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Träfflista för sökning "hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) srt2:(2010-2013)"

Sökning: hsv:(SAMHÄLLSVETENSKAP) hsv:(Medie och kommunikationsvetenskap) hsv:(Kommunikationsvetenskap) > (2010-2013)

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2.
  • Ekström, Mats, 1961-, et al. (författare)
  • Family talk, peer talk, and young people’s civic orientation
  • 2013
  • Ingår i: European Journal of Communication. - : Sage Publications. - 0267-3231 .- 1460-3705. ; 28:3, s. 294-308
  • Tidskriftsartikel (refereegranskat)abstract
    • This study focuses on interpersonal communication in the family and among peers in order to empirically examine the general idea that everyday civic talk might develop young people’s civic orientation. Two questions are addressed: (1) What is the significance of civic talk in relation to key dimensions of young people’s civic orientation? (2) What does civic talk in peer settings specifically contribute to young people’s civic orientation? The study is based on survey data from high school students and their parents (N = 1148). The findings offer clear support to the idea that civic talk in everyday contexts matters for young people’s development of political knowledge, democratic values and different forms of civic practices. Civic talk in peer settings contributes uniquely to all dimensions of youths’ civic orientation. Implications of the findings for political socialization research and theories of the democratic mechanisms of civic talk are discussed.
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3.
  • Asai, Ryoko (författare)
  • Social Media Supporting Democratic Dialogue
  • 2013
  • Ingår i: Ambiguous Technologies. - Lisbon : Autónoma University. ; , s. 36-43
  • Konferensbidrag (refereegranskat)abstract
    • The term of “social media” appears in newspapers and magazines everyday and the huge number of people use social media actively in daily life. Nowadays, in the highly Information and Communication Technology (ICT) developed country Japan, Japanese people enroll in social media and evolve a new way of communicating with others based on the “virtual” social distance between them. Among social media, Twitter has been focusing on its strong power as the tool for political change recent years. While Twitter has of-expressed problems as well as the “traditional” social media, it is characterized by the limited number of characters, strong propagation and optional reciprocity. Those characteristics stimulate people’s communication online and bring about opportunities for social interaction and democratic dialogue. On the other hand, in the deluge of information, we need to nurture skills to utilize critical and rational way of thinking through dialogue not only between others also between themselves internally. This study explores characteristics of social media and differences between “traditional” social media and Twitter, and how the difference affects people’s information behavior in Japan.
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4.
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5.
  • Munthe, Christian, 1962 (författare)
  • The Wikileaks Cablegate Pro & Con
  • 2010
  • Ingår i: Philosophical Comment Blog. ; :2010-12-02
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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6.
  • Sundén, Jenny, 1973-, et al. (författare)
  • Gender and Sexuality in Online Game Cultures : Passionate Play
  • 2012. - 1
  • Bok (refereegranskat)abstract
    • How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers?Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology.The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT.Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.
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7.
  • Sveningsson, Malin, 1968 (författare)
  • Socialitet och socialt samspel på nätet
  • 2013
  • Ingår i: Nygren, G & Wadbring, I (red) På väg mot medievärlden 2020. - Lund : Studentlitteratur. - 9789144082554 ; , s. 331-350
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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8.
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9.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
  • 2010
  • Ingår i: 'Computer Supported Cooperative Work (CSCW). An International Journal. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 19:2, s. 201-230
  • Tidskriftsartikel (refereegranskat)abstract
    • This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.
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10.
  • Gómez-Barroso, José Luis, et al. (författare)
  • Prospects of Mobile Search
  • 2010
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Search faces (at least) two major challenges. One is to improve efficiency of retrieving relevant content for all digital formats (images, audio, video, 3D shapes, etc). The second is making relevant information retrievable in a range of platforms, particularly in high diffusion ones as mobiles. The two challenges are interrelated but distinct. This report aims at assessing the potential of future Mobile Search. Two broad groups of search-based applications can be identified. The first one is the adaptation and emulation of web search processes and services to the mobile environment. The second one is services exploiting the unique features of the mobile devices and the mobile environments. Examples of these context-aware services include location-based services or interfacing to the internet of things (RFID networks). The report starts by providing an introduction to mobile search. It highlights differences and commonalities with search technologies on other platforms (Chapter 1). Chapter 2 is devoted to the supply side of mobile search markets. It describes mobile markets, presents key figures and gives an outline of main business models and players. Chapter 3 is dedicated to the demand side of the market. It studies users¿ acceptance and demand using the results on a case study in Sweden. Chapter 4 presents emerging trends in technology and markets that could shape mobile search. It is the author's view after discussing with many experts. One input to this discussion was the analysis of on forward-looking scenarios for mobile developed by the authors (Chapter 5). Experts were asked to evaluate these scenarios. Another input was a questionnaire to which 61 experts responded. Drivers, barriers and enablers for mobile search have been synthesised into SWOT analysis. The report concludes with some policy recommendations in view of the likely socio-economic implications of mobile search in Europe. Appears in Collections: Institute for Prospective Technological Studies
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