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2021 ◽  
Vol 29 (4) ◽  
Author(s):  
Yulia S. Filippovich ◽  
◽  
Muhammad Haiqal Bin Raziman ◽  

Children’s eating habits and their food consumption have direct relations with obesity, diabetes, cancers, hypertension and coronary heart disease. Advertisements directly affect a child’s eating habits and their food consumption. This literature review was conducted in order to examine advertisements and children’s food consumption while watching online entertainment such as YouTube videos and their desire to purchase foods that they see advertised to them while watching their preferred online entertainment.


2021 ◽  
Vol 14 (3) ◽  
pp. 55-71
Author(s):  
Shailendra Kumar Singh

In this article, I examine the discursive portrayals of gendered experience and subject positions through Sarjita Jain’s “Girliyapa,” an online entertainment channel (on YouTube) for female-oriented content in India. I demonstrate how the question of female pleasure that the channel repeatedly foregrounds by way of introducing relatively censored topics of discussion (such as girls buying condoms or articulating their orientation toward same-sex love) is inextricably intertwined with a gender politics that never turns a blind eye to the existing conventions, stereotypes, or structural inequalities that precipitate gender-based violence and discrimination throughout the country. The widespread prevalence of marital rape, color prejudice, and workplace sexism which, in turn, does not allow for a straightforward valorization of girl power is thus satirically interrogated by “Girliyapa.”


2021 ◽  
Vol VI (I) ◽  
pp. 172-191
Author(s):  
Muhammad Farrukh ◽  
Wajiha Raza Rizvi ◽  
Abul Hassan

This paper examines the impact of online entertainment media on privacy, safety, psychological wellbeing and academic achievements of youth through the smart phones. The authors reviewed literature on excessive use of social media, business and marketing industries by Chris Anderson, Rasmous Kleis Neilson, Lijun Zhou, Kathleen Van Royen, Karolien Poels, Heidi Vandebosch, Philippe Adam, William G. Zikmund et. al. and others, and developed the theoretical framework around the excessive usage of new media and credibility theories. They prepared a survey questionnaire to study the said impact of new entertainment media on privacy, safety, psychological wellbeing and academic achievements of youth, taking N=200 students of University of Lahore. They used the statistical tools for data analysis. The regression analysis of the dependent variables "Privacy", "Safety", "Psychological Needs", and "Educational Achievements" against the independent variable Online Entertainment Media show the extent rate at 44.2%, 62.9%, 83%, and 80.2 % respectively among youth.


Author(s):  
Yulia Kisora ◽  
Clemens Driessen

AbstractYouTube hosts a vast number of videos featuring zoo animals and humans actively reacting to each other. These videos can be seen as a popular genre of online entertainment, but also as a significant visual artefact of our relations with animals in the age of humans. In this chapter we focus on two viral videos featuring captive orangutans interacting with zoo visitors. The interpretations of ape-human interactions arising from the extensive number of comments posted to the videos are ambivalent in how they see the animals and their assumed capabilities. We argue that the YouTube Zoo could figure as a snapshot of human-animal relations in late modern times: mediating artificial conditions of animals suspended between the wild and the domestic, while offering a screened account of a deeply surprising interaction. The chapter shows the potential of close interactions between humans and animals to destabilise or reinforce the neat divisions between the human and the animal. It also shows the ethical potential of these interactions to either reinforce or question common practices of dealing with wild animals.


2021 ◽  
Vol 9 ◽  
pp. 205031212110009
Author(s):  
Nishant Renu

Regional and local governments worldwide are working tirelessly toward effective ways of addressing the COVID-19 crisis. During this time, the government has had to ensure that they provide full usage of technological means to confront the pandemic and discourse a wide range of COVID-19 related problems. Herein, this article will discuss the application of technical means and the advancement of technology in different sectors as a consequence of the COVID-19 crisis. Further, it highlights how government and health organizations have introduced new policies intending to try to curb the spread of the coronavirus. These new policies, such as lockdowns and social distancing measures, have resulted in technological advancement and new means of interaction with government, businesses, and citizens. Such changes include increased online shopping, as well as robotic delivery systems, the introduction of digital as well as contactless payment systems, remote working, the role of technology in distance learning, Telehealth, 3D Printing, and online entertainment. These technological advancements have been embraced all the way during this pandemic by a few countries around the world, with its limitation in some underdeveloped and developing countries.


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Manoj Kumar Sharma ◽  
◽  
Nitin Anand ◽  
A Thirumoorthy ◽  
Pranjali Chakraborty Thakur ◽  
...  

Digital activities has become the preferred modality to structure leisure time during SARS-Cov-2. It has led to increased use of digital technologies. Mr. A, 23 years old, unmarried male pursuing post-graduation belonging to a nuclear family contacted for management of excessive use of online technologies during the SARS-CoV-2 related lock down period. The clinical interview technique was used for assessing the pattern and dysfunctions related to use of technologies. The case demonstrates the role of online activities like social media, online entertainment, and online gaming to cope with absence of access to offline leisure time activities during the SARS-CoV-2 lockdown. However, there is a need to create awareness that engagement in online leisure time activities can lead to excessive use of online activities in the absence of avenues for engagement in offline activities.


Author(s):  
Afiqah Humaira Anuarsham ◽  
Noor Hanim Rahmat ◽  
Muhammad Adib Nazhan Khamsah

<p>In language structure, discourse is generally used by writers in their text to get readers to understand and comprehend the content of the written text. Metadiscourse is a specific class of language device used by writers to organize their text as well as manage the interactions or relations in some way with the reader of the text. By taking Hyland (2005) and Lakoff’s (1975) interactional metadiscourse model, this paper employs the data analysis driven method called document analysis to analyse the presence of interactional metadiscourse elements in an online entertainment article. Coding and frequency counting method are adopted to find out the sub-categories of respective four elements: Intensifiers, Hedges, Boosters, and Engagement Markers. The elements are interpreted as representing writers’ strategies to define the relationship between themselves, the reader and the topic. Consequently, it is found that the four elements of interactional metadiscourse are all deployed in the article text. The result of this study identifies that engagement markers is the most frequent interactional metadiscourse used by the author. This research may suggest entertainment online article employ the integration of interactional metadiscourse as effectively as other genre of online articles. It may be of value in understanding entertainment online genre for the development of the metadiscourse framework academically.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0678/a.php" alt="Hit counter" /></p>


SAGE Open ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 215824402091953
Author(s):  
Sven Stollfuß

This article discusses fitness content on Instagram as a form of social media entertainment (SME). A conceptual article that presents a literature review of studies on fitness postings on social media, it examines the research on communitainment values in online fitness content. While online entertainment on social media differs from traditional mass media such as television and movies, new concepts of social media–related entertainment have been described in the field of communication and media studies. Based on a literature review of online entertainment research on media effects and content-oriented approaches of so-called “social media entertainment” (SME), this article intends to discuss fitness postings and their corresponding community-driven communication as “communitainment.” Aspects of fitness content will be further explained in terms of (a) self-representation and self-disclosure, (b) community building, and (c) media use and well-being, thereby highlighting the new dynamics of fitness communitainment on social networking sites (SNSs).


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