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1.
  • Spante, Maria, 1967 (författare)
  • Connected Practice: The Dynamics of Social Interaction in Shared Virtual Environment
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis investigates the phenomenon of social interaction in shared virtual environments (SVEs), supported by virtual reality (VR) systems over time. SVEs are computer generated 3D graphical spaces where geographically distributed people can meet and interact with each other in a graphical space. Although there have been a number of studies about social interaction in SVEs, there has been a lack of research looking into changes over time, which this thesis does.In order to gain more knowledge about social interaction over the longer term, this thesis compares and contrasts four different types of VR systems that supported various SVEs. Two of the systems were internet based SVEs on desktop computers where many users could interact at the same time. One of the SVEs had voice based communication. The other SVE had text based communication. The other two were based in laboratory settings. One setting was networked immersive projection technologies (IPT) in which two participants performed a variety of tasks together. The other was one IPT connected to a desktop VR and participants changed systems half way through the trial in which they collaboratively solved a task together. In both settings voice based communication were used. Observations and other methods of analysis were carried out, focusing on differences and similarities in peoples behaviors in the process of social interaction over time in SVEs.The six papers contained in this thesis explore social interaction over time in shared virtual environments. This thesis argues that technology becomes not only a tool for social interaction; it also becomes a key aspect in social interaction. While the technology filters out some of the social cues we are familiar with from face to face situations, it also ‘filters in’ new cues that become important for how people can connect to each other in the shared virtual environment. Over time, these social cues, that people creates among themselves while using the technology, become essential for people learn about; otherwise they find it difficult to relate to each other and do things together in the shared virtual environments.The more difficulties people have in figuring out how to use the technology while interacting with others, the less they will accept the technology as an appropriate tool for connecting people and doing things together. The reason for this is that social and technical issues can only be separated analytically in shared virtual environments; in practice, as this thesis shows, they are highly intertwined.This thesis puts forward a dynamic model identifying the importance of looking more explicitly at individuals, technology, task and time while studying social interaction in SVEs. In this way, the thesis combines a number of insights both from previous social science theories of social interaction and practices - together with observations from the studies this thesis builds on. The thesis puts forward a concept that includes these insights - connected practice, defined as the dynamics of social interaction in technical systems. This concept can guide future studies to incorporate both technical and social aspects over time since it was shown to be the key to understanding the phenomenon of this thesis. It is finally suggested in the thesis that the concept connected practice can be utilized in other technical systems apart from SVEs in future research of social interaction in technical systems.
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3.
  • Sundén, Jenny, et al. (författare)
  • Cyberfeminism in Northern lights. Introduction.
  • 2007
  • Ingår i: Sveningsson Elm, Malin & Sundén, Jenny (red.). Cyberfeminism in Northern lights. Gender and digital media in a Nordic context.. - Cambridge : Cambridge Scholars Publishing. ; , s. 1-29
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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4.
  • Sveningsson, Malin, 1968 (författare)
  • Doing and undoing gender in a Swedish Internet community
  • 2007
  • Ingår i: Sveningsson Elm, Malin & Sundén, Jenny (red.). Cyberfeminism in Northern lights. Gender and digital media in a Nordic context.. - Cambridge : Cambridge Scholars Publishing. ; , s. 104-129
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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5.
  • Sveningsson, Malin, 1968 (författare)
  • Doing gender in a Swedish Internet community
  • 2006
  • Ingår i: Paper presented at the 9th Nordic Youth Research Information Symposium, NYRIS 9, Landscapes of Youth, 12-14 January, 2006, Stockholm.
  • Konferensbidrag (refereegranskat)
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8.
  • Sveningsson, Malin, 1968 (författare)
  • Representations of gender in a Swedish Internet community
  • 2007
  • Ingår i: Paper presented at the 3rd Christina conference on women’s studies & the 4th European gender and ICT symposium, University of Helsinki, March 8-11, 2007.
  • Konferensbidrag (refereegranskat)
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10.
