Finland, with a focus on the challenges and opportunities for development. Representatives of four social tourism associations and the Funding Centre for Social Welfare and Health Organisations (STEA) were interviewed, and their perceptions of the major challenges and opportunities for the future development investigated. Also, the interviewees' opinions of the stimulus model/host-related social tourism, as well as some alternative forms of social tourism implementation that have not been adopted in the Finnish system, were surveyed. The understanding gained can create a basis for, for instance, academic and sociopolitical discussions, further social tourism analysis, and future development and cooperation inside the operational field.


2006 ◽  
Vol 1 (1) ◽  
pp. 65 ◽  
Author(s):  
Kaifeng Yang

This paper discusses the Chiese government's current efforts to build moder communities in its major cities. Background information is provided about the evolution of community building in Chinese cities since the Red Revolution. Based on a case study from Beijing, this paper addresses the challenges and opportunities the moverment brings to improve citizen participation and democratization in Chinese cities, as well as the future of the moverment and some other theoretical concerns.


Author(s):  
Raija Komppula ◽  
Elli Vento

Abstract This chapter presents a case study concerning the practices of social tourism in Finland, with a focus on the challenges and opportunities for development. Representatives of four social tourism associations and the Funding Centre for Social Welfare and Health Organisations (STEA) were interviewed, and their perceptions of the major challenges and opportunities for the future development investigated. Also, the interviewees' opinions of the stimulus model/host-related social tourism, as well as some alternative forms of social tourism implementation that have not been adopted in the Finnish system, were surveyed. The understanding gained can create a basis for, for instance, academic and sociopolitical discussions, further social tourism analysis, and future development and cooperation inside the operational field.


2010 ◽  
Vol 2 (2) ◽  
Author(s):  
Roger Allbee

In this short essay, the author explores the importance of terroir, or the taste of place, for the future of food and agriculture in Vermont. Here, the taste of place is connected to increased engagement with local foods. However, Allbee claims that local can also mean foods that reflect a unique local character, that tell the story of a place, bringing the tastes, history, and culture of a region to the consumer.


Author(s):  
أسماء حسين ملكاوي

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