  • Sveningsson, Malin, 1968 (författare)
  • Ungdomars köns- och identitetsarbete på Internet
  • 2006
  • Ingår i: Kulturstudier i Sverige. Nationell forskarkonferens, 13–15 juni, 2005, Norrköping, Sweden. Linköping Electronic Conference Proceedings. ; , s. 977-996
  • Konferensbidrag (refereegranskat)
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11.
  • Sveningsson, Malin, 1968 (författare)
  • Ungdomars självpresentationer i en svensk webbgemenskap
  • 2005
  • Ingår i: Paper presented at the 17th. Nordic Conference on Media and Communication Research, Aalborg, August 11 -14, 2005.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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13.
  • Sveningsson, Malin, 1968 (författare)
  • Young men’s gender- and identity work in a Swedish Web community
  • 2005
  • Ingår i: . Paper presented at Internet Research 6.0: Internet Generations. International and Interdisciplinary Conference of the Association of Internet, Chicago, October 5 - 9, 2005.
  • Konferensbidrag (refereegranskat)
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15.
  • Sveningsson, Malin, 1968 (författare)
  • Young People's Gender- and Identity work in a Swedish Internet Community
  • 2008
  • Ingår i: Proceedings of the Third International Summer School organized by IFIP WG 9.2, 9.6/11.7, 11.6 in cooperation with FIDIS Network of Excellence and HumanIT “The Future of Identity in the Information Society. Springer Verlag.. ; , s. 113-128
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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16.
  • Röhle, Theo, 1976- (författare)
  • Dissecting the Gatekeepers : Relational Perspectives on the Power of Search Engines
  • 2009
  • Ingår i: Deep Search. - Innsbruck, Wien, Bozen : Studienverlag. - 9783706547956 ; , s. 117-132
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The paper engages in an in-depth discussion of the search engine Google, focusing on its relationship to webmasters and users. Attempts by webmasters to game the ranking system in order to boost the position of their websites are met by Google with a subtle combination of rewards and punishment. It is argued that this strategy involves the establishment of a disciplinary regime that enforces a certain norm for web publishing. Google’s relationship to the users, on the other hand, is characterized by less invasive forms of power. By inserting itself deeply into the users’ information environment, Google can collect and analyze unprecedented amounts of user data. It is argued that the modeling of segmented consumption behavior that these schemes are based upon involves a governmental form of power. It is a kind of power that aims at controlling differential behavior patterns by gaining an intimate statistical knowledge of a population and using this knowledge as a means of predictive risk management.
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19.
  • Landzelius, Kyra, 1963 (författare)
  • Virtual Incarnation of the Native American Church
  • 2007
  • Ingår i: Minority Religious Communities on the Internet, G. Larsson (ed.), Studies on Inter-Religious Relations. - Uppsala : Swedish Science Press. ; , s. 106-130
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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21.
  • Sveningsson, Malin, 1968 (författare)
  • Anonymitet och identitet i gemenskaper på Nätet
  • 2006
  • Ingår i: Jobring, O. Att skapa lärgemenskaper på Nätet. - Lund : Studentlitteratur. ; , s. 117-132
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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23.
  • Westlund, Oscar, 1979 (författare)
  • The adoption of mobile media by young adults in Sweden
  • 2007
  • Ingår i: Mobile Media 2007. - 9781864878905
  • Konferensbidrag (refereegranskat)abstract
    • A qualitative analysis of adoption and use of mobile media among young adults. Discusses the reasons to why people have not adopted mobile media. The article gives special attention to journalistic news for mobile devices.
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24.
  • Mathew Martin, Poothullil John, 1965- (författare)
  • Web Accessibility for Persons with Disabilities : Evidence from India
  • 2008
  • Ingår i: Communicator. - New Delhi, India : Indian Institute of Mass Communication. - 0588-8093. ; XLIII:1, s. 28-56
  • Tidskriftsartikel (refereegranskat)abstract
    • Websites are today the face of an organization, with Global reach. The Information and Technology (IT) Act 2000 of India, is entirely silent on the subject of web accessibility. However the United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) guidelines of 2009, which has been ratified by Govt. of India, of which Article 9.2 (g) & (h) especially lays down that, states should facilitate access for Persons with disabilities (PWDs) to new information and communication technologies, especially the Internet. A study was undertaken on 3rd December 2009, to analyze the qualities of a website designed by Government Organizations (GOs) and Non-Government Organizations (NGOs) working for PWDs in terms of Information & Dissemination, Accessibility, Design and Interactive participatory features. The main contribution of this study is to illuminate the features of websites used by GOs and NGOs working for PWDs in India and its accessibility.
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26.
  • Axelsson, Ann-Sofie, et al. (författare)
  • Att etablera ett kollaboratorium inom biblioteks- och informationsvetenskap : behov och utmaningar från ett praktikerperspektiv
  • 2007
  • Ingår i: Svensk biblioteksforskning. - : Högskolan i Borås. - 0284-4354 .- 1653-5235. ; 16:1, s. 1-13
  • Tidskriftsartikel (refereegranskat)abstract
    • This article describes a study that investigated the need for and challenges connected to the establishment of a collaboratory - a sociotechnical forum where information and other resources can be made accessible and used by practitioners within library and information science. In order to identify needs and challenges interviews were carried out with a number of practitioners at a number of different institutions. The results reveal that there is a need for a collaboratory in order to facilitate the sharing of personal knowledge “on demand”. It is of great importance that the collaboratory is well integrated with practitioner’s daily activities.
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27.
  • Öhrn, Elisabet, 1958 (författare)
  • To make a difference
  • 2007
  • Ingår i: Children as decision-makers; power and children’s participation in education: ethical and practical dimensions, Birmingham January 17-18.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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28.
  • Röhle, Theo, 1976- (författare)
  • Desperately seeking the consumer : Personalized search engines and the commercial exploitation of user data
  • 2007
  • Ingår i: First Monday. - : University of Illinois Libraries. - 1396-0466. ; 12:9
  • Tidskriftsartikel (refereegranskat)abstract
    • With reference to surveillance studies theory, this paper critically assesses the role of personalized search engines as a mediator between advertisers and users. It first sketches the economic and technical background of online marketing and personalized searches. Then, it engages in an in-depth discussion of two examples of personalized search engines with regard to the data collection process used and the way in which this data is used for advertising purposes. The discussion shows that users' information needs, as well as their personal data, are subject to a growing pressure in terms of commercial exploitation. Essentially, search engines now fulfill the task of translating information needs into consumption needs.
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29.
  • Röhle, Theo, 1976- (författare)
  • ’Think of it first as an advertising system’ : Personalisierte Online-Suche als Datenlieferant des Marketings
  • 2007
  • Ingår i: Kommunikation@gesellschaft. - 1616-2617. ; 8:1
  • Tidskriftsartikel (refereegranskat)abstract
    • Suchmaschinen gehören seit langem zu den wichtigsten Werbeträgern im Netz und es wird mittlerweile offen zugestanden, dass die gezielte Vermarktung von Werbeplätzen sich zur Kernaufgabe der Suchmaschinenbetreiber entwickelt hat. Um dem Ruf nach relevanteren Suchergebnissen nachkommen zu können, binden neue Formen der personalisierten Suche immer weitere Bereiche des Nutzerverhaltens in den Suchprozess ein, gleichzeitig schaffen die gesammelten Daten aber auch die Grundlage für eine noch engere Verzahnung ökonomischer Interessen mit dem persönlichen Nutzungskontext. Mit Bezug auf aktuelle Theoriebildung aus den "Surveillance studies" diskutiert der Beitrag die Rolle der personalisierten Suche als Bindeglied zwischen Nutzer und Werbung. Sowohl die Entwicklung der Online-Werbung als auch die technischen Grundlagen der personalisierten Suche werden skizziert, um schließlich an zwei konkreten Beispielen zu erläutern, welche Daten bei der personalisierten Suche erhoben werden und wie diese zu Werbezwecken verwendet werden können. Dabei wird deutlich, dass die zunächst zur Verbesserung der Suchergebnisse erhobenen Nutzerinformationen einem immer stärkeren kommerziellen Verwertungsdruck ausgesetzt sind.
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31.
  • Andreasson, Ingela, 1953, et al. (författare)
  • Talet om pojkar och flickor i behov av särskilt stöd.
  • 2009
  • Ingår i: Specialpedagogisk forskning - en mångfacetterad utmaning. - Lund : Studentlitteratur. - 9789144052144 ; , s. 35-59
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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32.
  • Nygren-Junkin, Lilian, 1949 (författare)
  • All Teachers Are Language Teachers! On language promoting strategies in the multilingual classroom.
  • 2007
  • Ingår i: Conference volume, VIPSI-2007 Amalfi.
  • Tidskriftsartikel (refereegranskat)abstract
    • Abstract, the LEA-project. The Language Educator Awareness (LEA) Project has over the past two years, under the auspices of the Council of Europe, worked on creating materials and activities to raise awareness among teachers(-to-be) about the fact that – regardless of what they “officially” teach – they are all language educators as well, indirectly teaching the language of instruction. Increasingly, in classrooms across Europe, we find a student body that is linguistically heterogeneous. This requires that teachers be equipped with tools to meet the needs of all pupils and to work in ways that promote both subject matter learning and language skills. This is a win-win situation. The pupils learn not only the curriculum content but also the school/majority language, and preferably develop their first language as well to an adult proficiency level. Content learning of any kind is in peril if the language used in the classroom is incomprehensible to the learner. The dual purpose of the LEA project is thus provide awareness raising and language-promoting materials for pre-service and in-service training. In addition, activities aimed at developing positive attitudes towards cultural diversity, most of which can be readily adapted for use in a variety of classrooms. This may in turn give rise to questions about the normative cultural view that is often a product of the majority perspective.
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37.
  • Sveningsson, Malin, 1968 (författare)
  • Unga, stil och nätet
  • 2009
  • Ingår i: S. Lindgren (Ed.), Ungdomskulturer. - Malmö : Gleerups.
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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38.
  • Bengmark, Samuel, 1965, et al. (författare)
  • Chalmersutbildning kan ge högre lärarstatus
  • 2009
  • Ingår i: Göteborgs Posten, Debatt, nätupplagan.
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Läraryrket behöver en uppvärdering och stora pensionsavgångar samt svårigheter att konkurrera om studenter till lärarutbildningen kräver åtgärder och nytänkande. Chalmers vill därför starta ämneslärarutbildning i data, fysik, kemi, matematik och teknik så att studenten kan få både en lärarexamen och en ingenjörsexamen, skriver bland andra Samuel Bengmark, programansvarig för Chalmers lärarutbildning.
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40.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Att spela datorspel: Om färdigheter och kompetenser i spelaktiviteten : Gaming and literacy: Skills and competencies in computer game activity
  • 2006
  • Ingår i: Master thesis. - Göteborg : University of Gothenburg.
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • By taking departure in the concept of computer gaming literacy, which is described as the ability of interacting with a computer game, the report relates this to what gamers actually do in an empirically study of players. Earlier research claim that computer gaming could be seen as a semiotic domain. This study focus on the “character” of any ability that the concept computer gaming literacy could include, and answering the question what it means to be “literate” within this area. In particular what is it that a gamer can? The study’s empirical material is based on 20 gamers playing the Xbox game Timesplitters 2 by videotaping them when playing the game in pairs (split-screen). The players in the study, with an age between 17 and 54, have a broad variation in gaming experience. By doing interaction analysis, which has a background from socio cultural theory, the result illustrate that gaming is a discursive practice with a specialized language. Therefore, the gamer assumes learning a discourse in the game activity. Further, the gaming activities demonstrate that competence could be seen as two, to some extent, separate capabilities. One of them deals with handling the control, and therefore the games interface, by making it invisible to be able to interpret the artifacts “statements”. The second capability or competence is about seeing the game environments structure. The study shows that the gamer must make competent hypothesis concerning the model underlying the functions of the game to be able to progress in the game environment. Experienced gamers have therefore developed a way of seeing based on the structure of the game environment.
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41.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Avatars and interaction in gaming: Dysfunctional interaction or a practice of players
  • 2007
  • Ingår i: Game in' Action, June, 2007, Gothenburg, Sweden.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In Massively Multiplayer Online Role Playing Games (MMORPG) you act and react on other players avatars in ways that resembles face-to-face interaction. At the same time, the avatar-interaction is restricted in the technological-embedded environment. Research indicates problems concerning interaction inside these worlds, namely whether the systems resemble ordinary human face-to-face interaction in an adequate way. The assumed insufficient avatar-mediating interaction apparatus is in this paper used as a thinking tool. As a point of departure MMORPG’s is seen as having a history of social life, one that has created specific domains and discursive practices. Examples of avatar in-game text chat from initial research on a Role-Playing (RP) server in World of Warcraft (WoW) are used to illustrate such domain. This indicates that the textual interaction system built-in has done language expressions utterly crucial to be able to interact with other avatars and to know how to act in a competent way to others utterances. In relation with face-to-face interaction, avatar-toavatar interaction in a RP server is done with the heritage of RP which demands competence of framing the interaction activity such as both in-game issues and RP could coexistence to let the other person now what you are doing here and now, a so called metaframing activity. Thus, the avatar interaction is not foremost seen as an insufficient environment for interaction, but instead as a domain in itself.
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42.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Lessons learned from ’being’ virtually there: Worded action in the perceptual field of online computer games
  • 2008
  • Ingår i: Paper presented at ECER 2008, From teaching to Learning (September 2008, Gothenburg, Sweden).
  • Konferensbidrag (refereegranskat)abstract
    • Computer games are assumed to, for better or worse, influence knowledge, beliefs and attitudes of the user. Assumptions are often based on computer games complex environments and visual components. This has brought along expectations about using computer games within education for pedagogical purposes. Though, attempts to use computer games in education has shown to be a complicated affair, demanding structures surrounding such attempts that often is not met. Further, research show that games cannot be used in ways that other media have been invoked in education. Computer games as category is used to a wide array of products. Those different genres give rise to different activities from the players. Online game environments are a category which can be seen as the next computer game area to be glanced at for pedagogical purposes. Though, earlier research on learning and computer games are based on computer game formats that lack crucial features from online games. The most obvious difference is that players’ meet other players within these online spaces, and interact through virtual bodies. The most popular and developed virtual worlds focus game-specific contents. This paper take such online game worlds (i.e. massively multiplayer online role-playing games, MMORPG) as focus for scrutinizing players activity. How, then, are online game formats to be understood in relation to learning aspects? Earlier research concerning Massively Multiplayer Online Games has, among all, studied the lingo developed between players’ in online games. This paper advocates for studying online gaming worlds as domains in itself. In other words, how players’ manage their virtual bodies (i.e. the avatar) in conduct with others in task-oriented group activities, or the work players do when they role-play a character through the mediated tool of the avatar. To play, live and communicate in online games, players’ need to master their avatar through typing in chat channels and using interaction methods that have been institutionalized in these online spheres. These institutionalized ways to act and be, stems from earlier technological online environments. Hence, the paper argues that the skills and competencies needed to “be” in an online game space must be considered before embracing them for learning potentials outside activities that is done in ordinary “virtual” life. The empirical material comes from screen-captured video-recorded avatar-interaction within the online games World of Warcraft and The Lord of the Rings Online. Detailed transcripts have been transformed into sequential art to highlight aspects of the activities to make the setting understandable for outsiders.
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43.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Sheeping, sapping and avatars-in-action: An in-screen perspective on online gameplay
  • 2008
  • Ingår i: In S. Mosberg Iversen (Ed.), Proceedings of The [Player] Conference. IT University of Copenhagen, Denmark, August 2008. ; , s. 28-52
  • Konferensbidrag (refereegranskat)abstract
    • This paper is about the various practices that players use to coordinate their in-game activities. In the paper, screen-captured video data of one group of players’ gameplay are scrutinized in order to explicate coordination work. Instead of seeing interaction between online players as design issues or focusing off-screen events, the paper reframes in-screen collaboration activities as participants’ concerns. In order to explore empirical examples of players’ accomplishment of tight coordination in massively multiplayer online games, ethnomethodological influenced interaction analysis is used. The paper elaborates a player perspective by bridging the researcher’s knowledge of gameplay with empirical in-screen data. This study shows the work players do as coordinated, referential activities; accomplished by means of avatar movements and actions, as well as highlighted and made observable by visual markers and gaming discourse. The players’ achievement of mundane, jointly activities are termed routine play.
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44.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • The Spellbound Ones: Illuminating Everyday Collaborative Gaming Practices in a MMORPG
  • 2009
  • Ingår i: In C. O'Malley, D. Suthers, P. Reimann, A. Dimitracopoulou (Eds.), Proceedings of Computer Supported Collaborative Learning. ; (CSCL 2009):Rhodes, Greece, s. 404-413
  • Konferensbidrag (refereegranskat)abstract
    • A common argument about computer games and learning is that the commitment gamers have might be transformed and used in educational practices. In order to unpack gamers’ commitment, the present study investigates collaboration in a Multiplayer Online Role-Playing Game (MMORPG). It investigates gamers’ practices in order to expose their everyday gaming activities and knowledge domains. Drawing on detailed descriptions of team gaming practices, the paper highlights that gamers’ of MMORPGs are hands-on experts in handling a game interface. Their expertise is about skilled stances tied to gaming structures. Also, gamers are members in certain communities and adhere to both community specific epistemologies and to generic ones. These gaming stances are from certain educational approaches difficult to make-sense of, while gamers’ commitments in other perspectives become means for learning. Lastly, in relation to MMORPGs and education, a neglected issue concerns social pressure in gaming communities, resulting in various forms of participation.
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45.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Walking as a dragon slayer: Analyzing online gamers make-believe discourse within a coordinated game activity
  • 2008
  • Ingår i: Space Interaction Discourse International Conference, November 2008, Aalborg, Denmark.
  • Konferensbidrag (refereegranskat)abstract
    • Computer game activities can be mistaken for an easygoing and non-communicative form of entertainment. Such descriptions have shortcomings when seen in relation to what players do in an online game world. Knowledge about the game interface and game specific tasks within the game world is a starting point to act in such social world. As a social world the complexness originates from the multifarious activities players do together when playing and socializing. As such, online game worlds consist of communication mediated through typed text in chat channels (or voice-chat), and interaction between the player’s puppet (i.e. avatar), the game world and other players doings. Such avatar-mediated-interaction has been said to be insufficient in relation to what we do in face-to-face settings (cf. Moore, Ducheneaut & Nickell, 2007). The point of departure in this work concern the ways players actively maintain a role-play discourse concerning something else than is visible in the game space, while at the same time achieve a coordinated game activity. Instead of seeing this layered activity as insufficient or problematic, the material is seen as activities that players do as “visible-rational-and-reportable-for-all-practical-purposes” (Garfinkel, 1967, p. vii). The empirical material comes from naturally occurring video-recorded avatar-interaction within the online game World of Warcraft. Detailed transcripts have been transformed into sequential art to highlight aspects of the recordings to make the setting understandable for outsiders. Further, the empirical material is also used to raise issues in relation to how to collect and utilize transcriptions of such data.
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46.
  • Bennerstedt, Ulrika, 1979 (författare)
  • Welcome to the digital puppet show: Positioning work and make-believe methods in role play MMORPG servers
  • 2008
  • Ingår i: In S. Mosberg Iversen (Ed.), Proceedings of The [Player] Conference. IT University of Copenhagen, Denmark, August 2008. ; , s. 53-87
  • Konferensbidrag (refereegranskat)abstract
    • In this paper it will be suggested that a role play MMORPG server is a complex, institutionalized practice which is built on competent acting in and through a digital puppet. The paper takes departure in four different in-game situations to investigate players’ achievement of various social roles, where role play is one dimension of the interaction. This is made through methods stemming from interaction analysis. The empirical material consists of screen-captured video-recorded data from World of Warcraft and The Lord of the Rings Online. The detailed analysis makes visible the achievement of (in-character) role play, as well as social roles achieved out-of-character. The players’ competences are seen as interactional achievements where they by means of the avatar and other interface resources manage moment-by-moment positioning. Players are seen to make visible their positioning via their digital puppet to move and speak from three different footings; the physical player, the virtual personae and a fantasy character. Furthermore, through the multi-voiced activity the analysis point out players ever-present out of character stance when engaged in various kinds of ‘puppet shows’. Playing on a role play dedicated server demand skilled acting in social and technical characteristics to be able to produce and perceive phenomena seen and heard as a role play event.
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47.
  • Bennerstedt, Ulrika, 1979 (författare)
  • What does it take to 'be' a player? The skilled work of role-players in an online game space
  • 2008
  • Ingår i: Paper presented at Multimodality and Learning International Conference, June 2008, London.
  • Konferensbidrag (refereegranskat)abstract
    • This paper takes departure in arguments and beliefs of playing activities within fantasy role-play and information- and communication technology. Opinions on how to play a fantasy role-playing game have been active since the 70s. The tension stem from, on one side, to play a game with rules and specific outcomes (instrumental play). On the other side, living and breathing as a fantasy character. Also, interactive media, as digital games, have been assumed to diminish the gap between representation and represented phenomena. Such arguments and assumptions can be seen in relation to online game environments, such as World of Warcraft, where computer game rules exists side-by-side with social norms. On certain game servers, role-playing rules exists on a meta-level. In other words, how to be and act as a role-playing character are only regulated within the community of role-play members. The paper describes and analyzes one sequence of screen captured video-data of players’ management of player characters – so called avatars – in interaction with other avatars, focusing both role-play and instrumental play. The work is based on interaction analysis, with influences of methods used in conversation analysis and ethnomethodology. What will be highlighted through the analysis of player actions when managing the tools at hand, i.e. the avatar, the game environment and the discourse produced by text in chat windows, are the ways in which players achieve role-play and instrumental play. The norms and values in online games can be regarded as institutionalized ways where members make visible role-playing phenomena. The players’ avatars are seen to use methods to manage and maintain a role-play focused discourse and perception. And at the same, through movements and actions of avatars, players conduct coordinated instrumental play. What is investigated in this study is the work that is needed to become, what some would call, immersed, and others being ‘in-character’. Thus, players are not per se absorbed in the game experience. As such, the paper investigates the skills needed and used to achieve such play. Using Goodwin’s concept of professional vision when scrutinizing the players’ accomplishment, the activity consist of a practice where discourse, perception and practical action are meshed. The competences players present through their avatars actions is seen as intertwining creative discursive activities with perceptual awareness of the game space.
  •  
48.
  • Falkheimer, Jesper, et al. (författare)
  • Kriskommunikation
  • 2009. - 1
  • Bok (populärvet., debatt m.m.)
  •  
49.
  • Geographies of Communication. The Spatial Turn in Media Studies
  • 2006
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • The relationship between space and communication is becoming more complex. Mediatisation blurs the boundaries between different spaces, as well as between dimensions of space. It also leads to the re-articulation of geographical territories – often (re)producing socio-political values and power struggles. This book departs from the assertion that the changing character of media society calls for a spatial turn in media studies. There are clear signs that such a turn is on its way. But no account has yet been formulated for the full potential of this. Gathering new analyses from leading Nordic media scholars, geographers and ethnologists, this book provides a broad view of the perspectives that emerge from the spatial turn. The chapters explore issues such as (trans)nationality, tourism, urban culture, interactive media, and the networking of domestic space. Together, they map out what might become a new sub-field within media and cultural studies: the geography of communication.
  •  
50.
  •  
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